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Author Topic: Golden Sun The Lost Age Editor Open Sourced (Dev alpha v0.5 download inside)  (Read 37990 times)
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Atrius
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« on: February 25, 2012, 11:07:10 PM »


Developer Alpha Version 0.5


[Download Link]
Developer Alpha Version 0.5, Feb 25, 2012 (1.99 MB .zip)



Wait, the editor is open source now?  What's going on?

I've realized that the editor doesn't just belong to me, it belongs to everyone here.  Combined with the fact that ever since I enlisted in the Military I simply haven't had enough time, or energy to give the project the attention it deserves, this seemed like the logical choice to me.  I'm opening up the project so that anyone with the skills, and desire can contribute to it.  Toward that end I've released the program, and it's source under the GNU public license.  What this basically means is anyone is free to copy, share, and modify the source as long as they give me credit, and it remains under the GNU public license.


As an additional note, I apologize in advance for my poorly organized, uncommented code.

What does this "Developer Alpha Version" nonsense mean?

This is the in-development version of the editor, it contains features that haven't been completed or fully tested.  No guarantee is made about it's level of polish, or stability.


What features that haven't been completed?

1) The sprite editor of course, as I've said before it only works with 2 out of 4 sprite formats right now.  It's extremely slow, hasn't been polished or fully tested yet.  For example, while it's saving the editor may appear to lock up.  It's still working on saving sprites it's just decided it's become too busy with that to play nice with Windows any more, after it's completed saving it will begin responding again.

2) The data viewer (which has been a long time coming, but still isn't finished)  It's a gargantuan feature that won't be polished and final for a LONG time, it's still quite unstable and unpolished.  Still, it can do a lot of cool things: view palettes, tilesets, images, Hex data, ASM code, scan code for data pointers, track where those data pointers are used in the code, e.t.c.


Can I make modifications and release my own version of the editor?

Yes you can!  Just be aware of the following conditions:

- You must label your release as modified, you cannot release it as an "official" version of the editor under my name.
- Your modified version must also be released under the GNU public license.
- You must make your modified source code available for download.
- You can NOT remove any notices in the program that it was originally created by me, or that it is under the GNU public license

To label it as modified by you I highly recommend editing the create event of "obj_about" in the "titlebar buttons" folder of the Game Maker source code to include a statement that it is your modified version of the editor.
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« Reply #1 on: February 25, 2012, 11:13:05 PM »

Okay, now then... let's pull a team together.  If we get multiple people working on multiple aspects, compile them together, and work out the kinks while fixing things like conflicting code and what not, then we'll have a much more functional editor much more quickly.

This is most definitely a step in the right direction.
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« Reply #2 on: February 26, 2012, 01:18:55 AM »

THANK YOU!!!!  You released the feature I needed for my BYOND project.  Now that I can import and export sprites, I can begin the long and painful process of creating base sprites for Golden Sun BYOND.  You, Atrius, are a miracle worker.  Also, what language is the editor in?
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« Reply #3 on: February 26, 2012, 09:50:41 AM »

THANK YOU!!!!  You released the feature I needed for my BYOND project.  Now that I can import and export sprites, I can begin the long and painful process of creating base sprites for Golden Sun BYOND.  You, Atrius, are a miracle worker.  Also, what language is the editor in?
The Editor itself is programmed in GML, but I think he needed to make something in C++, or some other language. I think it was a DLL what he needed to make, that is what I think.
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« Reply #4 on: February 26, 2012, 11:54:57 PM »

This is good news indeed, and possibly a big step towards the completion of the editor. I can understand why you'd be reluctant to make it open source, but I'm glad you did so anyway. Perhaps even I will be able to contribute something... I'm not sure when, though.
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« Reply #5 on: February 26, 2012, 11:55:17 PM »

http://www.youtube.com/watch?v=_5bfzT6JALI&lc=BiJw23veE89efoFRyZ4y97jV35yEE4-XNv6ereIQqro&feature=inbox

can anyone explain why my Sakum sprite worked, like it was made not taking the colour/color requirements in mind...

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« Reply #6 on: February 27, 2012, 12:37:06 AM »

The editor automatically converts imported sprites to Golden Sun's palette.
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« Reply #7 on: February 27, 2012, 12:38:02 AM »

The editor automatically converts imported sprites to Golden Sun's palette.

really, thats amazing.
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« Reply #8 on: February 27, 2012, 01:21:04 AM »

The editor automatically converts imported sprites to Golden Sun's palette.

really, thats amazing.
This.  That'll come in really handy.
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« Reply #9 on: February 27, 2012, 03:32:37 AM »

I haven't really been able to test it out very much, but it seems pretty nice! Though, if the working sprite formats are 0 and 1, is it possible to convert other sprites and save them in one of the working formats?
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« Reply #10 on: February 27, 2012, 05:15:33 AM »

Yes, it's slow but it will convert sprites to formats 0 & 1.  Like I said the editor may appear to lock up while saving a bunch of edited sprites, but it should start responding again once it finishes which may take a while.

