Editroid 3.0

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snarfblam

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Editroid 3.0

Postby snarfblam » 03.28.12 5:10pm

So I made this thing and I called it Editroid 3.0.

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It's a level editor for Metroid (NES) and it's a beta version so be careful cause it might crash or burn your house down or something.

Infinity's End, if you're listening, I'd be more than happy to have this listed on MDB as well.

DrevanZero

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Re: Editroid 3.0

Postby DrevanZero » 03.28.12 5:18pm

Hey snarf, sup? Editroid's been looking great. I was keeping an eye on your thread on MetConst
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Infinity's End

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Re: Editroid 3.0

Postby Infinity's End » 03.30.12 6:46pm

snarf: would you ever consider integrating a direct graphics tile editor into it? Or do you think that it's too much effort/work and there are already so much better tools that could do the job? Also, a Samus editor, title screen editor, and story screen editor would be nice as well. :)
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snarfblam

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Re: Editroid 3.0

Postby snarfblam » 04.01.12 12:11pm

I had actually started working on a tile editor at one point. I spent about an hour on it (the tile editing control is still present in the source code) before I decided it was a complete waste of time. Like you said, there are plenty of very capable tools out there. Besides, Editroid has a feature that you can use (carefully) to edit graphics with an external program at the same time you are using Editroid.

I recommend creating backups obsessively while doing this. First open your ROM in both Editroid and your tile editor program. Now, edit the graphics in the tile editor and save. Editroid should show a window informing you that the ROM has been modified by an outside program. You have the option to ignore it, reload the whole ROM, or load only the graphics. Reload the graphics only, and you can continue working in Editroid with your shiny new tile work. This is nice because it makes it quick and easy to tweak your graphics and try them out in Editroid. (If you accidentally reload the whole ROM, any changes that have been made in Editroid will be lost, hence the backups.)

Not sure what you mean by a Samus editor. That could mean a few different things. Title screen/story editor would be handy (you know firsthand), but the format for this data (i.e. nametable data) makes for a less than straightforward editing experience. I actually have a little nametable data editor in my Zelda dungeon editor for editing the corner maps, but I don't think it would scale well for whole-screen stuff. Besides, I would rather do something like write a tutorial to teach people how to hack nametable data than spoon-feed them.

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Re: Editroid 3.0

Postby Infinity's End » 04.01.12 11:11pm

snarfblam wrote:Not sure what you mean by a Samus editor. That could mean a few different things. Title screen/story editor would be handy (you know firsthand), but the format for this data (i.e. nametable data) makes for a less than straightforward editing experience. I actually have a little nametable data editor in my Zelda dungeon editor for editing the corner maps, but I don't think it would scale well for whole-screen stuff. Besides, I would rather do something like write a tutorial to teach people how to hack nametable data than spoon-feed them.


More or less, have each Samus frame laid out, and when you edit it, it would just save over top of the Samus tiles in the game. Samus only has like, less than 20 frames, right? and if you include Justin Bailey that's less than 40... if you need help with that, I'd be down.
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