EDIT: I've built onto this early WIP a little more. See below
So, I'm working on a new hex editing tool coded by GML. This editor is to be called the Trilogy Editor (Name tying into my fangame project, for reasons explained below. Also due to the fact that it's meant to edit files from the disassemblies of the original trilogy)
Here is a link to my photobucket album to see screencaps, to save space. You can also find other pics I have uploaded here on Retro.
This is a very early WIP, consisting of only about 2 days work, of what will be the palette editor. It simply allows you to click on the grid of palette colors and view/edit them. It doesn't include the alpha blend feature for alt. palletes a la SonEd2, though I would like it to in the future. If you look at the pics, you'll notice that some have the palette section in white, others in yellow. This is because when you move the mouse over certain areas, those areas will light up from white to yellow. You may also notice that the editor interface is very similar in appearance to the Menus in Sonic 2. This was NO coincidence. I love those... The entire program's appearance will follow this scheme.
The controls are mouse based. As seen in the pics, left clicking palette boxes will give you a text box telling what the color is (in the form of the hex code.) Right clicking will allow you to define the color code yourself, by entering in the proper hex code (In 0, B, G, R format). You can then see the result, as that very box is now given the proper color.
-I apologize for these two images. When using the message box, you cannot take screencaps, and I just didn't think to crop these images down.-
This method has since been eliminated, going more in the direction of SonEd2. In the current build, moving the mouse over one of these boxes will outline it in white. Clicking it will select it, and it will be outlined in yellow. You can then click the RGB hex values that appear below the palette lines to edit the color, or press the R G or B keys to do the same. (to allow for even quicker editing.) However, in order to edit RGBs via keys, the mouse must be within the palette editor boundaries. (This is not yet seen in screenshots, but will be soon... BTW this eliminates all problems with the awful textboxes).
Take a quick peek at the screencaps to see a glimpse of the early build, but bear in mind that the program has been updated, and the control scheme is much different than it was at the time of the screengrabs being taken. More updates and newer screengrabs will be posted in due time. The final edit, before I release the first build of this, will be the ability to save and load the palette lines from a .bin file from one of your disassemblies.
As for how it ties into my fangame... If I can get good enough at loading/saving this type of external data from ROMS, I might modify my game to use the files from the game itself (Or a copy of those files stored into the game that it can read from.) Doing that would vastly increase the potential for customization of my fangame, as I would hope that hackers could hack my game, just as they hack ROMS... That would be something else... :D Anyway, I'll have a release up sometime when this early palette editor is done... so stay tuned.
This post has been edited by KingofHarts: 15 April 2012 - 10:36 AM