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Author Topic: Golden Sun The Lost Age Editor Open Sourced (Dev alpha v0.5 download inside)  (Read 42198 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
May 09, 2018, 12:35:37 AM
KyleRunner: The "Start In" field is not editable... I'll try making new shortcuts
May 08, 2018, 09:51:08 PM
Fox: If all else fails, you canmake new Shortcuts to do the same thing.
May 08, 2018, 09:49:53 PM
Fox: Export Properties > Shortcut (Tab) > Target / Start In ; Target (for Export) should be: (filename) 0 , and for Import: (filename) 1
May 08, 2018, 08:52:00 PM
KyleRunner: I can't change the path in properties menu...
May 08, 2018, 01:27:19 AM
Fox: You may need to edit something in properties, though... so it uses the exe file in the same directory.
May 08, 2018, 01:24:59 AM
Fox: It is suppose to be a shortcut, yes.
May 03, 2018, 11:48:05 PM
KyleRunner: Fox, the "export" function in your text editor is just a shortcut... Could you please fix it?
May 02, 2018, 09:53:45 PM
KyleRunner: I come here everyday. I'm working on a Portuguese translation, and the people here help me a lot.
May 02, 2018, 08:56:07 AM
Drake baku: My feel as well, I posted a little as well since my return, but silence was all that followed... At least the forum is a great source for data when hacking GS/ GS2, currently looking for something I have read a long time ago cause my PP recovery psy is not working
May 01, 2018, 09:58:04 AM
Fox: I am thinking a lot of this might be because of Discord?
May 01, 2018, 09:56:08 AM
Fox: Yeah, this forum is more dead than ever before.  February and April have 0 new topics. (All other months prior have more.) And March has lowest number of new posts. (It'd be dumb to count the very first month this site was created.)
April 25, 2018, 09:02:13 PM
Fox: Yes. The best tool is a hex editor. Well.... VBA, VBA-SDL-H, no$gba Debugger, GBATEK, and my documentation.... to use these to learn how the code/data works. Best method because it maximizes your editing ability... and then there is my program gsmagic that I was working on. Still in its early stages, though. (Even after year(s).)
April 25, 2018, 04:21:58 PM
Xendrox D: *exept tla editor.
April 25, 2018, 04:21:29 PM
Xendrox D: is there any other tool for hacking gs?
April 23, 2018, 09:26:27 PM
Atrius: Rarely, but not never.
April 23, 2018, 08:01:48 AM
Drake baku: Can it be, the god who created the editor, atrius. I heard you never came back online here anymore
April 20, 2018, 02:46:36 PM
KyleRunner: Atrius!!
April 19, 2018, 11:29:46 PM
Atrius: @Fox, I tried, but for some reason Mario Golf won't boot, and Mario Tennis crashes when you patch out the text compression, and I'm not sure why...  The normal text loading functions in them are basically the same as the ones in the Golden Sun games.
April 16, 2018, 07:44:36 AM
Drake baku: So it took about halve a hour of letting my lap stay off for it to suddenly work again
April 16, 2018, 07:31:28 AM
Drake baku: All of a sudden fox his editor gets errors. When trying to start it, thing worked fine yesterday...

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