The unnamed Blaster Master editor (feel free to suggest a name) is coming along nicely. I’ve decided to make an early build available for download. It’s fully functional as far as editing capabilities go. What it’s lacking are some of the more advanced features I’m planning on adding to my level editor framework (undo, patching, ect.).
Posts Tagged ‘Blaster Master’
Blaster Master Update
Saturday, May 15th, 2010Blaster Master Master
Wednesday, May 5th, 2010In honor of the late Bionic Commander I’ve begun a new ROM-hacking project. I considered re-starting Bionic Commander from scratch, but while making it the first time was fun, the second time around is just work. And I didn’t like the sound of that. So Bionic Commander has been moved to just behind the back burner.
At this point, I’ve completed three NES level editors. When I began writing Bionic Commander I found myself re-inventing the wheel in some places, while in other places I discovered how nice it is to be able to re-use code I’ve already written for another editor.
Instead of simply writing a new level editor from the ground up, I decided it would be a good idea to write a level editor framework, a set of classes to stream-line the process of making a level editor. So I did. I wouldn’t call it complete yet, but in terms of its feature set, it’s about where it needs to be. It has facilities to handle the low-level operations such as accessing pointer tables and reading hardware-bound data (i.e. palettes, patterns, and such). It also has high level features, such as an easy-to-implement level editor based very closely on Editroid. This way, I (or anyone who would like the source) can make a solid level editor with a fancy UI, without repeating all the grunt-work.

- Blaster Master Editor
It wouldn’t be wise to just write all this program code without trying it out and making sure it does what I would like it to do, the way I way I would like it to do so. It needs to be tested and fine-tuned, ideally through the process of creating an editor using the framework. Enter my new Blaster Master level editor.
Of course, there’s already a Blaster Master level editor, BCK. In fact, I’m using the documentation created by the author of BCK. But imagine the love-child of BCK and Editroid 2.0. You’re picturing my new Blaster Master level editor. It gives me a warm fuzzy feeling inside.
It’s a work in progress, but it’s coming along nicely.