Level editor for the SNES version
Level editor for the SNES version
After some months of research, I've finally made it!
Download: http://www.freeweb.hu/princepersia/en/snesedit_dl.htm
Screenshots: http://www.freeweb.hu/princepersia/en/snesedit.htm
Notes on usage:
You need a ROM image (*.smc) of the European or USA version to use the editor. (The Japanese gives an error message)
The editor uses the graphics from the ROM.
File menu:
Open: opens a level in a ROM image.
Save: saves the currently opened level into the same place (overwrite).
Export level: exports the currently opened level. (3490 bytes)
Import level: imports the currently opened level.
Room display area:
Click to select a tile. Ctrl-click to select multiple tiles.
Context menu:
Start here: sets start position to the selected tile.
Flip start: flip the start direction
Guard here: put guard into the selected tile. (max. 1 guard per room)
Flip guard: flip the guard in the current room.
Delete guard: remove the guard from the current room.
Guard type...: lets you select the type of the guard in the current room from a list.
Guard skill...: lets you modify the skill of the guard from the current room.
Room links...: lets you modify the room links.
Unlike the DOS version, rooms are numbered 0-23. 255 means no room, 254 means no room and don't show above.
How tiles work:
Each position has a foreground tile index, a background tile index and a door event index.
The background tile index is simply an index into a list of images.
The foreground tile index is a bit more complicated.
It is an index into a table with the following entries:
- Background layer index: an index into a list of images.
- Foreground layer index: an index into a list of images.
- Object: a number which identifies an object.
- Attributes: bits describing whether the tile is wall or floor.
For buttons, the door event index is an index into the door events, which are similar to the DOS version ones.
It can also mean:
For doors: 00=closed, FF=open
For teleports: if the index is the same for two teleports, they belong to each other.
What is missing:
Objects are shown as text.
The level type cannot be changed.
Checkpoints cannot be changed.
You can't tell if a wall is fake just by looking. (But if you select it, you'll see.)
Download: http://www.freeweb.hu/princepersia/en/snesedit_dl.htm
Screenshots: http://www.freeweb.hu/princepersia/en/snesedit.htm
Notes on usage:
You need a ROM image (*.smc) of the European or USA version to use the editor. (The Japanese gives an error message)
The editor uses the graphics from the ROM.
File menu:
Open: opens a level in a ROM image.
Save: saves the currently opened level into the same place (overwrite).
Export level: exports the currently opened level. (3490 bytes)
Import level: imports the currently opened level.
Room display area:
Click to select a tile. Ctrl-click to select multiple tiles.
Context menu:
Start here: sets start position to the selected tile.
Flip start: flip the start direction
Guard here: put guard into the selected tile. (max. 1 guard per room)
Flip guard: flip the guard in the current room.
Delete guard: remove the guard from the current room.
Guard type...: lets you select the type of the guard in the current room from a list.
Guard skill...: lets you modify the skill of the guard from the current room.
Room links...: lets you modify the room links.
Unlike the DOS version, rooms are numbered 0-23. 255 means no room, 254 means no room and don't show above.
How tiles work:
Each position has a foreground tile index, a background tile index and a door event index.
The background tile index is simply an index into a list of images.
The foreground tile index is a bit more complicated.
It is an index into a table with the following entries:
- Background layer index: an index into a list of images.
- Foreground layer index: an index into a list of images.
- Object: a number which identifies an object.
- Attributes: bits describing whether the tile is wall or floor.
For buttons, the door event index is an index into the door events, which are similar to the DOS version ones.
It can also mean:
For doors: 00=closed, FF=open
For teleports: if the index is the same for two teleports, they belong to each other.
What is missing:
Objects are shown as text.
The level type cannot be changed.
Checkpoints cannot be changed.
You can't tell if a wall is fake just by looking. (But if you select it, you'll see.)
Re: Level editor for the SNES version
Amazing work! I'd love to make a SNES mod, but it's still kind of hard to use...
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- Wise Scribe
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Re: Level editor for the SNES version



THIS IS GREAT!!!!!!!






EDIT: It does need some work to make it a bit easier, if possible

I found a strange glitch already. This is what happened when I crushed this girl guard:

As you can tell, the image turns distorted. In the game the death music plays but the image still changes as you get close. I killed myself:

And after my body disappeared, the squashed girl showed up:

Only after I got squashed did the girl's squashed body show up.


