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dsvedit's Issues

Problem with importing darkfunction sprite

Hey Lago,
I had a problem importing dark function sprite in Castlevania AOS. I find that sections of my map were messed up after importing. Moreover, I tried to fix those areas using Tiled. Though the map is fixed, the weapon's sprite becomes invisible in the game. The weapon that I chose to edit is poison fist. Thank you very much for your help.
image (2)
image (1)

Text extract

Hi
Is there a chance to add the ability to extract all text in TextEditor to a csv format as for each tab has it's own sheet, and ability to import it back with changes.

DSVEdit crashes on extracting/opening Portrait of Ruin JPN version

DSVEdit crashes on extracting/opening Portrait of Ruin JPN version. Both x64 and x86 version crashes.
It seems to have extracted the ROM successfully but crashes while loading files.

Log:

---first try, extract the rom---
E, [2017-08-09T14:52:45.967756 #1492] ERROR -- : undefined method []=' for nil:NilClass (NoMethodError) E:/test/build/DSVania Editor/dsvlib/nds_file_system.rb:758:in get_assets'
E:/test/build/DSVania Editor/dsvlib/nds_file_system.rb:44:in open_and_extract_rom' E:/test/build/DSVania Editor/dsvlib/game.rb:55:in initialize_from_rom'
E:/test/build/DSVania Editor/dsvedit/main_window.rb:284:in extract_rom' E:/test/build/DSVania Editor/dsvedit/main_window.rb:262:in extract_rom_dialog'
E:/test/build/DSVania Editor/lib/ruby/gems/2.2.0/gems/qtbindings-4.8.6.2-x86-mingw32/lib/Qt/qtruby4.rb:479:in qt_metacall' E:/test/build/DSVania Editor/lib/ruby/gems/2.2.0/gems/qtbindings-4.8.6.2-x86-mingw32/lib/Qt/qtruby4.rb:479:in method_missing'
E:/test/build/DSVania Editor/lib/ruby/gems/2.2.0/gems/qtbindings-4.8.6.2-x86-mingw32/lib/Qt/qtruby4.rb:479:in exec' E:/test/build/DSVania Editor/./dsvedit.rb:26:in

'

---second try, open the folder which seems to be extracted successfully---
E, [2017-08-09T14:56:50.050162 #1972] ERROR -- : undefined method []=' for nil:NilClass (NoMethodError) E:/test/build/DSVania Editor/dsvlib/nds_file_system.rb:758:in get_assets'
E:/test/build/DSVania Editor/dsvlib/nds_file_system.rb:35:in open_directory' E:/test/build/DSVania Editor/dsvlib/game.rb:32:in initialize_from_folder'
E:/test/build/DSVania Editor/dsvedit/main_window.rb:307:in open_folder' E:/test/build/DSVania Editor/dsvedit/main_window.rb:271:in open_folder_dialog'
E:/test/build/DSVania Editor/lib/ruby/gems/2.2.0/gems/qtbindings-4.8.6.2-x86-mingw32/lib/Qt/qtruby4.rb:479:in qt_metacall' E:/test/build/DSVania Editor/lib/ruby/gems/2.2.0/gems/qtbindings-4.8.6.2-x86-mingw32/lib/Qt/qtruby4.rb:479:in method_missing'
E:/test/build/DSVania Editor/lib/ruby/gems/2.2.0/gems/qtbindings-4.8.6.2-x86-mingw32/lib/Qt/qtruby4.rb:479:in exec' E:/test/build/DSVania Editor/./dsvedit.rb:26:in

'

[DoS] early doppelganger issues

when i put a doppelganger candle in the second room of the lost village, getting the soul worked, but it also caused me to be able to double jump. when i checked the abilities menu, i saw it didn't even give me malphas, just its effect. i replaced it with a hippogryph candle, and it gave the hippogryph soul and the doppelganger effects. any ideas of what could be causing this or if it's preventable? it should be noted that this was not the only modification i made, (i can give a list if necessary) but nothing else i did seems like it'd affect this

DSVEdit - text editor

Hello!
I found a little issue with text editor in DSVEdit tool. The program cannot accept foreign letters such as "á, ç, ë" etc. - these and others are exist in game font U version.
After applying one of these letters, text editor doesn't save them. In this case game does not show them in dialogue.

Could you please fix this little bug?

