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Superstar Editor SMW - ON HOLD


The below link will be updated to point to the latest version when they release.
DOWNLOAD LINK UNAVAILABLE

Most of the shortcuts are the same as LM, though I added/modified/removed some of them:

* Left click selects/moves objects and sprites, and right click creates/resizes them.
* Ctrl+right click adds direct Map16 objects, and shift+right click adds super objects.
* You can switch between Layer 1/2/sprite mode quickly by using the Q/W/R keys respectively.
* You can show/hide each set individually by using the 1/2/4 keys (right above the keys used to select the corresponding mode!)

Known issues:
None so far.

FAQ:

Q: How does this tool compare to Lunar Magic? (and related questions)
A: In its current state, you're better off using Lunar Magic for the time being.

Q: I found a bug, what do I do?
A: Post an issue report on Github HERE (make sure it's not already been reported, or is not one of the "known issues" above).

Q: I want to request a feature.
A: Same as above (use the feature request tag).

Have fun!

[EDIT: 5 JAN 2021]

I'm putting this project on hold for a while. The GitHub repo has been privated (I'll set up a new repo when/if I return, due to how the massive refactor changing a bunch of things). I'm gonna quickly finish a small thing, then write an editor for YI instead, due to how little support that game has at this time.
This is the first of the many "I'm making my own level editor" projects I remember that I can download and actually use, so huge kudos for that.

Do you intend for this to replace Lunar Magic eventually (i.e. reimplement all of LM's features)? It's a monumental task and I'll have to be skeptical about how doable it is, but this is the furthest I've seen anyone come so far so you have that going for you. Best of luck with further development!


 

Originally posted by WhiteYoshiEgg
This is the first of the many "I'm making my own level editor" projects I remember that I can download and actually use, so huge kudos for that.

Do you intend for this to replace Lunar Magic eventually (i.e. reimplement all of LM's features)? It's a monumental task and I'll have to be skeptical about how doable it is, but this is the furthest I've seen anyone come so far so you have that going for you. Best of luck with further development!


Thanks so much!

Though, it's not intended as a replacement, more as an alternative. But I do want to add all the features necessary to make a full hack at the very least.
This remembers me of trying to use the super old LMs when I was first learning to hack (I started before the OW editor was a thing) and also have to agree with WYE this is the first alternate editor that has had a download and was functional in any manner great job.

I tested it out a bit and found that it's rather laggy when you try and move stuff around and it's a tad cumbersome for now without more user friendly windows for objects and sprites but the fact it's usable is amazing.
Good start, I hope to see more from this in the future. An alternative option for SMW hacking is welcome. It is rather laggy indeed but besides that it's a good first step.
Layout by RanAS, modified by yours truly.

Good job, very cool!

Wishing you the best of luck with this, making something like this is a huge undertaking. But you're off to a great start!
Oh man, looks like it's gonna explode like a supernova once the app goes out of beta!
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This is incredible, Yoshimaster. So many new editor projects came and went that I hardly expected something concrete would ever come out, but here it is!

Playing around with it really shows how limited a game SMW actually is - Lunar Magic introduces a lot of QOL hijacks we just take for granted. It's really interesting to see the game this way for once.

I wish you the best of luck with this editor, and have fun!
It's easily the best thing I've done
So why the empty numb?
I've probably said this before, but excellent job.

An open source alternative to Lunar Magic will open the door to a lot of great things, even if it's not as extensive as Lunar Magic. We could even be able to make our own Lunar Magic when FuSoYa ends up getting tired of development. ASMers can make hacks without worrying about ASM hijacks too.

Please don't rush yourself and do your best. You're doing great.
HackPortsASM"Uploader"


Finally fixed almost all the lag issues (there's still a bit of lag though, especially when scaling objects).

It should be stable enough to call it a 1.0 release. I'm gonna see if I can figure out how to best implement ExGFX features for the 1.1 update, since ExGFX is next on the chopping block (overworld support will come in 1.2).

I probably won't include BG2/3 support right away however (since it'd involve rewriting a lot of code, and I dunno how I'd go about it). Should be fine though, considering like 90% of the graphics on SMWC don't really utilize it.

Since the first revision, I added the music/timer override to the GUI (though the latter always resets the timer, I've created a fix for it to check the number of sublevels entered but haven't pushed it yet).

Also some extra features my editor has so far (mostly ease-of-use things, nothing major):

* The ability to easily load vanilla backgrounds without having to hunt down a level that actually uses it (you can go to Windows>Edit Background>Load Stock Background, and it'll automatically load the background selected in the dropdown).
* The ability to quickly clear a level of all objects by using Edit>Select All and then Edit>Delete (Ctrl+A then Del).
Man, I'm genuinely impressed how quickly you're making progress on this thing! Sure, the interface is still very early and "clumsy", but a lot of the base functionality is already there. It might even be on par with the functionality of Lunar Magic 1.0 already, I don't know. It's definitely promising. I have only played around with it for a very short time, but what's here is already quite nice.

One small bug I've noticed: when you close the application via the X button, it doesn't bring up the "you have unsaved changes" warning, so you can potentially lose some work. Also - this one isn't necessarily a bug but more of a weird observation - the editor does seem to bring up the "unsaved changes" warning, even when there are no changes in the level. It seems that just clicking into a level is enough to detect a change. I wouldn't necessarily do it this way, but I'm assuming it's only a temporary solution until a proper undo/redo command list is implemented?
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
I'm truly amazed by the very little I've experienced so far. It's still a 1.0, but it's cool. Nice to see someone giving their own shot at making a LM-esque editor that's actually functional!

