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#1 2015-03-19 00:56:22

pokeglitch
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Registered: 2013-02-20
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GlitchMap (Demo) - Map Editor for Pokered Disassembly

For the past two months, I've been working on a map editor that is fully integrated with pokered. No more using another program/ROM and copying and pasting data into the right file.  This software loads and saves the data directly from/to your pokered files.

As of now (3/18), I am about 75% done.  I am not going to release a full fledged version until it is 100% complete.  Currently, it can load 100% of all of the data necessary, but editing and saving is only at 50%.  BUT I do have a demo of the software that I will like to share to get some feedback on the interface.

For some background on the demo: this software consists of a python program that extracts the data from your pokered files, and then opens this GUI and your web browser, where you can edit and save the data. 

This demo only includes the GUI, but the data was extracted from the latest pokered using the python script.  You can save in the demo, but it won't actually save to any files (I.e. it will erase when you refresh).

It will only work in Google Chrome, and I suggest using the latest Dev version (otherwise, the tiles will look distorted when they scale)
You can access the demo here:

http://poketre.com/glitchmap/demo/index.html

Some quick notes on things that aren't so obvious:

- When on the map tab, you can right click on a block on the map to set that block as the current block.

- The Connection strip will not be allowed to extend 3 blocks past the edge of the current map

- The connection strip offset can not be negative and it will also not allow you to increase if the last block in the connection strip is the last block in that map

-If a Wild Pokemon input is Red, it means the Catch Rate is zero so any values in those fields will not be saved to the game.

-Editing the 'All' list for the Wild Pokemon update the respective field for all versions to whatever value you input.

- If the color of any field in the 'All' list is green, then it means that every version has the same value for that field.

Please play around with it and give me any feedback, suggestions, or questions that you have.  Expect a full release early April.

Last edited by pokeglitch (2015-03-19 11:06:25)

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#2 2015-03-19 04:54:25

Danny-E 33
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Registered: 2012-06-09
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Re: GlitchMap (Demo) - Map Editor for Pokered Disassembly

I love the visual connection editing and the tileset/block editing, even tile properties.

Although I think there's some problems with the colors of boxes in the wild mon screen.

My only suggestion, other than finishing the object editor and sprite set editor, is have a super easy toggle between displaying coords and block/tile ids in decimal and hex.
You could display both at the same time, but that would look a little messy.

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#3 2015-03-19 11:02:43

pokeglitch
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Registered: 2013-02-20
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Re: GlitchMap (Demo) - Map Editor for Pokered Disassembly

Great, thanks for the feedback. I'll add in a toggle (probably just click on the box to toggle).  I'll also update the first post to explain the colors.

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#4 2015-03-19 16:04:54

Crystal_
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From: Spain
Registered: 2012-09-16
Post 259/450
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Re: GlitchMap (Demo) - Map Editor for Pokered Disassembly

Wow, this is really neat! Don't have anything to suggest in particular but I still wanted to leave a comment. Great work so far, keep it up!

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#5 2015-03-19 17:05:13

Mateo
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From: The Sims 4
Registered: 2009-11-25
Post 3,013/3,578

Re: GlitchMap (Demo) - Map Editor for Pokered Disassembly

So far, I haven't found anything that needs pointing out beyond the things we already discussed on Twitter before you posted it here. Looking forward to the full release when the time comes. Glad you aren't rushing it and are taking the time to make sure things work right and to get input from the community while working on it.

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#6 2015-03-20 04:29:19

~Red
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Registered: 2010-10-16
Post 234/276

Re: GlitchMap (Demo) - Map Editor for Pokered Disassembly

Cannot wait for this! Will be infinitely useful in terms of block editing and connection editing!

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#7 2015-03-20 11:09:57

Mateo
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From: The Sims 4
Registered: 2009-11-25
Post 3,014/3,578

Re: GlitchMap (Demo) - Map Editor for Pokered Disassembly

~Red wrote:

Cannot wait for this! Will be infinitely useful in terms of block editing and connection editing!

