I posted "what it can do so far" as in, they're all implemented now and nothing else.Raccoon Sam wrote:• What is the state of the project as of now?
I've never been into open sourcing my code but maybe I'll change my mind.Raccoon Sam wrote:• Is the project open source / on GitHub?
C# and rendered by OpenGL.Raccoon Sam wrote:• What language is the program being programmed in?
Here's one from today.Raccoon Sam wrote:• Got any screenshots?
I've never been into open sourcing my code but maybe I'll change my mind.
L_Sky wrote:Woahhh it looks amazing !!!
Can we try it so far? I'm really interested in editing tiles of water and ice levels.
Request : editing water/ice levels (enemies, bonus etc...).
Thanks a lot !!!
Raccoon Sam wrote:Come to think of it, how far can the pointers reach?
Quaraage wrote:$8F00 XXXX YYYY
[UNKNOWN] Coordination control? Move this sprite relatively based on current active Kong's state(?)
If H-flipped and XXXX (YYYY) & 0x4000 != 0, add -XXXX (-YYYY) instead.
This command requires two parameters. First parameter is for X, and second is for Y. Each data is signed word.
$9000 XXXX YYYY
[UNKNOWN] Store YYYY to variable XXXX. If sprite is H-flipped and YYYY & 0x4000 != 0, store -YYYY instead. This command requires two parameters.
$9200 XXXX YYYY
[UNKNOWN] Coordination control? Move this sprite relatively based on current active Kong's state(?)
If H-flipped and XXXX (YYYY) & 0x4000 != 0, add -XXXX (-YYYY) instead.
This command requires two parameters. First parameter is for X, and second is for Y. Each data is signed word.
$9300
[UNKNOWN] Coordination control? This command has no parameter.
$9400 XXXX YYYY ZZZZ
[UNKNOWN] If there are sprites which have control code XXXX, set hi 11 bits of sprite state from the first sprite which has control code XXXX and discard low 5 bits. YYYY and ZZZZ are ignored, and set control code XXXX to this sprite.(???)
Else, do many operation (unknown).
This command requires three parameters.
Raccoon Sam wrote:Great job, Quaraage!
Do you think it would be better to leave a script editor as-is, giving the user full access to writing bytes, or make a pseudo-language/mnemonic interpreter?
Raccoon Sam wrote:Come to think of it, how far can the pointers reach? If there's a lot of free space somewhere (after expanding the ROM, in the very last case) I'd imagine "custom entities" wouldn't be too hard to implement, right? Just have the original sprites as they are, but if the user chooses to do so, they could make a 'copy' of a sprite but with a new set of scripts.
Myself086 wrote:The Rom is now 8mb instead of 4mb, the editor no longer edits the Rom directly but instead you create a project with independent source files that get compiled into the Rom.
Myself086 wrote:The only down side of moving data around is not being able to use other editors anymore.
Myself086 wrote:- No up/down screen transition.
Raccoon Sam wrote:Sounds like a solid plan!Myself086 wrote:- No up/down screen transition.
I'm not sure what you mean by this though.. are you talking about the brief fade out/in effect when you cross the map border, like from Reptile Rumble?
Raccoon Sam wrote:I see. Not a big deal really – a clever map designer can circumvent this limitation anyway by designing the map parts just the right way.
One more thing; can you edit the level layer mode properties? The caves, for example, have the standard 4bpp level tiles and a 4bpp background plus an additional 2bpp foreground in front of everything, while Jungle Hijinxs has 4bpp level tiles, 4bpp background and an additional 2bpp far background and an HDMA gradient (no foreground at all). Pretty sure some snow levels have an animated 2bpp foreground snow layer too.
How much can we tinker with these level properties and is the user limited to just changing what foreground/background type combo to use in the particular level or are they able to actually use a custom new tilemap instead of overwriting the old ones?
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