SanguinettiMods Posted January 28, 2013 Share Posted January 28, 2013 Did you google or are you watching, too? NanamiRCP comes from Aoyama Nanami, too. Also, thanks for the encouragement so far, I do appreciate it I've watched a little. And you're definitely welcome. Link to comment Share on other sites More sharing options...
sairugoth Posted January 29, 2013 Share Posted January 29, 2013 this looks pretty cool Link to comment Share on other sites More sharing options...
Jason777 Posted January 29, 2013 Share Posted January 29, 2013 A potential hierarchy editor? Definitely. Link to comment Share on other sites More sharing options...
Armos Posted January 29, 2013 Share Posted January 29, 2013 xDan, have you added a group/object feature that I suggested adding awhile back? Link to comment Share on other sites More sharing options...
xdaniel Posted January 29, 2013 Author Share Posted January 29, 2013 (edited) xDan, have you added a group/object feature that I suggested adding awhile back? Not in ol' Sayaka, but I will do so for Sorata. Also, the reason why I stayed up until now... 6:25 am, that is: <?xml version="1.0" encoding="utf-8" ?><ActorDefinition Description="Generic actor"> <Item Index="0" Type="System.UInt16" DisplayType="Hexadecimal" Description="Number" Control="System.Windows.Forms.TextBox"></Item> <Item Index="2" Type="System.Int16" Description="Position on X axis" Mask="FFFF" Control="System.Windows.Forms.TextBox"></Item> <Item Index="4" Type="System.Int16" Description="Position on Y axis" Mask="FFFF" Control="System.Windows.Forms.TextBox"></Item> <Item Index="6" Type="System.Int16" Description="Position on Z axis" Mask="FFFF" Control="System.Windows.Forms.TextBox"></Item> <Item Index="8" Type="System.Int16" Description="Rotation on X axis" Mask="FFFF" Control="System.Windows.Forms.TextBox"></Item> <Item Index="10" Type="System.Int16" Description="Rotation on Y axis" Mask="FFFF" Control="System.Windows.Forms.TextBox"></Item> <Item Index="12" Type="System.Int16" Description="Rotation on Z axis" Mask="FFFF" Control="System.Windows.Forms.TextBox"></Item> <Item Index="14" Type="System.UInt16" DisplayType="Hexadecimal" Description="Generic variable" Control="System.Windows.Forms.TextBox"></Item></ActorDefinition> ...becomes... What does that mean? External user-editable XML files, which tell the program the makeup of the actor data, according to which it will assemble the actor editing interface. A simple example, take the ambient sound effect actor (0x003B). Instead of all of its data being displayed as numeric values, including IIRC in this actor's case "useless" things like the rotation, this will... or, well, should someday make the program instead only display the actor's number, the position, and a drop-down list of all possible effects - no more (or at least less) messing around with variables and actor lists. ...hope that made sense; again, it's past 6 am now over here, and I'm quite tired EDIT: Sorata & Nanami talk (that is, the program and library ) continues here: http://www.the-gcn.com/topic/1815-n64zelda-hacking-tools-dlist-conversion-etc/?p=30025 Edited January 29, 2013 by xdaniel 1 Link to comment Share on other sites More sharing options...
Rcj8993 Posted April 30, 2013 Share Posted April 30, 2013 So are there any limitations with this tool? Or is it a nearly flawless level editor? Link to comment Share on other sites More sharing options...
NoSkinnedKoopa Posted April 30, 2013 Share Posted April 30, 2013 Yeah, when will this be updated or is it the final version? I would really want to use this level editor in my project for MM. Link to comment Share on other sites More sharing options...
xdaniel Posted April 30, 2013 Author Share Posted April 30, 2013 So are there any limitations with this tool? Or is it a nearly flawless level editor? Yeah, when will this be updated or is it the final version? I would really want to use this level editor in my project for MM. The big limitation is that you can only edit, well, what can be edited from inside the program. I mean, you cannot change certain things that would be important, like objects loaded, collision types, etc. And this here is the last version, it's unlikely I'll still update it: http://magicstone.de/dzd/random/SayakaGL-v011x.rar Link to comment Share on other sites More sharing options...
haddockd Posted April 30, 2013 Share Posted April 30, 2013 Thanks! Updated the GUI Link to comment Share on other sites More sharing options...
Rcj8993 Posted April 30, 2013 Share Posted April 30, 2013 The big limitation is that you can only edit, well, what can be edited from inside the program. I mean, you cannot change certain things that would be important, like objects loaded, collision types, etc. And this here is the last version, it's unlikely I'll still update it: http://magicstone.de/dzd/random/SayakaGL-v011x.rar so nothing from the level editor can be ported to the ROM? I don't understand really? Link to comment Share on other sites More sharing options...
xdaniel Posted April 30, 2013 Author Share Posted April 30, 2013 so nothing from the level editor can be ported to the ROM? I don't understand really? What? You open a ROM, change something around, then press "Save ROM" on the menu and... why do you assume this does not save to ROM? Have you even tried the program? -.- Link to comment Share on other sites More sharing options...
Rcj8993 Posted April 30, 2013 Share Posted April 30, 2013 well that's the thing, I don't understand what you meant by change certain things, and edited inside the program. Link to comment Share on other sites More sharing options...
xdaniel Posted April 30, 2013 Author Share Posted April 30, 2013 I gave examples of what cannot be changed from inside the program, right? Objects loaded, collision types? Those cannot be edited by SayakaGL, you have to use either other level editors or a hex editor for them. Everything you can see in the program - room and transition actors, spawn points, the scene header, what have you - can be edited and saved by SayakaGL, for those you do not need another program for. Link to comment Share on other sites More sharing options...
Rcj8993 Posted April 30, 2013 Share Posted April 30, 2013 oh, so what would count as something loaded? Link to comment Share on other sites More sharing options...
xdaniel Posted April 30, 2013 Author Share Posted April 30, 2013 ...I think you need to read up on how OoT works, on the terminology used, etc. Check out giadrosich's thread: http://www.the-gcn.com/topic/2033-video-tutorials-to-get-started-and-master-tool-list/ 1 Link to comment Share on other sites More sharing options...
haddockd Posted April 30, 2013 Share Posted April 30, 2013 I actually laughed out loud on this convo. Classic. xDan...youre awesome Link to comment Share on other sites More sharing options...
xdaniel Posted June 2, 2013 Author Share Posted June 2, 2013 (edited) http://magicstone.de/dzd/random/SayakaGL-v02-binsrc.rar - SayakaGL v0.2, binary and source, and oh my fucking god, it can change objects: And I'm prepared to lose what little faith I have left in the community regarding tool usage, if this is going to languish forever and if I ever see someone use UoT again for something that Sayaka can do as well. EDIT: And to smother any ideas about me working on Sayaka again, this is leftovers from when I was still working on it. Edited June 2, 2013 by xdaniel 4 Link to comment Share on other sites More sharing options...
Mallos31 Posted June 2, 2013 Share Posted June 2, 2013 Only thing I ever use UoT for is finding DL offsets. Otherwise, YAY! SAYAKA CAN DO A THING! Link to comment Share on other sites More sharing options...
Three_Pendants Posted June 2, 2013 Share Posted June 2, 2013 This is fantastic XDaniel! You not only included groups, I mean... *ahem* objects, but also included a parts of the Scene Header for quick and easy modification! I do hope this tool becomes the norm over UoT now! Link to comment Share on other sites More sharing options...
HeavyZ Posted June 3, 2013 Share Posted June 3, 2013 Woot! You've saved me a lot of hassle with this latest update. Link to comment Share on other sites More sharing options...
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