Levels that contain layer 3 backgrounds don't have them on when accessing them so I can be lost, but I assume that's something you plan to look through. Good luck!
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Originally posted by RPG Hacker
One small bug I've noticed: when you close the application via the X button, it doesn't bring up the "you have unsaved changes" warning, so you can potentially lose some work.


Thanks, just fixed that.

Originally posted by RPG Hacker
Also - this one isn't necessarily a bug but more of a weird observation - the editor does seem to bring up the "unsaved changes" warning, even when there are no changes in the level. It seems that just clicking into a level is enough to detect a change. I wouldn't necessarily do it this way, but I'm assuming it's only a temporary solution until a proper undo/redo command list is implemented?


Hm, not sure how to best implement that. I guess I could compare the current state and previous state, but that'd be obviously easier with undo/redo buffers.

Originally posted by Katerpie
Levels that contain layer 3 backgrounds don't have them on when accessing them so I can be lost, but I assume that's something you plan to look through.


Yup, layer 3 rendering is on my TODO list. Shouldn't be too hard.







In other news, I'm currently contemplating on the best way to implement ExGFX.

The way LM implements it is as follows:

Graphics character data is stored in files, and each level can select a file to put in various VRAM slots (this is probably the best way to do it).

Palettes are per-level (this I'm not sure of, I dunno if it'd be better to use the slot system like above so multiple levels can share a palette or not).

Metatiles are global (at least for early versions of LM, more recent versions allow for per-level metatiles as well). This should be fine considering the massive amount of room LM (and likewise SE) provide for them.

Animation has both global and per-level settings (same thing as the palettes, not sure if it should use a slot-based system to allow for sharing).

The main thing I'm wondering about are palettes and animation settings, whether they should be per-level or slot-based. If they're slot-based, I might only have 256 slots instead of 512, but multiple levels can use the same slot to save space (though this might not be an issue with a 4MiB expanded ROM). I'm curious what your thoughts are as hackers, as I'm not really one myself.
Personally, I'd like to have custom and presumably 8-bit indexes for graphics, palettes, and ExAnimation (since it's fairly common that multiple levels with the same theme use the same tileset), including separate lists for FG/BG and sprite graphics (maybe even split FG and BG as well), but with the option of overriding them with a pointer to data that exists outside of the sets. That's the way I was doing it for my homebrew. I also hope that the editor eventually supports my alternate spriteset system.

----------------

I'm working on a hack! Check it out here. Progress: 64/95 levels.

Originally posted by imamelia
Personally, I'd like to have custom and presumably 8-bit indexes for graphics, palettes, and ExAnimation (since it's fairly common that multiple levels with the same theme use the same tileset), including separate lists for FG/BG and sprite graphics (maybe even split FG and BG as well), but with the option of overriding them with a pointer to data that exists outside of the sets. That's the way I was doing it for my homebrew. I also hope that the editor eventually supports my alternate spriteset system.


Hm, okay. I'll probably use an indexed system then. I honestly can't think of a scenario where you'd want to have more than 256 unique palettes/graphics sets/etc. in a single hack, but I could be wrong.
I think the main selling point here is that its open source and that anyone can improve upon it and make it better.

So what you need now is a team of people who will split up and tackle different aspects of the problem.

Let one person work on EXanimation and EXgraphics

Let someone else work on sprite stuff

Let someone else work on block stuff

and so on.

Divide and conquer is the only way this will be a true competitor to Lunar Magic.
Originally posted by Yoshimaster96
Hm, not sure how to best implement that. I guess I could compare the current state and previous state, but that'd be obviously easier with undo/redo buffers.


Yeah, that's how I implemented this in another tool I once wrote. The application simply stored its position into the command list whenever saving. Detecting unsaved changes was then as simple as checking if the current position was different from the last one stored.
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Originally posted by Final Theory
I think the main selling point here is that its open source and that anyone can improve upon it and make it better.

So what you need now is a team of people who will split up and tackle different aspects of the problem.

Let one person work on EXanimation and EXgraphics

Let someone else work on sprite stuff

Let someone else work on block stuff

and so on.

Divide and conquer is the only way this will be a true competitor to Lunar Magic.

Honestly we should focus on making it functional first, then leave competitiveness for later.

Though tool developers aren't exactly that common here, most programmers on SMWC specialize in 65816 rather than C# or whatever. It'd be neat if we could get this as a little collaborative effort to aid Yoshimaster, but I'm not betting on it sadly.
HackPortsASM"Uploader"

We could still help him with the ASM side of things, though.

----------------

I'm working on a hack! Check it out here. Progress: 64/95 levels.
Originally posted by Yoshimaster96
I probably won't include BG2/3 support right away however (since it'd involve rewriting a lot of code, and I dunno how I'd go about it). Should be fine though, considering like 90% of the graphics on SMWC don't really utilize it.

the vram patch is (or was) open source. or at least, its development/testing was done publicly, outside of a lunar magic context. so itd just be a matter of hunting down smkdan's (or vic's) posts

stellar job btw. i havent tried it but like others said having a concrete release that works normally is great