ZScream 3.0.2

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Post by SunGodPortal Thu 28 Dec 2017 - 19:09

Yeah, I guess it's been a while since I was this deep into the dungeons.
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Post by wizzrobemaster Thu 28 Dec 2017 - 20:05

Zarby, how are you going to handle the overlays? will there a shortcut where it will be easier to edit the holes?

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Post by zarby89 Thu 28 Dec 2017 - 20:59

Nice thanks Smile , i will put all of them on layer 3 at least for now, i guess that could be easy enough to change but i have lots of others stuff to fix before

wizzrobemaster wrote:Zarby, how are you going to handle the overlays? will there a shortcut where it will be easier to edit the holes?

For now i don't know it might not be possible to change in the 1st release but i don't know, it will probably looks like HM but with the possibility of having a room as background i guess i don't even really know how they work for now so that's hard to say


edit:
door preview :
ZScream 3.0.2 - Page 2 Doormove
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Post by wizzrobemaster Thu 28 Dec 2017 - 22:07

I noticed you have the door boundaries highlighted. HM did not really have that feature.

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Post by zarby89 Wed 3 Jan 2018 - 9:25

Not a very nice UI but it still progressing !, i'm streaming on twitch almost everyday the development of it if anyone is interested, https://www.twitch.tv/zarby89
ZScream 3.0.2 - Page 2 Progre10
it can also read JP text now !
ZScream 3.0.2 - Page 2 Jptext10
ZScream 3.0.2 - Page 2 Texted10
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Post by zarby89 Tue 30 Jan 2018 - 19:20

Hello !, just posting to say the project is still going i've added lots of features but it much more work than i was expecting so it will take the time it will take... it really buggy atm i don't want to release anything bugged here's a gif of what it looks like now plus load layout feature Blue1

ZScream 3.0.2 - Page 2 Newfeaturex

You can now name the dungeons / rooms as you can see on the left, the UI have been updated to be less "compacted" starting equipement tab have been added fully working i've done lots of draw fix as you can see the door draw is an entrance door and not a normal door anymore i won't give any other estimated release date anymore it could be in a month or in 6 i don't know
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Post by qwertymodo Fri 2 Feb 2018 - 15:42

One feature I'd really love is the ability to directly export a room to .png. And the ability to batch do it for a range of rooms (or potentially all of them) all at once.
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Post by IntimFuchtler Mon 12 Feb 2018 - 3:32

Really nice work there zarby, looks really promising.
If this is a thing, this will surly open up the alttp hacking community to new people (as most of them are afraid of hm)
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Post by zarby89 Sat 24 Feb 2018 - 16:02

Hehe maybe, but still hacking alttp is really hard Sad
ZScream 3.0.2 - Page 2 Graphicschemes
full size :
https://cdn.discordapp.com/attachments/172411224657625088/417062643702956033/graphicschemes.gif

here's my graphics schemes, it update in realtime the room gfx Very Happy the project is still slowly progressing... , there's lots of corruption happening in the rom when you save too many times.

i'm currently working on splitting the project as a file independent from the actual rom, so you won't need the rom anymore once you create a project, you'll be able to patch JP1.0 / US1.2? with the data from your project file Confused
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Post by ShadowOne333 Thu 1 Mar 2018 - 12:32

Holy crap, why was I not aware of this before?!
This looks absolutely fantastic!
The option to copy and save room layouts and paste them into another room altogether is a godsend for sure.
I cannot wait to try this out down the road!
I'll be looking forward to try out this nifty little app of yours Smile

I have two questions:

1) I saw some pics about the script of the game. Are you planning on implementing some sort of script editor? Will it be for both the japanese and international releases?

2) In your Youtube channel (yeah I'm such a stalker Razz) I saw a video of a Map Viewer you made. Are you planning on further developing the viewer to make it a Map Editor? Or are you focusing only on the Dungeon Editor?

Best of luck with this project! Really looking forward to it Smile


Last edited by ShadowOne333 on Thu 1 Mar 2018 - 14:30; edited 1 time in total
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Post by zarby89 Thu 1 Mar 2018 - 13:41

Thanks, i will do an overworld editor eventually that's planned it probably gonna be a separate tool i don't know yet since i'm focusing on dungeon editor for now.

Like i said in the previous post it should be able to open JP1.0/Rando and US 1.2 or whatever the version is headered or not, for now i'm focusing on en JP1.0 because of the randomizer.

i will also add somthing in it for asm scripts since the tool do not modify the rom directly that open up lots of thing.
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Post by wizzrobemaster Fri 2 Mar 2018 - 8:26

could you provide some asm patches as options in the editor (i.e. similar to how zelda oracle level editor can apply them)?

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Post by zarby89 Fri 2 Mar 2018 - 11:21

That was my intention already to provide some scripts, and there's probably gonna have an folder for asm script, where you'll be able to put script in and if the script have parameters (aka define?) the editors will read them and allow editing them

i have done that one mainly for the editor :
ZScream 3.0.2 - Page 2 Omgno
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Post by wizzrobemaster Fri 2 Mar 2018 - 13:40

if you have a folder, then i suggest placing the "grab items with sword" asm and the ast pegasus boots. perhaps the auto magic refill could be placed in as well? i successfully inserted that one, but i need to find the comment of where it is documented.

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Post by zarby89 Thu 8 Mar 2018 - 1:27

Started working on the overworld Very Happy i'm still missing the hardcoded palettes, map size, secrets (holes),entrances i almost have items and sprites done already Razz

ZScream 3.0.2 - Page 2 Pugchamp
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Post by wizzrobemaster Thu 8 Mar 2018 - 6:04

how much is there to finish until the editor is ready to be released? does it need debug testing?

