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Download donkey kong 94
Download donkey kong 94







download donkey kong 94

Changing the SGB palette for the arcade levels may freeze the game! (The value is used for some other stuff - needs more debugging low priority).VRAM usage is calculated (but might be off a few tiles in special cases).Export/import to/from file of individual levels.Writing (most) changes back to ROM possible - but very experimental!.Re-compression algorithm for the level tilemap.Displaying sprites with SGB palettes - OBP is wrong for some sprites.Reading (most) tiles/tilesets directly from the ROM file.Reading and decompression of the complete level data.

download donkey kong 94

This project is in a very early state - still here is what is currently working (or not):

download donkey kong 94

Of course opening level data from a different ROM via File->Open is also possible, but the "base" stays the same. Afterwards the level data is also loaded from the base ROM if no ROM file is specified as commandline argument. The base ROM is needed for: tile information, tileset creation (if no old PNGs in "tiles" exist) and SGB palettes it is also used as a base if the save target does not exist. eDKit.app/Contents/MacOS/base.gb - thank you Raccoon Sam). For OS X this means really in the same directory as the executable (i.e. The editor expects "base.gb" in the same directory as itself. Okay I tested cross-compiling into a single static binary today. I do not plan to provide compiled binaries! The editor is written in Qt and therefore should be cross-platform compatible. Inspired by this thread I started to work on a level editor for Donkey Kong '94 for the good old trusty Gameboy: eDKit !









Download donkey kong 94