A new, more user-friendly YI editor, Golden Egg, is now in our hands, and I thought it'd be a good idea to have a general discussion thread for people to throw out their questions, concerns, and suggestions. I figure it's better to have everything regarding Golden Egg in one place rather than cluttering up all the stickies.
Some good topics would include:
-Questions/help with editor
-Bug reports
-Additional feature ideas
-FAQ/tutorial requests/ideas
So...I'll start out with the essentials:
Editor Download
Golden Egg Yoshi's Island Editor
Current Version: 0.005
Net Framework 4.0. Required to run editor.
Features which are not currently implemented which Romi plans on in future releases:
- BG2/BG3 viewer
- custom palette editor, including custom animated palette and custom gradient.
- function to scan illegal item placement. In other words, this'll warn if you placed items in the same vertical line in the same screen.
- entrance editor
- midway entrance editor
(these were once made in the C++ version.)
- sprites preview with in-game graphics
- message editor, once I disassembled the code
- better error-handling (sorry)
- maybe some others
I'll organize any bug reports and feature ideas people post here in this section, that way we can get more organized.
Bug Reports
-It's not possible to horizontally-scale the cross-section slopes and ceilings.
-If scaled odd, A9 is glitched in Tileset 3. A5 is displayed glitched, when used in Tileset 3.
Feature Ideas.
-Saving levels to external files and importing them.
-"Recent ROM" option in File menu
-Add Width & Length view to the program, so if you move the mouse on an object, the size is shown. Another thing, which should be implemented is a tile grid like in EggVine.
-Also a screen exit editor for the four rotating doors would be nice.
-Preview of the object/sprite you are about to place.
So...I got a question...has anyone figured out exactly how screen exits work? It says to set a "Target Page" in the screen exit editor, but I'm unsure how that's determined.
Also, is there a specific reason why .sfc is the default extension when opening a ROM. If there isn't, shouldn't .smc be the default one?
Some good topics would include:
-Questions/help with editor
-Bug reports
-Additional feature ideas
-FAQ/tutorial requests/ideas
So...I'll start out with the essentials:
Editor Download
Golden Egg Yoshi's Island Editor
Current Version: 0.005
Net Framework 4.0. Required to run editor.
Features which are not currently implemented which Romi plans on in future releases:
- BG2/BG3 viewer
- custom palette editor, including custom animated palette and custom gradient.
- function to scan illegal item placement. In other words, this'll warn if you placed items in the same vertical line in the same screen.
- entrance editor
- midway entrance editor
(these were once made in the C++ version.)
- sprites preview with in-game graphics
- message editor, once I disassembled the code
- better error-handling (sorry)
- maybe some others
I'll organize any bug reports and feature ideas people post here in this section, that way we can get more organized.
Bug Reports
-It's not possible to horizontally-scale the cross-section slopes and ceilings.
-If scaled odd, A9 is glitched in Tileset 3. A5 is displayed glitched, when used in Tileset 3.
Feature Ideas.
-Saving levels to external files and importing them.
-"Recent ROM" option in File menu
-Add Width & Length view to the program, so if you move the mouse on an object, the size is shown. Another thing, which should be implemented is a tile grid like in EggVine.
-Also a screen exit editor for the four rotating doors would be nice.
-Preview of the object/sprite you are about to place.
So...I got a question...has anyone figured out exactly how screen exits work? It says to set a "Target Page" in the screen exit editor, but I'm unsure how that's determined.
Also, is there a specific reason why .sfc is the default extension when opening a ROM. If there isn't, shouldn't .smc be the default one?