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TABLE OF CONTENTS - ABOUT - USING THE LEVEL EDITOR - EDITING WARPS - EDITING REGIONS - ADDING REGIONS - EDITING TILESETS - EDITING OBJECT SETS - LEVEL VERSIONS - MUSIC - EDITING TEXT - EDITING CREDITS - ABOUT THE "REF" FOLDER - CONTACT ME ABOUT This is an editor for Wario Land 3, written by Drenn. This is version 0.4. Source code is on github: https://github.com/Drienn/WL3-Editor USING THE LEVEL EDITOR First, you must choose a level to edit. Every level has 8 versions of itself (see below), so numbers 0-7 are for the first level, Out of the Woods. The Peaceful Village picks up at 8 and continues to F. You can either choose the level from the drop-down menu or change the number in brackets to select a level. Note that hexadecimal is used almost exclusively in this editor, so if you see a number or entry field, assume it's in hex! Editing the tile data of the level is fairly simple. First select "Edit level" on the left panel. Click on the tile you want to use from the tileset viewer on the left, and left-click on the level viewer on the right to place it. Alternatively, right-click on a tile in the level viewer to select it. If "view->objects" is selected, you can also move objects, which are keys, chests, music coins, and enemies. They are represented by blue boxes with a number in them. A chest is "1", a key is "2", a musical coin is "3". Further numbers are usually enemies. There is no easy way to tell what the rest of the numbers represent without being familiar with the game, unless it's been specified in enemySet.txt - which, odds are, it hasn't. EDITING WARPS First, some quick terminology - a sector is a 16x16 area of tiles which is the lowest unit a region can be divided into. They are outlined in green. A region is a division of the level into something like a room. They are outlined in red. It is highly recommended to enable "view->sectors" before continuing. Warps can be edited by clicking "Edit warps & regions". Every sector can be given a single destination sector to warp to - only one. All "warp tiles" placed in that sector will warp to its destination sector. Warp tiles don't always look the same, but they are usually either doors, or they are off to the side where the screen does not scroll. In Out of the Woods they mostly look like ladders from the editor's point of view. In the destination sector, Wario will be warped to the first blue "W" it finds (at his feet). (I call this a "warp object", since it's treated like an object - whereas a warp tile comes from the tileset.) There's no point in putting more than one warp object in a sector, because there's no way of specifying which one to warp to. To summarize: warp tiles initiate a warp. The sector containing this warp tile has a "Destination" field, which is the sector he will be warped to. His exact destination is marked by a warp object, the blue "W" in the destination sector. You may notice that sector 0 is never used. This is because its warp destination is Wario's spawn point. If you use it, any warp tiles placed there will warp to the beginning of the level. EDITING REGIONS As stated before, a region is a division of the level which could be thought of as a room. There are several fields which define a region, most of which are 8-bit values. Here is a brief description of each. Press enter to make sure the changes are applied. - Top-left sector: The top-left sector of the region. - Width & Height: Use with top-left sector to specify the size of the region. - Scroll: Affects how the screen follows wario. it's half a byte, meaning values from 0 to F can be entered. Sorry the text is so compact, but it barely fits in. Here is the description of the important values: - V Norm: No horizontal scrolling, follows wario vertically. - H, V Norm: follows wario horizontally and vertically. - H, V segscrl: follows wario horizontally, and scroll vertically as an edge is approached. - V segscrl: No horizontal scrolling, but vertical scrolling as an edge is approached. (segscrl stands for segmented scrolling.) Note: Ticking V segscrl, crop left, and crop right (without other cropping) causes very strange, special-case behaviour used in the boss room. - Object Set: The object set is a description of the types of items (chests, keys) and enemies in an area. They can be modified if you switch back to "Edit level" and click on "Edit" under the object set box, just be careful if other regions (or even other levels!) use that object set. - Tile Set: The tileset to use. - Animations: I don't know much about this, but if a tile is made up of numbers, it's probably supposed to have an animation. This includes the doors behind chests, and water. Value of "1" keeps the exit door flashing, "0" stops even that. - Palette Flashing: This makes palettes flash. It's used in "above the clouds" to make platforms fade in and out, but surprisingly, not for the exit doors. "0" disables palette flashing, other values probably reference sets of palettes to use. - Crop: This is the other half byte of "scroll mode". If checked, 2 tiles will be cut off from the specified end to hide ugly warp tiles. This is purely visual. ADDING REGIONS Level->Add region, and enter an empty sector where the new region will reside (its top-left sector). You'll need to set most of its attributes after adding it. You must remember to set a sector's "destination" field to somewhere within that region, or your region will be gone after saving and reloading. EDITING TILESETS Clicking the edit button under the tileset viewer will give you the tileset editor. Near the top is the property field - which actually WORKS in version 0.3. I'm afraid it was bugged before. Closely related tilesets often share some of the same properties, so editing one will modify the other. The first 2 fields, metatiles and flags, should not be changed blindly - it is better to copy values from other tilesets. As for the others, it will probably be obvious when you make the values too high. When you do, don't use those values, because they may be data used in