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Map editing is possible
Topic Started: Jun 11 2009, 09:57 PM (1,666 Views)
MegaRockEXE
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Using the latest version of Nintenlord's GBA Graphics editor, editing maps is possible to some extent.

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See how it's different. Sort of...

I'm still trying to see if a more convenient, map-specific editor will be possible. So far, you can edit tile arrangements. This includes the custom screen, the results screen and some maps.

You can download his program here.
http://www.fileden.com/files/2008/1/24/1717946/GBA%20Graphics%20Editor.zip

Try it out.
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GBA_Graphics_Editor.zip (182.32 KB)
Edited by Nemomon, Jun 12 2009, 03:27 PM.
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xxDarknessxx
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Would you be able to rebuid the path to the Immortal area then?
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Agro
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darkcross.exe
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Jun 11 2009, 11:02 PM
What I've been waiting for MRE! IT's finally here!
finnally if we can edit maps like that maybe i will continue hacking a bettr patch!!!! :D


and btw megarock just so you know the link works but the file is damaged.....fix it ..plz
Edited by darkcross.exe, Jun 11 2009, 11:52 PM.
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Nemomon
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*file also attached to the post*
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MegaRockEXE
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Dark.EXE
Jun 11 2009, 11:00 PM
Would you be able to rebuid the path to the Immortal area then?
Why? If you build it, you still can't walk on it. And the Japanese rom already has it. Plus even if you put back the interactivity of the map (like walls) it won't take you anywhere. And if you fix the maps in the US rom, the area objects will never load.
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timaeus222
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wow, this is pretty cool. I'll see if I can make it work for me.
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Calex
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I cant open the program T_T
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Flonne
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I'm looking for easter eggs, are you?
Calex
Jul 16 2009, 08:07 PM
I cant open the program T_T
Me too. Don't know why though.
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Calex
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well at least Im not the only one :)
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Flonne
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I'm looking for easter eggs, are you?
How is yours not able to open?
Mine is that it crashes right after i double click it. Im using Windows XP SPD2, btw.
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Calex
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Mine too Im trying to open it on a crossover mac like I open no$gba and vba
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MegaRockEXE
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Latest .NET framework, maybe?
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AlphaOmega
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mega rock.exe
Jun 12 2009, 05:27 PM
Dark.EXE
Jun 11 2009, 11:00 PM
Would you be able to rebuid the path to the Immortal area then?
Why? If you build it, you still can't walk on it. And the Japanese rom already has it. Plus even if you put back the interactivity of the map (like walls) it won't take you anywhere. And if you fix the maps in the US rom, the area objects will never load.
I remember seeing breifly on another fourm that Immortal Area's collision data is still burried in the US rom. So wouldn't it be possible to re-make the map and implant the collision data on it? However, bulding the path to Immortal is still something to be figured out I think.
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MegaRockEXE
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It is in there, yes. However, the events don't work. Instead of the cutscene taking place, you are returned to the beginning. Plus, the area text is missing.
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louman7777777
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mega rock.exe
Feb 17 2010, 09:24 PM
It is in there, yes. However, the events don't work. Instead of the cutscene taking place, you are returned to the beginning. Plus, the area text is missing.
By saying that you return to the begninng, your saying that you've already hacked it? Wow your years ahead of everyone else, so if we wanted to bring it back, we have to import the cutscnee data then translate the text and it would work right? I know importing data from J version is possible, as falzar's wing attack from his giga chip was imported to U.
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MegaRockEXE
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Not really because there could also be a problem with trickier data like cutscene actions. There's probably other issues to fix like the returning to the beginning thing.
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louman7777777
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So if it were to be imported something a lot more complicated has to be done? Could at least the immortal area map with all the collision data and/or objects be imported as a replacement?
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Agro
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Yes. You can just load Immortal Area to another area. But the objects and texts are still there.
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AlphaOmega
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Can't get everything I suppose. Considering how Capcom was nice enough to leave us the collision data in, just brings us one step closer to reconstructing the area. The next major thing would be figuring out how to reprogram Hackushacku and the chips.
Edited by AlphaOmega, Feb 20 2010, 01:46 PM.
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