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Homebrew Games and Tools If you've created a trainer, texture editor, or a full-blown fangame we'd like to see it here. Show off your mad programming skills.

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  #1  
Old 7th January 2009, 10:51 AM
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runehero123 runehero123 is offline
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BK Sprite Editor(Released)

Here it is, v1.0 of the BK Sprite Editor. Currently this program can only view Sprites in the decompressed BK rom (decompress with Subdrags GE decompressor). Later versions will allow you to export to PNG and re-import files so that you can modify the in-game sprites permanently. You can locate the sprite files in the decompressed Rom using Coolboymans Rom Map.

There's also the possibility that this could work with BT and DK64s Sprite files. This program does not view or edit textures(textures <> sprites.

NOTE: Only Talking head sprites appear to work for now. These files can be found in this area of the ROM -

Base Locations:
535130-589797 - Talking Heads


Requirements:
-.Net Framework

~Download Link~
http://archaicstudios.net/forums/sho...=3583#post3583
Attached Files
File Type: zip BK Sprite Editor.zip (8.1 KB, 31 views)

Last edited by runehero123; 7th January 2009 at 06:15 PM.
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  #2  
Old 7th January 2009, 11:34 AM
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  #3  
Old 7th January 2009, 11:38 AM
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Download link leads to a post containing the pic you seek.

BTW, I just tested this on non-talking head sprites, and any other sprite doesn't seem to load either correctly, or at all. I'll fix those in the next version.
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  #4  
Old 7th January 2009, 11:51 AM
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Can you upload it somewhere else?
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  #5  
Old 7th January 2009, 04:36 PM
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I will probably mess around with this in the near future, thanks for this
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  #6  
Old 7th January 2009, 06:17 PM
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Quote:
Originally Posted by Bryko614
Can you upload it somewhere else?
You couldn't access the file through media-fire? Anyways, I uploaded it to the attachment in the first post.

Working on the next version now. Should be out pretty soon and will be able to load the other Sprite files besides the talking heads.
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  #7  
Old 7th January 2009, 09:19 PM
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oh...great. Thanks!
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  #8  
Old 7th January 2009, 10:03 PM
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Good Job Man, what language was this written in? You think you could do a file seach like bottles glasses and seperate the usesable files?

Last edited by mojobojo; 7th January 2009 at 10:06 PM.
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  #9  
Old 7th January 2009, 11:54 PM
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Quote:
Originally Posted by Mojobojo
Good Job Man, what language was this written in?
It's written in C#.

I'm trying to write all my apps in C#, so that later I can combine them into one program as a BK ROM Editor.

Quote:
Originally Posted by Mojobojo
You think you could do a file seach like bottles glasses and seperate the usesable files?
I'll get around to that when I'm done getting the other sprites to load. I just need to figure out the format of the sprites that load in the maps (mushrooms, notes, etc). Then I can write up the Import/Export code.
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  #10  
Old 8th January 2009, 12:09 AM
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Pretty neat so far, look forward to next update.

Incidentally, do you know if there is a certain text used in BK? I understand Lithograph is very reminiscent, but it isn't close enough to me. I'm not sure whether or not it was just drawn by someone, was just wondering if you know.

A complete ROM editor is a tall task, but I think you have the potential to do it.
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  #11  
Old 10th January 2009, 10:38 PM
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Quote:
Originally Posted by Tom Servo View Post
Pretty neat so far, look forward to next update.

Incidentally, do you know if there is a certain text used in BK? I understand Lithograph is very reminiscent, but it isn't close enough to me. I'm not sure whether or not it was just drawn by someone, was just wondering if you know.

A complete ROM editor is a tall task, but I think you have the potential to do it.
A full rom editor is a tall task. But we all are chipping in and making one part of it, then it will most likely put into an AIO.
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  #12  
Old 11th January 2009, 03:06 AM
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Yep, I'm almost ready to begin work on the midi importer for BK. It will allow you to take a midi file, and import it into the compressed BK midi format. You can then inject it into the rom at another song's address and it will play the custom song .

Also, I'm working on something that will EXPAND the ROM to a single file. That way we wont have to work with hundreds of files, but a single huge ROM file. Which makes more sense when designing a level editor. It will also remap pointers so you can expand the BK rom past its limit and add extra content to the game.

That will be my next project when I'm finished with the music, and sprite editor.

Quote:
Originally Posted by Mojobojo
A full rom editor is a tall task. But we all are chipping in and making one part of it, then it will most likely put into an AIO.
^Yeah, I was thinking we could somehow combine all our apps (Bottles glasses, Midi importer, Sprite Editor, Text Editor, etc) into one application similar to Lunar Eclipse for Super Mario World. That's why programming all the apps in C# will make it much easier to do.

Last edited by runehero123; 11th January 2009 at 03:10 AM.
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  #13  
Old 11th January 2009, 09:37 PM
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Quote:
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That's why programming all the apps in C# will make it much easier to do.
Thats good because im done ith VB for now and I am focusing on C#.
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  #14  
Old 12th January 2009, 04:37 AM
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Very cool. Guess how the GE Editor started? The face mappers...
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  #15  
Old 13th January 2009, 07:49 PM
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Quote:
Originally Posted by runehero123 View Post
Also, I'm working on something that will EXPAND the ROM to a single file. That way we wont have to work with hundreds of files, but a single huge ROM file.
I actually accomplished that by changing where it looks for the FST in code. Then I added all the uncompressed files to the end of the rom. ROM was huge but files could be easily modified and ran immediately.

Good luck on these projects. I'm glad people have taken up where we left off.
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