Thanks in advance and great job with tool!

identified var

in the item editor > weapons, unknown 4 is actually the iframes between hits. im not sure the exact number.
examples:
set it to 0, and it will do continuous damage as long as the hitbox is active,
set it to FFFF and it will only hit an enemy once. (timer for iframes is too long)

Portrait of Ruin

do you know how to change the initial status of Richter mode?
like ATK, DEF, HP, Etc..

i know how to do this in aria of sorrow and would be nice if you add this function in dsvania

I.A

is it possible to change the artificial intelligence of enemies by dsvania?

Crashlog with dsvedit.rb

Logfile created on 2021-10-06 19:33:08 -0300 by logger.rb/v1.4.3

E, [2021-10-06T19:33:08.503342 #4352] ERROR -- : cannot load such file -- Qt (LoadError)
internal:C:/Ruby30-x64/lib/ruby/3.0.0/rubygems/core_ext/kernel_require.rb:85:in require' <internal:C:/Ruby30-x64/lib/ruby/3.0.0/rubygems/core_ext/kernel_require.rb>:85:in require'
C:/Users/Yu/Downloads/Extras/Castlevania Edit/dsvedit.rb:7:in `

'

is something wrong happening?

Editor crash on loading specific level data (PoR, City of Haze)

I'm having an issue after updating today, but the changes that may have caused this error may have literally been made between updating versions.

I am working with a PoR mod that's had a lot put into it - This happened during changes I made to City of Haze, changes were made to the tileset, layout, and map to the area. There are several graphical and music changes I've worked on, so I am not exactly sure, but I think this happened specifically with a room data overlap. I am pretty sure the rightmost side of a room is intersecting the bottom of another one. Regardless, the editor crash prevents me from addressing this.

tl;dr - Editor crash on any attempt to load level data for the City of Haze. I apologize if this is a rookie error.

image

crashlog.txt

DSVEdit crashes when clicking buttons in main window with no ROM loaded

I cannot extract any roms. I've tried Order of ecclesia and dawn of sorrow, and both just threw an error:
extract

Also, when i try to click any button while there is no rom loaded, even the gray square, the program just crashes:
crash

Crashlog:

Logfile created on 2021-03-29 12:34:47 +0200 by logger.rb/56815

E, [2021-03-29T12:34:47.533050 #6920] ERROR -- : undefined method room_metadata_ram_pointer' for nil:NilClass (NoMethodError) C:/Users/robin/Desktop/dsvania/dsvedit/main_window.rb:1304:in copy_room_pointer_to_clipboard'
C:/Users/robin/Desktop/dsvania/lib/ruby/gems/2.4.0/gems/qtbindings-4.8.6.4-x64-mingw32/lib/Qt/qtruby4.rb:479:in qt_metacall' C:/Users/robin/Desktop/dsvania/lib/ruby/gems/2.4.0/gems/qtbindings-4.8.6.4-x64-mingw32/lib/Qt/qtruby4.rb:479:in method_missing'
C:/Users/robin/Desktop/dsvania/lib/ruby/gems/2.4.0/gems/qtbindings-4.8.6.4-x64-mingw32/lib/Qt/qtruby4.rb:479:in exec' C:/Users/robin/Desktop/dsvania/./dsvedit.rb:28:in

'

I am using Windows 10

[enhancement] Add an "open recent folder" option

like right below Open Folder (maybe use control+O as the shortcut)

Why? I am so sick and tired of having to parse through all my files just to open a different game folder. ("then organize your files" or add a simple feature that even Microsoft "yes-I'm-mentioning-it" Paint has)

Unable to build from source?

