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Micro Machines level editor (incomplete project)
Posted: Wed Jun 25, 2014 6:44 pm Last edited by Maxim on Mon Aug 04, 2014 5:08 pm; edited 1 time in total |
No images are feeding this, just the ROM and a lot of reverse engineering work.
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Posted: Wed Jun 25, 2014 6:51 pm |
Looks good! You know how much I love level editors, I can't wait to see what you're going to come up with. Reading art from the ROM is also great, I used external files in my editors. I take my hat off to you. | |
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Posted: Mon Aug 04, 2014 5:16 pm |
So I got tired of this. Here's what remains to be done - not all of which is necessary to do useful work:
- Figuring out some of the game data bits which are still mysterious to me - UI for editing some of the game data - Discovery of anything I've missed for the game to work (e.g. CPU AI, how pool table holes work) - Data compression (matching already-done decompressor). I always find compressors hard to do because it rapidly gets hard to do something optimal when the number of possibilities goes up. - Data (re-)insertion into the ROM, possibly with expansion - Level order editing, for both 1- and 2-player modes - Level metadata editing (car parameters, names) - Metatile editing - Tile editing - Upgrading from 3bpp to 4bpp graphics (as an enhancement to the game) - Hacking all the known cheats to check for any more Here's what is done: - Decompressor for the (presumably) bespoke compression scheme - Locating data for, and rendering images of, tiles - Locating data for, and rendering images of, metatiles and associated metadata (e.g. walls, material types) - Locating data for, and rendering images of, tracks and associated metadata - UI for selecting metatiles and editing a track in memory, with a few options for rendering metadata over the graphics I intend to dump it on github some time soon, so others can pick it up and maybe produce something useful. Maybe I will regain interest? |
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Posted: Thu Aug 07, 2014 6:11 am |
Aaand... https://github.com/maxim-zhao/micromachineseditor/ | |