Former Member of popuw.com/forum


Re: Level editor for the SNES version
Some guards don't have graphics for being crushed. The girl is one of them.Eagle-Head Priest 97 wrote:I found a strange glitch already. This is what happened when I crushed this girl guard:
If you look closely, it's the squashed prince, but with the girl's palette.Eagle-Head Priest 97 wrote:Only after I got squashed did the girl's squashed body show up.
Re: Level editor for the SNES version
Woohoo! I've waited so long for an editor like that. David, you're the MOST F***ING AWESOME developer out there!!
*downloads*
Edit: I've played around a little with the editor, and I must say that it's not very easy to use, despite the looks of it. That may be because I use RoomShaker to create my levels, so...
I guess the editor still is in early states, but could you make it easier to use with commands that RoomShaker had to offer, too (like "Clear all rooms" or things like that)? You don't necessarily have to make it look like a RoomShaker, but I'd still wish for an easier usability.
*downloads*
Edit: I've played around a little with the editor, and I must say that it's not very easy to use, despite the looks of it. That may be because I use RoomShaker to create my levels, so...
I guess the editor still is in early states, but could you make it easier to use with commands that RoomShaker had to offer, too (like "Clear all rooms" or things like that)? You don't necessarily have to make it look like a RoomShaker, but I'd still wish for an easier usability.
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- Wise Scribe
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Re: Level editor for the SNES version
Oh, ok, I didn't know that the SNES was capable of replacing palattes! Of course, I have no knowledge whatsoever of the technicality of level editors.David wrote:Some guards don't have graphics for being crushed. The girl is one of them.Eagle-Head Priest 97 wrote:I found a strange glitch already. This is what happened when I crushed this girl guard:If you look closely, it's the squashed prince, but with the girl's palette.Eagle-Head Priest 97 wrote:Only after I got squashed did the girl's squashed body show up.
I have to say I agree with that!mk1995 wrote:David, you're the MOST F***ING AWESOME developer out there!!
Former Member of popuw.com/forum


Re: Level editor for the SNES version
Hey, David, when's the next version gonna come out? There hasn't been a post in here for a long time...
Re: Level editor for the SNES version
I've updated the editor:
The link is the same: http://www.freeweb.hu/princepersia/en/snesedit_dl.htm
Added features:
Objects are shown as in the game, but you can turn text labels on.
You can change the type of the level (dungeon/palace/etc.).
Added clear all rooms, clear this room and jump to room.
Added automatic tile mode:
If this is set, the editor will create tiles for you from Background layer, Foreground layer, Object and Attributes, so if you change one of these for a tile, other instances of the tile will remain the same.
EDIT: Oh, and you can edit the Japanese version, too.
The link is the same: http://www.freeweb.hu/princepersia/en/snesedit_dl.htm
Added features:
Objects are shown as in the game, but you can turn text labels on.
You can change the type of the level (dungeon/palace/etc.).
Added clear all rooms, clear this room and jump to room.
Added automatic tile mode:
If this is set, the editor will create tiles for you from Background layer, Foreground layer, Object and Attributes, so if you change one of these for a tile, other instances of the tile will remain the same.
EDIT: Oh, and you can edit the Japanese version, too.
Last edited by David on October 26th, 2009, 1:56 pm, edited 1 time in total.
Re: Level editor for the SNES version
Thanks. This is a huge improvement.
Looking forward to the next version.
Looking forward to the next version.
Re: Level editor for the SNES version
Be a bit more clear, please. Explain the steps you did trying to download and tell us what failed. If you only tell us you can't download it, we can't really help you.tristan1991 wrote:WHAT ThEi cant download why ???
- AuraDragon
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Re: Level editor for the SNES version
Proxy Error, says the file was moved "Here" (meaning a different site) but that link doesn't lead anywhere interesting.
>_< Shit why didn't I see this sooner!?
>_< Shit why didn't I see this sooner!?
I post on the forum at weird times of the day
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Re: Level editor for the SNES version
I uploaded a link of David's first version:
http://www.fileden.com/files/2007/8/31/ ... sLevEd.zip
It's not his second version, but you'll get a taste until David can re-upload it!
http://www.fileden.com/files/2007/8/31/ ... sLevEd.zip

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- AuraDragon
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Re: Level editor for the SNES version
Many Thanks Eagle. 

I post on the forum at weird times of the day
Re: Level editor for the SNES version
I do have the second version, but can't upload it right now because I'm at my sister's PC at the moment, so I don't have it at hand right now. You've gotta wait 'til the end of the weekend.