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Micro Machines level editor (incomplete project)
Post 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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Post 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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Post 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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Post Posted: Thu Aug 07, 2014 6:11 am
Aaand... https://github.com/maxim-zhao/micromachineseditor/
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