Releases: LagoLunatic/DSVEdit
Releases · LagoLunatic/DSVEdit
DSVEdit 1.12.0
New features:
- Implemented a player editor for HoD that allows modifying each player's abilities, movement speeds, and more.
- Several improvements to the sprite editor, including axis lines showing where the origin point is, an outline around the selected part, more accurate rendering for GBA games, and snapping GFX selection for GBA games to sizes supported by the GBA hardware.
- The item editor now includes DoS Super Attacks and PoR Critical Arts and combo moves.
- Added an ARMIPS patch to prevent Shanoa's back color from having an animated glow (ooe_no_shanoa_back_glow.asm).
- PoR special objects BF-C2 are now included in the editor.
- In HoD, Maxim mode enemies (7D-F9) are now properly documented and displayed in the editor.
- The HoD sprite editor now displays animations for the three player characters. (It still doesn't display animations for anything else such as enemies. Also, you still cannot use darkFunction Editor to edit HoD animations.)
Changes:
- Added Graham 2's sprites to the sprite editor's Other sprites list.
- Added AoS's pause menu foreground objects to the sprite editor's Other sprites list.
- Added AoS's prologue sprites to the sprite editor's Other sprites list.
- Added AoS's Castle Corridor background sprites to the sprite editor's Other sprites list.
- Added the sprite for OoE's object 7E (the castle intro event).
- Added HoD's Simon player sprite to the sprite editor's Other sprites list.
- Added HoD's area names sprite to the sprite editor's Other sprites list.
- Added HoD's prologue moon sprite to the sprite editor's Other sprites list.
- Added PoR's credits sprites to the sprite editor's Other sprites list.
- Documented the "Backdashing" player state for DoS.
Bug fixes:
- Fixed the PoR "Area Names" sprite not including the "Dracula's Castle" name.
- Fixed the sprite editor not loading the correct overlay for the "Prologue background" and "Credits background" in the Other sprites list for OoE.
- Fixed a bug that could cause the sprite editor to show the wrong palette after editing a part for some sprites.
- Fixed various issues with the text editor.
- darkFunction Exporter: Fixed sprites that use 256 color GFX pages not being exported correctly.
DSVEdit 1.11.1
New features:
- When exporting a GFX page with a palette that contains duplicate colors, added a new option to have DSVEdit automatically fix the palette to contain only unique colors. This is to avoid issues that can occur when importing GFX using duplicate colors.
Changes:
- Lowered the maximum recommended free space overlay size in DoS from 0x16000 bytes to 0xC000 bytes, as using over 0xC000 bytes of free space can cause various issues (such as Death not having enough memory to load all of his GFX files).
- Added a warning when importing a player sprite from darkFunction and any of the frames of the imported sprite use multiple different GFX pages, since those frames would not render correctly ingame.
- Added Zephyr's clock hands to the Sprite Editor.
- Clear Room Contents now also turns all layers in the room except the first into empty layers, to free up even more space.
Bug fixes:
- Fixed an editor crash when opening the Door Editor via Edit -> Edit Doors.
- Fixed a bug where the banner.bin file (which contains the game icon and game name) would not be saved by DSVEdit, causing it to always use the vanilla icon/name.
- Fix buttons on the left sidebar of the editor causing an editor crash if clicked when no game has been loaded.
- Fix an editor crash that could occur when DSVEdit tries to read a sector that has a room list which ends at the exact end of a file.
DSVEdit 1.11.0
New features:
- The text editor can now export all text in the game to CSV files and import it back in, allowing easier external editing of text.
- The text editor now supports encoding and decoding all characters present in the fonts for all games. (This affects AoS and the USA versions of DoS, PoR, and OoE. It already supported all characters in the JP versions and HoD.)