Definitely. I've been editing blocks with an old version of Goldmap where I modified the ini files. I made it so it thinks each tileset's block data starts at offset 0, and there are "maps" that are just 1 block at offset 0 as well that are just there so I can get to the tileset editor. Then I just open the block data file instead of a rom, edit it, and save.

Last edited by Mateo (2015-03-20 11:10:24)

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#8 2015-03-20 12:39:38

pokeglitch
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Registered: 2013-02-20
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Re: GlitchMap (Demo) - Map Editor for Pokered Disassembly

Mateo wrote:
~Red wrote:

Cannot wait for this! Will be infinitely useful in terms of block editing and connection editing!

Definitely. I've been editing blocks with an old version of Goldmap where I modified the ini files. I made it so it thinks each tileset's block data starts at offset 0, and there are "maps" that are just 1 block at offset 0 as well that are just there so I can get to the tileset editor. Then I just open the block data file instead of a rom, edit it, and save.

That's pretty clever!

My game plan is to finish the entire Pokemon tab by Sunday.  Then the sprites tab will be fairly simple (it's only the sprite sets)

Then I will finish up with the Objects tab.  This one has the most work because I need to implement the way to visualize and interact with the objects on the "map".  I have ideas how, I just need to write the code. After that, it's just a matter of creating the 'edit' windows for each type of object data you can edit (which I think there will be 10 of)

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#9 2015-03-22 15:06:05

Mateo
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From: The Sims 4
Registered: 2009-11-25
Post 3,018/3,578

Re: GlitchMap (Demo) - Map Editor for Pokered Disassembly

Ah, thought of something else you might want to consider adding support for editing/expanding.

https://github.com/iimarckus/pokered/bl … .asm#L2212

The table that is sometimes checked for "make sure this tile is in front of the player so you can warp" so that it knows you are trying to walk against a roof or a wall of a gatehouse or something.

Last edited by Mateo (2015-03-22 15:06:22)

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#10 2015-03-22 17:46:38

comet
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Registered: 2012-04-09
Post 546/679

Re: GlitchMap (Demo) - Map Editor for Pokered Disassembly

Feel free to move stuff around to make it easier to edit.

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#11 2015-03-22 21:55:04

pokeglitch
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Registered: 2013-02-20
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Re: GlitchMap (Demo) - Map Editor for Pokered Disassembly

Mateo wrote:

Ah, thought of something else you might want to consider adding support for editing/expanding.

https://github.com/iimarckus/pokered/bl … .asm#L2212

The table that is sometimes checked for "make sure this tile is in front of the player so you can warp" so that it knows you are trying to walk against a roof or a wall of a gatehouse or something.

Great, that can definitely be edited with this app, so I will try to incorporate it.  So this allows you to warp by colliding with certain tiles, rather than standing on a certain tile?  That function in its entirety can probably be included as well (the ExtraWarpCheck::).  It could be a checkbox (for both the Tileset and Map) to determine if it will check for Border Collision or these In-Front Tiles.

It will be a little tricky since it looks like SS Anne uses separate data (though its only 1 tile).  I don't like how multiple tilesets use the same tile list though. I will probably end up permitting a way to create multiple tile lists, so each tileset could have a unique list. I would have to re-write some of the code, but I was able to do that to permit multiple tilesets to use Ledges, so its not impossible.

Sorry, just brainstorming how I might go about adding this feature.  It's definitely something I want to add, but its a little more challenging that it seemed at first, so I might not do it until later.

If you see anything else you think should be editable, please let me know.

comet wrote:

Feel free to move stuff around to make it easier to edit.

Can you elaborate?  What do you think should be re-arranged?

Last edited by pokeglitch (2015-03-22 21:56:05)

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#12 2015-03-23 03:56:44

comet
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Registered: 2012-04-09
Post 547/679

Re: GlitchMap (Demo) - Map Editor for Pokered Disassembly

Oh I meant code/data that was sitting in main.asm. I don't have any specific comments about ux.

