Will be cool to have those, and also some documentation about rom offsets for what you said, like guards, falling floors and other..David wrote:
I still have my decompressing/extracting programs (from 2011), so I can post them if someone wants them.
post suggestions here
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- Calif
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Re: post suggestions here
Check my Prince in C# https://github.com/salvadorc17/Prince-Monogame
Re: post suggestions here
Here are they, but don't expect too much from them...
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- Calif
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Re: post suggestions here
Thanks but dont know how to use php, only what i can get to use is to take adresses values..David wrote:Here are they, but don't expect too much from them...
Check my Prince in C# https://github.com/salvadorc17/Prince-Monogame
Re: post suggestions here
Salvador, the PoP2 for SNES port does not have regular, editable tiles.
It is an incredibly complex port to take apart and modify.
Use apoplexy and launch the PoP2 for DOS editing functionality; click the middle prince.
Then look at levels 1, 2 and 14.
The tiles that the prince walks on are invisible, and the room graphics are fullscreen images.
All the PoP2 for SNES levels are like that.
This means that, even if you manage to figure out how to add and remove tiles, the images still would not change.
Even if you manage to put together an editor to modify tiles, there is almost no modding possible.
The only way to get past that would be to include image/palette editing capabilities in your editor.
And that would go way beyond just swapping out tiles.
It would take a very skilled/experienced programmer months to accomplish such a complicated task.
We have our own day-time jobs and hobbies, which means we cannot help you with this.
Since it's so complex to take on alone, the PoP2 for SNES port is not a good candidate to look into.
It is an incredibly complex port to take apart and modify.
Use apoplexy and launch the PoP2 for DOS editing functionality; click the middle prince.
Then look at levels 1, 2 and 14.
The tiles that the prince walks on are invisible, and the room graphics are fullscreen images.
All the PoP2 for SNES levels are like that.
This means that, even if you manage to figure out how to add and remove tiles, the images still would not change.
Even if you manage to put together an editor to modify tiles, there is almost no modding possible.
The only way to get past that would be to include image/palette editing capabilities in your editor.
And that would go way beyond just swapping out tiles.
It would take a very skilled/experienced programmer months to accomplish such a complicated task.
We have our own day-time jobs and hobbies, which means we cannot help you with this.
Since it's so complex to take on alone, the PoP2 for SNES port is not a good candidate to look into.
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- Calif
- Posts: 553
- Joined: August 27th, 2011, 2:04 am
Re: post suggestions here
Yes youre right, have looked on that, only what could do is to change guards positions, i will leave this for future..
Check my Prince in C# https://github.com/salvadorc17/Prince-Monogame
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- Calif
- Posts: 553
- Joined: August 27th, 2011, 2:04 am
Re: post suggestions here
Could be possible to convert dos level to snes version using directly apoplexy??
Check my Prince in C# https://github.com/salvadorc17/Prince-Monogame
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- Calif
- Posts: 553
- Joined: August 27th, 2011, 2:04 am
Re: post suggestions here
More apoplexy suggestions i want to recommend:
-Copy/paste selected room or tiles like snes editor.
-Show selected tile id and value (eg floor(0x01) tile 0,3)
-Copy/paste selected room or tiles like snes editor.
-Show selected tile id and value (eg floor(0x01) tile 0,3)
Re: post suggestions here
You can copy+paste rooms with Ctrl+c and Ctrl+v.salvadorc17 wrote:-Copy/paste selected room or tiles like snes editor.
If you press "i" on the main screen, you will see tile information.salvadorc17 wrote:-Show selected tile id and value (eg floor(0x01) tile 0,3)
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- Calif
- Posts: 553
- Joined: August 27th, 2011, 2:04 am
Re: post suggestions here
Thanks for the info, how to read that information (ON0/255 ON1/1 OY1/0)??Norbert wrote: If you press "i" on the main screen, you will see tile information.
Re: post suggestions here
(I will give a simplified explanation.)salvadorc17 wrote:Thanks for the info, how to read that information (0N0/255 0N1/1 0Y1/0)??Norbert wrote: If you press "i" on the main screen, you will see tile information.
The format is: group / variant
For the group, you can ignore the first 2 characters.
Examples:
0N0/255 -> group is 0, variant is 255
0N1/1 -> group is 1, variant is 1
0Y1/0 -> group is 1, variant is 0
The only exception is 0Y11/0: group is 43, variant is 0.
Here are some tile examples:
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The life potion is 0N10/2.
0N10/2 -> group is 10, variant is 2.
Group 10 are the potions.
Variant 2 in group 10 is the life potion.
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The open gate is 0N4/1.
0N4/1 -> group is 4, variant is 1.
Group 4 are the gates.
Variant 1 in group 4 is the open gate.
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Re: post suggestions here
A different user interface xD
Door events are a bit complicated to look at, and tile screen is really messy. My eyes hurt from just looking after a while. Option to import single level from another .dat file.
Door events are a bit complicated to look at, and tile screen is really messy. My eyes hurt from just looking after a while. Option to import single level from another .dat file.
Re: post suggestions here
If you mean in general, I suggest you try RoomShaker.Coco wrote:A different user interface xD
Yeah.Coco wrote:Door events are a bit complicated to look at, [...]
How is it messy and hurting your eyes?Coco wrote:[...] and tile screen is really messy. My eyes hurt from just looking after a while.
I'm no longer working on apoplexy, so you could use RoomShaker instead. First File->Export Level, then in the other mod File->Import Level. In theory you could do something similar with apoplexy, by using "apoplexy -x" to export all levels as XML, for 2 mods, then combine whatever levels you want, and finally run "apoplexy -y" to import the XML. Or you could move around levels/*.plv files while the program is running. But in practice it's probably too user-unfriendly, plus not used/tested much.Coco wrote:Option to import single level from another .dat file.
Re: post suggestions here
Well, I'm currently using roomshaker for general level design, and apoplexy for automatic changes on prince.exe. and some other features that are not available in roomshaker. Customization of prince.exe just ain't worth it, I'm designing levels as I go, and testing them in apoplexy is far easier (no graphic glitches etc).
But constant switching between roomshaker and apoplexy is really pain in the @$$, especially when you want to make odd room linkinkg which makes levels.dat unreadable in RS
But constant switching between roomshaker and apoplexy is really pain in the @$$, especially when you want to make odd room linkinkg which makes levels.dat unreadable in RS
Re: post suggestions here
You could make feature requests on the RoomShaker board, for instance for PRINCE.EXE modification or to allow users to open LEVELS.DAT files with broken (odd) room links. Brendon released a new version in August 2016, so he may still be willing to further improve the application.
This happens when not all resources are enabled. When you run apoplexy once, it automatically enables all the resources in PRINCE.EXE. After that, you can simply use the 'fixed' PRINCE.EXE with RoomShaker and you should no longer see glitches. RoomShaker could also enable all resources, you could post a feature request for this on its forum board.Coco wrote:(no graphic glitches etc)
Re: post suggestions here
I'll do that. Im working on a new mod. Since I have Internet problems, and don't have apoplexy on my pc, I wanted to ask if it supports, uhm, 'odd events'. Like raising a skeleton after stepping on certain tile, or making loose floor fall after drinking a potion, or a disappearance of wall etc?