Logfile created on 2021-07-24 15:39:58 -0500 by logger.rb/v1.4.2

E, [2021-07-24T15:39:58.304345 #18644] ERROR -- : cannot load such file -- 2.7/qtruby4 (LoadError)
E:/Ruby27-x64/lib/ruby/2.7.0/rubygems/core_ext/kernel_require.rb:83:in require' E:/Ruby27-x64/lib/ruby/2.7.0/rubygems/core_ext/kernel_require.rb:83:in require'
E:/Ruby27-x64/lib/ruby/gems/2.7.0/gems/qtbindings-4.8.6.4-x64-mingw32/lib/Qt4.rb:25:in <top (required)>' E:/Ruby27-x64/lib/ruby/2.7.0/rubygems/core_ext/kernel_require.rb:83:in require'
E:/Ruby27-x64/lib/ruby/2.7.0/rubygems/core_ext/kernel_require.rb:83:in require' E:/Ruby27-x64/lib/ruby/gems/2.7.0/gems/qtbindings-4.8.6.4-x64-mingw32/lib/Qt.rb:1:in <top (required)>'
E:/Ruby27-x64/lib/ruby/2.7.0/rubygems/core_ext/kernel_require.rb:158:in require' E:/Ruby27-x64/lib/ruby/2.7.0/rubygems/core_ext/kernel_require.rb:158:in rescue in require'
E:/Ruby27-x64/lib/ruby/2.7.0/rubygems/core_ext/kernel_require.rb:147:in require' E:/Github/DSVEdit/dsvedit.rb:7:in

'

Used this ruby https://github.com/oneclick/rubyinstaller2/releases/download/RubyInstaller-2.7.4-1/rubyinstaller-devkit-2.7.4-1-x64.exe

and this QT

https://web.archive.org/web/20200128090117/https://download.qt.io/archive/qt/4.8/4.8.6/qt-opensource-windows-x86-vs2010-4.8.6.exe

DSVEdit refuses to launch; claims missing procedures/libraries that *ARE* present

I've been trying to get DSVEdit to launch on my PC, and it flat-out, absolutely refuses to.

I thought it was path length errors (since this project has folders for days) but it seems to not be that.

The Visual C++ Redistributables are, as far as I know, installed (it's showing up in my Programs list, anyway). Any idea why it's just plain puking? I've shortened the paths, I've tried running as admin, I even tried moving it to a different drive... nothing.

image

All the files are there, so I really don't see what gives.

Add/remove/edit health costs for glyphs in OoE

I have some ideas in mind that would benefit from being able to add or edit health costs on glyphs. As far as I've seen this isn't an option in dsvedit -- have you identified where the health cost is calculated?

AoS: Adding entities causes other entities to not load

Aria of Sorrow

Expected Behavior

Adding an entity should not affect the existence of other entities in the room and all entities, including the new one, should load when visiting the room

Actual Behavior

For some rooms, adding an entity will cause the last entity in the entity list to not load. Adding two entities will still only cause the last one to not load.

Reproduction steps

Add a meaningful entity to the Arena gargoyle hall (Sector 8, Room 0x0E, address 0x0851ED60) and test the room. Whichever entity is last on the entity list will not load.

Additional Info

This is probably more a question than an actual bug. In the gargoyle hall described above, setting the last entity in the list to Instaload: 1 will successfully cause it to appear, but I couldn't find any documentation on how instaload works or why it's necessary for some rooms but not others.

Another example is adding a Bat to Castle Corridor Room 0x14 (address 0x0850FB9C). Adding the bat causes the three upper candles to never load, even when setting every entity in the room to Instaload 1, but replacing those candles with just about any other type of entity will cause the new entities to load.

Aos Sword Pallete Problem

I found a problem
when trying to change the color of the hruting sword palette
the game crashes and I can no longer access the palette through the sprit editor '-'

Sprite Editor's "import from darkFunction" is broken

  • I used DSVEdit v1.8.1
  • I only tested on Dawn of Sorrow
  • issue happens even if the data is re-imported without changes

The import process isn't setting up the frames and parts correctly if the sprite uses more than 1 GFX page.

Adding GFX

First of all, thank you so much for this! It's really awesome, and I've been having a great time playing with it.

I was wondering, though -- it's possible to edit gfx, and that's super cool, but is it possible to add entirely new gfx so that you can, say, add new enemies? Similarly, would it be possible to add new gfx into an existing sprite's list of gfx so that it can draw on them?

por_fix_map_explore_bug not applying

Hi! I am having an issue with the patch in the title. I am using the 1.7.2 release, and I am getting this error:
screen shot 2018-10-31 at 18 01 51

I have also tried copying the updated version from the repo and I get the same error.
Other patches like nerfing enemy resistances and skip emblem drawing apply fine.

DoS - Reimported NPC sprite gets stuck in cutscene

A reimported Arikado Event Actor gets stuck in the prologue, at the moment he should throw the knife to Soma.
I examined the sprite file and didn't find any relevant hidden data so it's something caused by the "optimizations" the program applies while reimporting.
So maybe the game's event code uses a hardcoded offset to a frame or animation?

It's easy to reproduce it, Just export to darkfunction and reimport back without changes.

