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ROSE - Return Of Samus Editor

Started by liamnajor, November 02, 2017, 11:19:15 AM

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liamnajor

ROSE, Return Of Samus Editor, is here! It is written in javascript, and can be accesed via the browser:
https://liamnajor.github.io/ROSE/
or, if you wish to download it:
https://github.com/liamnajor/ROSE

a "How to" is on the way.
How To

I must warn you, the encoder is....finicky.

OneOf99

Glad to see this is a thing, as the existing M2 editor is kinda out of date. What do you plan on working on with this next?

liamnajor

either Enemy data or the dreaded room editor

FelixWright

I don't hack RoS but I am definitely interested in this project due to it being 1) first web based metroid editor 2) on its way to being the first not trash public RoS editor.

Keep us posted!  :yay:


liamnajor

#5
added byte addresses and fixed a few bugs(THE ENCODER IS PERFECT NOW!), plus a few UI changes, and a full gameboy emulator built-in.

liamnajor

I felt like adding more options to the save editor, so I added samus x position, samus y position, screen x position, screen y position, spike damage, lava damage, number of Metroids, on-screen metroid counter, in-game timer, and current music as edit options.

Steel Sparkle

Pretty cool creation :3
good work and keep it up!

liamnajor

tile editor is usable, but as of now you have to copy-paste the output into a hex editor manually. the plan is to have it work side-by-side with the soon to come map editor.

liamnajor

ROSE has officially surpassed M2Edit
[spoiler][/spoiler]
it can edit scroll data, chunk data, and room transitions, although I do not recommend touching the latter, as it WILL crash if you do it wrong, and it is very easy to do wrong

FelixWright

Quote from: liamnajor on October 07, 2018, 05:50:24 PM
[rose] can edit scroll data, chunk data, and room transitions, although I do not recommend touching the latter, as it WILL crash if you do it wrong, and it is very easy to do wrong

So when will you be making a ROSE doc?

liamnajor

once I finish the object editor at the absolute earliest

liamnajor

#12
You can now change the spawn point of samus, but it doesn't set the proper tileset or collision data yet, so if you use it, stick to the landing area in bank F(for now)

liamnajor

Object editing works now, and you can view the object data. I am working on object deletion, and it mostly works as of now, but if you delete any but the last object in the list, the rest are orphaned (and I haven't bound the function to an input yet, which I am not willing to do until I fix the orphaned object issue).

liamnajor

I finished up object deleten. The only thing left to do before I begin overhauling the UI and writing the documentation is a room transition script editor.

liamnajor

so...many...bugs...
bug crushing is fun, amirite?

dewhi100

Crushing bugs, you're doing God's work.

liamnajor

Almost complete change of plans from my original vision of the room transition "editor". The idea morphed into a sort of simplified javascript to "m2script" (as I will be calling it from now on) compiler. Might end up being standalone in the off chance integrating it into ROSE turns out to be too much work (I won't know until tonight when I get home from work), and I will document it as thoroughly as possible.

liamnajor

Quote from: liamnajor on March 06, 2020, 03:57:22 PM
Almost complete change of plans from my original vision of the room transition "editor". The idea morphed into a sort of simplified javascript to "m2script" (as I will be calling it from now on) compiler. Might end up being standalone in the off chance integrating it into ROSE turns out to be too much work (I won't know until tonight when I get home from work), and I will document it as thoroughly as possible.
I'm working on making the center grid render a collision based map of each bank for navigation purposes, and the editor itself won't make your eyes bleed now. Lots to be done, and the visual overhaul is just the beginning. Hopefully my motivation doesn't completely die for over a year again...
[spoiler=Overhauled UI][/spoiler]

liamnajor

MAJOR improvements have happened since I last posted about it here...where it originated...I updated people on discord and kind of forgot about this thread. Anyway, the improvements:
Further overhauled the UI, and added actual styling and dynamic window elements
Proper graphics loading from the ROM, rather then a pre baked PNG
Backend cleanup
Embedded the gameboy emulator in the actual editor page
ROOM TRANISITONS EDITING (in the most rudimentary possible form, but still)

The center grid is collision based...kind of. I made a per tileset array of pseudo collisions, because, having done so before the actual tilesets loaded from the ROM, had no understanding of how the in ROM collisions worked, and thus avoided them then. I'll get around to it.

liamnajor

#20
Large viewports are here, and all that comes with it. Right click to select a screen for object, scroll, and room transition editing. Tile editing works as closely as it can to how it did before. It updates duplicated chunks on mouse up, so be careful about chunk borders. Scroll data is drawn in green, and the selected chunk is highlighted in red.

big image, 16x16 screen view(4096x4096px):[spoiler][/spoiler]

liamnajor

Quote from: liamnajor on May 23, 2024, 02:48:03 AM
Large viewports are here, and all that comes with it. Right click to select a screen for object, scroll, and room transition editing. Tile editing works as closely as it can to how it did before. It updates duplicated chunks on mouse up, so be careful about chunk borders. Scroll data is drawn in green, and the selected chunk is highlighted in red.

big image, 16x16 screen view(4096x4096px):[spoiler][/spoiler]
That broke object placing, and I STILL haven't fixed it...