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#13 2015-04-04 13:26:26

pokeglitch
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Registered: 2013-02-20
Post 90/95

Re: GlitchMap (Demo) - Map Editor for Pokered Disassembly

There might be one or two changes that I think will be helpful, but nothing involving re-arranging of the locations of data inside the asm files

For an update:
I made good progress on editing the objects.  In fact, I think by next sunday I will release the next demo (where almost everything will be editable)  After that, I will work on saving the data to the pokered files and it should be ready for a release.

Mateo was helping me beta test, so hopefully a lot of bugs that people may encounter will be already be taken care of.


Looking back, I think almost every change that I added in the original Pokemon TRE can be recreated inside of this app.  Its funny to see how far we've come thanks to the pokered disassembly project.

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#14 2015-04-04 16:23:14

ShantyTown
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Registered: 2013-12-04
Post 223/344

Re: GlitchMap (Demo) - Map Editor for Pokered Disassembly

Cool!  You're making lots of progress.  Have you built in any logic to handle the case when Banks are full?  Does it try and move data to less-full banks?  I guess that will come when you write the saving functionality...

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#15 2015-04-05 03:55:04

pokeglitch
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Registered: 2013-02-20
Post 91/95

Re: GlitchMap (Demo) - Map Editor for Pokered Disassembly

ShantyTown wrote:

Cool!  You're making lots of progress.  Have you built in any logic to handle the case when Banks are full?  Does it try and move data to less-full banks?  I guess that will come when you write the saving functionality...

It doesn't know if a bank is full.  That'll be way too difficult, since I would have to convert each line of code into machine code to see the bank size.

The way i have it written, the software only looks at specific files and find the specific data set it is looking for.  It completely ignores everything else. It also doesn't have the ability to move data to another position, that will all have to be done manually if the issue arises.

I actually have already begun the saving, everything except what's on the objects tab can be saved to the game.

Last edited by pokeglitch (2015-04-05 03:57:13)

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#16 2015-04-06 22:32:02

piclarv
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Registered: 2015-01-05
Post 40/41

Re: GlitchMap (Demo) - Map Editor for Pokered Disassembly

Awesome job on this tool so far, I love the interface and that it works with the disassembly.  Will definitely be a huge time saver for future hacks.

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#17 2016-03-14 06:02:50

lusentoj
Member
From: Sweden
Registered: 2016-02-29
Post 12/31

Re: GlitchMap (Demo) - Map Editor for Pokered Disassembly

Hey, it seems to me like you can only select "full" tiles. What I had a lot of fun with in one of the other mapping programs was being able to select fourths of tiles and mix-and-match them, ex. put a bookshelf bottom paired with a computer top. If it's not already an option it might be something to think about. Otherwise, seems great!! I hope you're still working on it!

Last edited by lusentoj (2016-03-14 06:17:50)

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#18 2016-03-14 06:07:46

Mateo
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From: The Sims 4
Registered: 2009-11-25
Post 3,273/3,578

Re: GlitchMap (Demo) - Map Editor for Pokered Disassembly

That's not how mapping works in Gen 1. You have to use the "large" blocks to draw the map, but you can customize how the large blocks look. What you're describing sounds like the way 3rd gen mapping works, where you can select, say, just a sign or a rock or something, and put it wherever you want on the map, instead of having to choose a large block with a sign in the corner of it and use that.

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#19 2016-03-14 06:27:06

lusentoj
Member
From: Sweden
Registered: 2016-02-29
Post 14/31

Re: GlitchMap (Demo) - Map Editor for Pokered Disassembly

Ahhh, now that you mention it I might have just loaded first-gen tilesheets into a map editor for a later generation!

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#20 2017-01-04 10:32:58

Wild
Member
From: Blighty
Registered: 2016-12-30
Post 4/12

Re: GlitchMap (Demo) - Map Editor for Pokered Disassembly

Did GlitchMap ever get further than a proof of concept demo? This tool really could have made working on the disassembly a lot more user friendly. Of course, opening and editing individual files within Pokered isn't difficult, it can just be tedious to constantly be opening and closing windows and searching for data.

I have had a play around with Shanty Town's RB Map and it does work well although it does lack a blockset editor, and editing that stuff in a hex editor can get annoying.

If it didn't get any further, are there any plans in the future for the community to complete a similar all encompassing map editor?

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