completely unrelated areas of the game. Each tileset has 2 sets of subtiles, called "bank 0" and "bank 1" subtiles. They can be edited in this program, but it's easier to open tile layer pro, which was built for this sort of thing. Offsets are provided so you don't need to search for the tiles in TLP. Each metatile is made up of 4 subtiles. Select a quarter of the tile with the mouse or arrow keys. Subtiles can each be given several properties. They are assigned a palette, and they can be flipped horizontally and vertically. The sprite priority bit displays 3 of their 4 colors in front of sprites rather than behind. The bank bit is put there for completeness, but it is handled automatically - no need to change it. A long but incomplete list of tile effects is included. Most are self- explanitory. There are many which involve breaking into a different metatile. They look something like, for instance, "H breaks to T 7a", which means it is a hard, breakable tile which turns into tile 7a when broken. Only tiles 78-7f can be used as the new identity of a breakable tile. EDITING OBJECT SETS An object set consists of an itemSet and an enemySet. Editing the itemSet is pretty straightforward - just select the colour of keys and chests. Unfortunately you can't have a key and a chest of different colours in the same region, as far as I know. Also there's this "pinkish" colour which acts identical to grey. This is used to color a single paragoom's umbrella pink. Each enemySet has a nickname to maybe make them easier to keep track of. The "base bank" field should be either 68 or 6c - this is the first of 4 banks where graphics are taken from. Then there are 4 graphics slots and a ton of object slots. Generally the first graphic slot corresponds to object 4, the second to object 5, etc. But this isn't enforced by anything. LEVEL VERSIONS Every level has 8 versions of itself. That's right, 8: 4 in the day, 4 in the night. As of version 0.2, they can be edited distinctly. They could not be before, because often, different versions of a level use the same data to save space. So if you edit one version, you could end up editing half of the other versions - or worse yet, have the changes to tiles carried over to other versions, but not the changes to regions. To manage this, use Level->Compare Level, and enter another version of the level being edited to compare it with. You will be told whether their "level data" (tiles and objects) and "warp data" (regions, and the "Destination" field) are separate or joined. If they are joined, you will be offered to separate them - if not, you'll be offered to merge them. Only the level currently being edited will be modified by doing this - if they are merged, then the level being edited will be changed to reference the other level's data, rather than vice-versa. Here's a tip: day and night versions nearly always use different warp data. Because regions are an abstraction of the warp data, warp data determines what tilesets are used in the level, and in the night, the tilesets are usually different. So they must use different warp data to use different tilesets. MUSIC Changing the music used in a level is a straightforward process, and you can change music in other areas of the game with "other->Misc Music". I'd like to note one thing, though: all of these music fields are 16-bit values. They appear to be 8-bit because there are less than 0x100 songs. Starting at 0x101 are sound effects. You can enter such a value simply by replacing the text with the number you want. EDITING TEXT You can edit text from the game, but its format is very strict. The text can be parsed in different ways, but the following is most common: Text is arranged in groups of 4 lines, with each line having at most 16 characters. In the first group, the first line is the name of the speaker, followed by 3 blank lines. Every subsequent group of 4 lines is a block of text, but the 4th line in the group isn't normally used. When the text is over, a special character denoted by {end} tells the game to stop reading text. This character must be the first character in a group of 4 lines. If in doubt, follow the format of the original text. Also note that arbitrary bytes can be inserted into the text. If you wanted to insert byte 0x26, which is a japanese character of some sort, you would type {26}. EDITING CREDITS Credit text is very different from other text, so it has its own editor. Editing the text itself is easy. If the new text is long, you'll see a horizontal blue line. Past this line, the screen scrolls twice as fast, so you should try to fit everything in before that. If your text is REALLY long, you'll see a red line which is the hard limit to your text length. Letters can be given palettes too, which is why there is a preview. You can modify the palettes by selecting the text in the preview and editing the "palette" field. You can also edit the font to insert your own characters or images, but you can't use tile layer pro since it's compressed. Say you made a new character just after the "0" character. If you click on the tile, you'll see text at the bottom saying you've selected tile 174 (in hex). Subtract 0x100 from this number resulting in 0x74. Then in the text box, write {74} where you want that character to appear. Finally, if that character can be mapped to something from your keyboard, open "creditTextTable.txt" and insert that value, following the format of the other lines. ABOUT THE "REF" FOLDER All the files in the "ref" folder are processed by this program for various reasons. You can add lines to these files if you have some idea what you're doing - most usefully, you can modify "tileEffects.txt" to add any tile effects I may have missed. Formatting is important though: make sure that any 2 values on the same line are tab-separated, and comments must begin the line with a semicolon. CONTACT ME If you have something to say you can send an email to [email protected]. However I have no plans to continue with this editor at the moment.
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