- Added a feature to view "Glitch Doors" in AoS and HoD. Glitch Doors are a visualization of where the player would be taken by the bug that teleports them when going out of bounds in rooms at certain spots. Glitch Doors can be enabled by checking View -> Glitch Doors. You can right click on one to see where it would take the player like a normal door, though you cannot edit Glitch Doors directly, only view them.
Changes:
- The Map Editor for DoS now allows you to place orange-colored "entrance" map tiles if you have applied the dos_new_map_tile_color.asm patch to your project.
- Added more Yoko menu related images to the Sprite Editor.
- Added an "Open in GFX Editor" button to the item icon chooser dialog.
Bug fixes:
- Fixed a bug where adding a new entity to a room in one of the GBA games could cause the entities in that room to load in the incorrect order.
- Fixed several errors and crashes when handling fileless GFX pages in NDS games.
- Fixed a bug where hitboxes could be in the wrong order when importing sprites from darkFunction.
- Fixed several other minor bugs that could occur when importing from darkFunction.
- Fixed an error when attempting to save text that contains the {CURRENT_SAVE_FILE} text command in AoS.
- Fixed a bug where the GFX editor would export 16-color images incorrectly if you clicked Export while a 256-color image was selected.
- Fixed the sprite editor in AoS throwing an error when trying to view blue souls.
DSVEdit 1.10.1
Changes:
- Improved the default tileset chosen when adding new rooms to the Abyss sector.
- Added two more menus in DoS to the Menu Editor.
- Added enemy images from the bestiary in DoS and PoR to the Sprite Editor.
- Added the Maxim player sprite from HoD to the Sprite Editor.
Bug fixes:
- Fixed a bug where the Tileset Chooser would not correctly update all layer properties for the GBA games, which could result in an ingame crash.
- Fixed a bug introduced in v1.10.0 where using the Tileset Chooser would crash the editor.
- Fixed an editor crash when the GFX list pointer given to the Menu Editor is invalid.
DSVEdit 1.10.0
New features:
- Added a Menu Editor. This allows you to easily edit the backgrounds of menus in HoD/AoS/DoS/PoR in Tiled, such as the pause screen or the shop. For HoD and AoS, this editor also includes character face portraits. (Note that OoE menus cannot be edited via the Menu Editor; use the Sprite Editor instead.)
- Added many more sprites to the Other tab of the Sprite Editor, including DoS/PoR/OoE character face portraits, AoS candles, OoE transition room hiders, and PoR game over screens.
- Added a Color Effects Editor to the Room Properties Editor for AoS. This can be used to make layers in certain rooms transparent, e.g. for water.
Changes:
- The Tileset Editor now supports editing menu tilesets, not just room tilesets. This can be accessed by clicking "Open in Tileset Editor" in the Menu Editor.
- Added an "Open in Tileset Editor" button to the Layers Editor, to allow more easily editing the tileset for layers besides the first in a room.
- Documented what each of the HoD Room Property Editor "Special Effects" (previous labeled as "Palette shift func") are and made editing this easier.
- Documented several more bits and player animation states in PoR.
- Improved how DoS destructibles and AoS candles and destructibles are displayed in the editor.
- Made clicking on entities with very small sprites easier.
- Enemy spawners in HoD are now displayed in the editor with the sprite of whichever enemy they spawn.
Bug fixes:
- Fixed an editor crash when adding a new room to sector 4 of Dracula's Castle in PoR.
- Fixed an issue in AoS where some entities would disappear from a room if you changed one of the already existing entities in a room to the "Nothing" type.
- Fixed the GFX page displayed in the Sprite Editor visually using the wrong palette for some sprites.
- Fixed the Magic Seal Editor crashing when reducing the number of points.
- Fixed how the GFX Editor handles having both 16-color and 256-color GFX pages loaded at once.
- Fixed a number of bugs in the Tileset Editor, including how 256-color tilesets are handled.
- Fixed the GFX Editor crashing when opening it via the Sprite Editor if it was given invalid GFX/palettes for some reason.