[enhancement] Add the posibbility of play with custom music.

Hello.
One option that would be completely killer would be the posibility of play the games with a custom ost.

I dont know if its feasible. For example, there is a guy that , created a external program that, along an emulator, played custom music when playing double dragon 2 for nes:

https://www.youtube.com/watch?v=KB0W79KjF2o

https://www.joflof.com/ddragon2.html

Can you make something like this but for the castlevania games? would be phenomenal to play with arranged tracks

Icon Edit

it's not a problem but a question
Can you add a function to edit item icons?

Applying room tileset crashes the editor

How to reproduce:

  1. Click Edit - Edit Room Props
  2. Click on "Select tileset" button
  3. Double click on a tileset, and the editor crashes.

The reason seems to be that the format of tileset name has changed, but the code in set_tileset() in dsvedit\room_editor_dialog.rb hasn't changed yet.
change line 211 to
tileset_name =~ /^(\h{8})-(\h{8})_(\h{8})-(\h{2})_(\h{8})-(\h{2})$/
seem to fix this, but I'm not sure whether it may cause another bug, so I didn't make a pull request.

GBA dummy file readsystem error for AOS

Hi Lagolunatic,
First of all, thank you for your contribution to this fabulous multipurpose editor for Castlevania games. I have been using this tool and experienced no issues as it works like a charm to me. However, after I edited the map of Castlevania Aria of sorrow yesterday, I was unable to open the edited file on the next day for my next edit. It kept displaying the following message in the screenshot. Thanks for your help.
image (13)

Editing the hitbox for Peeping Eye (Castlevania AOS)

Hey Lago~
I hope this thread finds you well. Please note that this is not an issue or bug related to the editor itself. Dsv has been working like a charm for me as always. It is just a question for my personal project.

I edited a lot of sprites and animations using the darkfunction feature of the program for my personal project. Upon recently, I decided to lay my hands on the peeping eye enemy, which is to be replaced with the Peeping Big from Harmony of Dissonance. When I exported the animation to darkfunction editor, the hitbox of the enemy is not shown like the other enemies I edited before. I wonder if the hitbox is hardcoded? If so, is there a way to make the hitbox bigger by any chance?

Thank you so much for your help my friend:D

Save game

when I save the game in the clock tower and then save elsewhere, the save remains in the clock tower '-' you know what it can be?

PS: I didn't edit anything related to save

Aria of Sorrow.. the only way to save game is with Save State

Bypass data overwriting

Hi Lagolunatic,

I have used your editor for almost two years now, and it worked like a charm for me, as always. Thank you so much for your contribution. Upon recently, I have encountered an issue when working with Castlevania Aria of Sorrow. Before extracting the rom file with Dsv, I relocated a tileset and its collision's pointer to a new unused location using a hex editor to fit them in. When I try to import some Darkfunction animations, the free space that I have used for my tilesets is overwritten and corrupted. Is there any way to bypass data overwriting? By that means, is there a way to tell Dsv that the space is already used, please skip it? Thank you so much for your help!!

New Tileset data offset: 0068E000-0ADE
New Collision data offset: 0068F000-0253
I have used crystaltile before editing with Dsv:D

Rycuda Soul

hello, I wanted to try to exchange Rycuda DoS soul sprite for AoS Lightining Doll, but I don't find Rycuda's sprite in the editor '-'

Having trouble figuring out ASM usage

Hey, how do I apply ASM patches from the DSVedit ASM folder to a rom? Also, are there any patches that may not work? (last time I tried my changes didn't show up in-game so that's why I'm asking.)

Will this tool allow rebinding specific souls/glyphs to special moves?

A bit of ridiculous request I imagine. I really do not enjoy the menu switching of the DS cv games. Having a wider aray of skills/transformations/specials to use in real time without menu switching seems like a nice idea. Would it be possible with this tool to make triggers for that or do I need some ASM-type coding skills?

If not, is it possible to add something like that as a feature?
Look at what's possible in sotn because of the control system: https://sites.google.com/site/darkwavestyle/games-research/castlevania-symphony-of-the-night-ps1-psp-360

[DoS] help negating soul upgrade system?

is there a way to make souls act like how they do at 9 no matter how many you have? if not, could you make an armips that does this? maybe an armips that makes soul release give you souls if that's easier? (i always thought the DoS upgrade system was annoying)

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