EDIT: Yikes, this version seems to have quite a problem working with some compression formats that were working in v0.4.  I'll try to get a fix out soon...

EDIT 2:  Luckily it was a very simple fix, original link has been updated too.
[GoldenSunTLA_Editor_DevV0_5_r2.zip]
« Last Edit: February 27, 2012, 05:45:36 AM by Atrius » Logged

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« Reply #11 on: February 27, 2012, 05:46:01 AM »

Hey, Atrius, is there anyway to export pallette swaps?  Or do I have to export the sprite and find the pallette swap manually?
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« Reply #12 on: February 27, 2012, 04:41:57 PM »

Um... It's not opening files for me. At all. I select an unmodified ROM and hit "Open" and it does nothing. I'm currently using Windows XP.

Edit: Actually, it does open files, but it won't open unmodified ROMs, for some reason.
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« Reply #13 on: February 27, 2012, 05:34:26 PM »

Wait, seriously?  It can't open a base rom?  That's one hell of a glitch. O.o
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« Reply #14 on: February 27, 2012, 06:02:07 PM »

It was doing that for me too, and I use Windows 7... Hm, have you tried clicking and dragging the ROM onto the editor? I managed to fix my problem by doing that, since it wouldn't even open modified files for me.
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Cbox
November 16, 2017, 09:44:44 AM
Fox: Very quiet month.
November 11, 2017, 04:16:27 AM
tino_animate: Hello everyone. Ive just recently replayed Golden sun and TLA. I got really inspired and I'm interested in creating a prequel of Golden Sun. Unfurtunatly i know bery little on how to do it bit im willing to learn how. I need a few people to help me. I'm sure we can create a very well story based on what we know of the games. Anyone interested?
October 16, 2017, 09:57:26 AM
AZVRE: Im pretty okay, what about you?
October 16, 2017, 01:17:14 AM
Fox: I think the nine is doing a cirno on me, though... Anyway, how is everyone doing today?
October 16, 2017, 01:12:20 AM
Fox: onesixtwo*
October 16, 2017, 01:12:00 AM
Fox: Okay... Meanwhile... ah... 162 being a number that has made itself known to me.... I look at the relationships of the numbers.... 162  1+6+2 = 9 ; onesizetwo = alphabetical order = 9 characters ; Distance apart analysis: os = 4 = 1[6][2] , st = 1 = [1]6[2] , ot = 5 = [1][6]2 ; ost = original sound track?
October 15, 2017, 06:31:17 PM
AZVRE: ah okay :D i thought i caused some trouble
October 14, 2017, 07:49:16 AM
Fox: Oh i know... You were messing with yours, and the description says mine. It's kind of a funny bug. :P
October 13, 2017, 08:18:31 PM
AZVRE: I did not edit your profile tho. Just to erase that confusion ^^"
October 12, 2017, 04:49:56 AM
Fox: e.g. this art = http://forum.goldensunhacking.net/Themes/Jupiter/images/catbg.gif (etc.)
October 12, 2017, 04:48:58 AM
Fox: I have a question: Where did the art for the headers come from? (Like the backgrounds to each of these things... "Affiliates", etc... Asking just incase it inspires me to do something... but if Charon made it, then that's cool too.
October 11, 2017, 04:23:02 AM
FoxWas thinking about having something for the editor anniversary, but I believe I had to change my mind....
October 10, 2017, 12:58:36 PM
Fox: That's alright. ;       @AZVRE's profile: "Current Activity:  Editing the profile of Fox." ...Eh... That looks weird.
October 07, 2017, 11:45:16 PM
Atrius: Sorry about that, the auto bot detection is still working, but it also requires an admin to visit the site regularly.
October 04, 2017, 04:17:40 AM
Fox: Yeah, it does bring a small amount of activity. Not good quality activity, but it's still activity, nonetheless.  Now if we can get them to randomly post pictures and vdeios!
October 04, 2017, 02:10:48 AM
Majora: If nothing else, I like how they're copying the content of real posts at random. Interesting to see how they adapt to seem more authentic
October 03, 2017, 08:29:38 PM
Fox: medico6601 = Most likely another bot. :(
September 26, 2017, 03:32:24 PM
Fox: by ten* Excuse me.
September 26, 2017, 03:32:12 PM
Fox: Oh yes... Also multiply all levels by two. (So actually, an adept will have levels of 54, 3, 2, and 1, rather than 5, 0, 0, 0.... if going by those.)
September 26, 2017, 03:29:07 PM
Fox: ...I mean the theory also saves space on the Status Screen.

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