- Fixed a number of issues that could happen after viewing the Title Screen sprite in OoE's Sprite Editor (e.g. the Shop Editor crashing).
DSVEdit 1.9.1
New features:
- When editing text and the space the game originally used for text runs out, DSVEdit now automatically uses free space to put the new text in, so that the amount of text you can have is not nearly as limited as before.
Changes:
- Gave a name to the previously unknown "No trail gradual fadeout" weapon swing modifier for all 3 DS games.
Bug fixes:
- Fixed a bug where if you tried to save a sprite and then got an error about not having enough free space, the sprite would become corrupted. The sprite will now properly revert your edits to it without becoming corrupted.
- Fixed weapons with transparent trails in DoS and PoR being handled incorrectly. They now show up correctly in the sprite editor, and also export correctly to darkFunction.
- Fixed an error when importing a sprite from darkFunction if a single frame is used by multiple one-frame animations (e.g. Albus's sprite).
- Fixed the Albus player sprite in the Other tab of the sprite editor incorrectly using the same sprite file as the Albus boss sprite.
- Fixed a bug when saving text changes in OoE that could cause space for text to be unnecessarily wasted.
- Fixed an editor crash that could occur on some computers when trying to browse for the Tiled Path in the Settings dialog.
DSVEdit 1.9.0
New features:
- Implemented adding brand new rooms to the game.
- Implemented a "Clear Room Contents" option that deletes everything inside of a room, so you can quickly free up most of the space used by that room.
- Implemented adding, deleting, and changing the order of warp points in AoS and HoD.
- Implemented the ability to change whether a room is a transition room in AoS and DoS (located in the room properties editor).
- Added an address converter tool for the NDS games that allows converting back and forth between RAM addresses and the file path plus offset within the file for that address, to allow easier editing of things not supported by DSVEdit by using a hex editor.
- Added new ARMIPS patches for PoR and OoE that change warp points to allow them to take you in between different areas, instead of only within the same area. (por_inter-area_warps.asm and ooe_inter-area_warps.asm)
- Added new ARMIPS patches for PoR and OoE that display the player's placed map reminder markers on the top screen map. (por_map_markers_on_top_screen.asm and ooe_map_markers_on_top_screen.asm)
Changes:
- For sprites not in individual files, the frame dropdown now includes the pointer to each frame.
- Numerous performance improvements.
- Added the area names sprite to PoR's sprite editor's Other sprites list.
- Added the Soma and Julius player sprites to AoS's sprite editor's Other sprites list. (Note that in Soma's case, the animations do not display correctly and should not be edited since he is animated via a different system than everything else in the game. I'm including Soma there just for convenience so you can click "Open in GFX Editor" when you want to edit his GFX or palettes in the GFX editor.)
- When editing maps in PoR or OoE, the map editor will no longer allow you to add more warp points than the game can handle without glitching out.
- Documented more special object variables for AoS.
- Made more special objects display correctly in the editor for AoS.
Bug fixes:
- Fixed the test room feature not initializing the camera centered on the player in HoD and AoS.
- Fixed a crash when trying to encode text including invalid Shift JIS characters as Shift JIS.
- Automatically convert hyphen-minus to minus when encoding HoD text.
- Fixed many AoS weapons not displaying correctly in the sprite editor.
- Fix a potential issue with paths when launching the emulator for testing.
- Fixed a bug when replacing the hardcoded flag index requirement to unlock certain shop pools in DoS or OoE where DSVEdit would write invalid code if the flag index was equal to 1.
- Fixed a crash when trying to use the sprite editor to directly add new animations/frames/parts to sprites.
- Fixed the GFX editor not being able to render GFX pages not in individual files as two dimensional instead of one dimensional.
- Fixed a bug where changing the tileset for a room that had empty layers would result in the empty layers also having that set as their tileset, wasting free space.
- Fixed a crash that occurred if there was an error when changing the tileset for a room (such as not enough free space when combined with the above bug).
