Originally posted by YakovWell, there is about x2000 unused bytes at end. And anyways, I think that as the editor matures more implementations can be made. At the moment, let's just stick to the basics.
I still need to complete the GUI though. It's hard to find flexible windows, so I used static ones.
I personally believe it's not a good idea to add restrictions (unless they're restrictions to prevent crashing/etc.) while the program is in progress... Does the program still load the ROM if the checks don't work out?
And are you making it compatible with both versions (the obvious way to tell the difference is by extension), or just GBA for now while you make the GUI?
I hope you can work out the GUI, anyway. After all, that's the most essential part of an editor.
Can I just say... I really like the way Eggvine displays all objects and sprites in one large window (with a search feature, even though the search feature crashes a lot). It's much easier to deal with than Lunar Magic's object/sprite windows.
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Edit: I was asking about compatibility with both versions because it's not confirmed that the GBA version stores every object the same way as the SNES version.
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Edit 2:
It's confirmed that the GBA version can handle data past x400000!
I copied level 1's level data to x4001AC (somewhat random choice of offset there), set level 0's level data offset to AC 01 40 08, and it loaded! (Though it was a bit strange due to having level 0's sprite data.)
This gives the potential for huge levels...
I wonder how far the SMA3 ROM can be expanded without problems... According to some Google searches, the technical maximum GBA ROM size is 32MB. Though even 8MB should be more than enough for hacking purposes...
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Advynia: a Yoshi's Island editor - Alyssa's Unlikely Trap demo 3