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Post by zarby89 Tue 13 Mar 2018 - 1:23

It already being tested lots of majors bugs has been fixed, i'd say maybe 1 month or 2 before i release a "complete" debug version
here some progress on the overworld editor Very Happy
https://cdn.discordapp.com/attachments/157379581618159616/422986947607134218/mapeditor.gif
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Post by Puzzledude Tue 13 Mar 2018 - 10:29

zarby89 wrote:It already being tested lots of majors bugs has been fixed, i'd say maybe 1 month or 2 before i release a "complete" debug version
here some progress on the overworld editor Very Happy
https://cdn.discordapp.com/attachments/157379581618159616/422986947607134218/mapeditor.gif
Great zarby, for you to include a 16x16 tile editor, ie middle tiles, since the main problem with overworld drawing in HM was the 32x32 drawing.
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Post by zarby89 Tue 13 Mar 2018 - 10:36

hehe yeah i hate working with 32x32 tiles, 16x16 is so much better i've made that map in 45 minutes in tiled editor (which is what i'll be using along with my editor cause it a great editor and i don't want to work on a huge overworld editor for now) https://cdn.discordapp.com/attachments/329059206030295051/423048661896003594/Map.png
in game preview :
https://cdn.discordapp.com/attachments/157379581618159616/423073120392314881/tiledmap.gif

my overworld code seems to be working fine i'm really happy haha i'll finish the rest tomorrow entrances/sprites/items editing
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Post by Jeimuzu Tue 13 Mar 2018 - 18:48

zarby89 wrote:hehe yeah i hate working with 32x32 tiles, 16x16 is so much better i've made that map in 45 minutes in tiled editor (which is what i'll be using along with my editor cause it a great editor and i don't want to work on a huge overworld editor for now) https://cdn.discordapp.com/attachments/329059206030295051/423048661896003594/Map.png
in game preview :
https://cdn.discordapp.com/attachments/157379581618159616/423073120392314881/tiledmap.gif

my overworld code seems to be working fine i'm really happy haha i'll finish the rest tomorrow entrances/sprites/items editing
I must say, I'm very impressed with your work so far.  Does your editor import tmx map files, or have you integrated Tiled into it?  Either way, I think it's a great idea.  I love using Tiled.  I already use it to design my overworld areas so this sounds great.  

By the way, I'm curious to know how the new tiles are stored.  Are they stored at the end of the rom, or is the rom perhaps expanded from within?
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Post by zarby89 Tue 13 Mar 2018 - 21:07

yes it import .tmx files and export .tmx files it not the best but tiled is great i'm pretty sure i'd never be able to make an editor like that haha but to make it "easier" i'll probably try to link them that's hard to explain but like my editor will save map into .tmx and if that file change it will be reloaded automatically in my editor for entrances/sprites/items stuff

i'll move lots of stuff around this is not done yet but my plan is to move tiles32 in the expanded region of the rom the map data will be saved "uncompressed" using that tiles32 space.

also my editor will by default expand rom to 2mb, (3mb for rando rom), so i can save lots of editor related stuff to remove some of the limitations Very Happy

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Post by Jeimuzu Tue 13 Mar 2018 - 22:20

zarby89 wrote:yes it import .tmx files and export .tmx files it not the best but tiled is great i'm pretty sure i'd never be able to make an editor like that haha but to make it "easier" i'll probably try to link them that's hard to explain but like my editor will save map into .tmx and if that file change it will be reloaded automatically in my editor for entrances/sprites/items stuff

i'll move lots of stuff around this is not done yet but my plan is to move tiles32 in the expanded region of the rom the map data will be saved "uncompressed" using that tiles32 space.

also my editor will by default expand rom to 2mb, (3mb for rando rom), so i can save lots of editor related stuff to remove some of the limitations  Very Happy
Right, if Tiled gets the job done, then I see no reason to make a new editor.  I'm glad to hear that you plan to move the map data to the expanded region.  Shouldn't have any problems with bugging the rom that way.

Though I don't think the HM overworld editor necessarily bugs the rom either since you're really just moving tiles around, and therefore not increasing the amount of data.  But like you and Puzzledude noted, 32x32 is a pain to work with, lol.
Anyway, I appreciate you working on this, and I look forward to seeing how it turns out. Smile
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Post by Charmander106 Wed 14 Mar 2018 - 0:21

I'm loving the progress so far, especially the overworld editor with the ability to draw with 16x16 tiles. This is what Hyrule Magic should have done, instead of that 32x32 nonsense.
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Post by zarby89 Sun 10 Jun 2018 - 23:44

Hello Smile , bringing some news it been a while since i've not updated this thread

i am not working on that ZScream anymore, the code became too complicated to work with and everytime i had to work on it it was taking me hours just to understand where to put stuff etc...

i have not abandonned the idea of making an editor for zelda alttp, it just gonna be different instead of a all in one editor i'm working on a data exporter/importer in json for alttp.

here's an image of what i have in mind
ZScream 3.0.2 - Page 2 Unknown

i will also export some ASM routines like the sprites for example that are gonna be patched on runtime like the rest of the data so that will be easier to have custom sprites for example

i have around ~70% done on the exported data, less than 5% on imported data, and i have an overworld editor started too

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Post by wizzrobemaster Mon 11 Jun 2018 - 8:12

this is really nice, but too bad the all in one editor cannot happen. have you tried to ask for help regarding the old editor and is there still data available from it or was it completely dismantled?

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