- Fixed error messages appearing when trying to render a room that had non-empty layers with a tileset pointer of 0. Now the tiles on such layers will simply render as red with no error message.
- Fixed a bug where free space in HoD was not being considered free space because it is composed of FF bytes instead of 00 bytes.
- Fixed a crash when trying to save a sprite in the sprite editor but there is not enough free space.
- Fixed the music editor labelling the Condemned Tower and Mine of Judgement sectors misleadingly.
- Fixed some crashes that could happen when playing animations in the sprite editor.
- Fixed a crash in the sprite editor when displaying a part that has an invalid palette index.
- Fixed a crash when opening the tileset editor in a room where the collision tileset pointer is 0.
- Fixed a crash when importing a room from Tiled in HoD if the room had no entities originally, and you also did not add any entities to it.
- Fixed a bug when importing a sprite from darkFunction where imported animations would use the wrong keyframes if the sprite had any single-frame animations.
- Fixed a rare crash that could happen when importing from darkFunction.
- Fixed a bug where adding new doors to a room in HoD, then saving and reloading the project could sometimes result in DSVEdit displaying all the doors of the edited room in some other room in the game as well as the correct room because the room's relocated door list happened to be placed directly after other room's door list.
DSVEdit 1.8.1
- Added several new ARMIPS patches: dos_disable_sliding_puzzle.asm, dos_fix_top_screen_on_new_game.asm, aos_enable_cutscene_skip.asm
- Added an "Open in GFX Editor" button to the tileset editor to save time when editing tilesets.
- Fixed AoS "BUTTON" command names being shuffled up with each other in the text editor.
- Fixed the names of PoR's "Co-op Boss Rush & Shop Mode" area, OoE's "Can destroy Blood Skeletons" damage type, and an unused song in OoE.
- Updated the names and documentation relating to player outlines in the Player Editor.
DSVEdit 1.8.0
New features:
- The darkFunction sprite exporter/importer now supports sprites not in individual files. This allows you to edit all sprites and their animations that previously could not be edited (except for HoD sprites, which are still unsupported). This means all AoS sprites, all DoS weapon and soul sprites, and various miscellaneous sprites can now be edited.
- Added a basic quest editor for PoR and OoE.
Changes:
- Changed how layers are handled in the DS games. All 4 layers are now read for every room, even if the layers are blank. Removed the ability to add a new layer since you need to simply edit one of the existing blank layers. This change fixes layers in various areas not appearing in the editor and being impossible to edit (like the background of Kalidus Channel).
- If a single layer is shared by multiple different rooms, DSVEdit now creates a new unique layer automatically when editing it to avoid changes to one room also affecting the other rooms.
- PoR portraits now show the proper art inside the frame in the editor.
- Added the world map to OoE's other sprites list.
Bug fixes:
- Fixed editing player outline color in the player editor not working.
- Fixed a crash when trying to add a door to a room that originally had no doors.
- Fixed invisible tiles with collision not showing up in the collision tileset editor.
- Fixed various bugs (e.g. large number of hearts, no volume) when setting the new game starting room in OoE to any room not in sector index 0.
- Fixed a bug when handling trimmed DS ROMs.
- Fixed the sprite editor showing the vampire killer as having transparent trails instead of changing colors.
- Fixed the wrong palette being used for Erinys in the sprite editor.
- Fixed DSVEdit trying to run 64-bit ARMIPS on 32-bit computers. This fixes unhelpful error messages when trying to apply an ARMIPS patch.
DSVEdit 1.7.2
- Added a UI for applying ARMIPS patches from within DSVEdit.
- Fixed several crashes that could occur in the player state animations editor.
- Documented more player state animation names.
- The GFX editor now exports images in RGBA color mode instead of indexed color mode.
- Fixed some space in several PoR sector overlays being treated as free space despite being used by specific special objects at runtime.