Version 3.7 of Editroid is available. You can get it at Romhacking.net’s page for Editroid. Version 3.7 adds support for multiple ASM files to manage more complex ASM hacks.
Tag Archives: level editor
Time to release a new version of my Metroid editor. This version allows you to add ASM to each screen that will run when the screen loads. It includes a built-in assembler so you can do everything right in Editroid.
This is just a quick explanation of a quirk in enemy placement in Metroid.Enemy Slot The game engine is capable of showing up to six enemies at a time. Each enemy is stored in an “enemy slot” in memory. The unusual thing about the enemy slots is is that rather than having the game load […]
Editroid 3.0 (beta) is ready and willing to satisfy all your Metroid hacking desires! You can download the editor or the source code.
Since the Zelda Tech section of the website is defunct and disused, and this part of the site is a lot easier to update, I’ll go ahead and put this here. A minor update of Zelda Tech with two fewer bugs. :/ Zelda Tech 3.4 For completeness, I’ll link to the other downloads here as […]
It looks like there may be some confusion as to how door editing works in ReMaster, so here’s the how. The very first thing you’ll want to do is select “Doors” as the editing mode in the top-right corner of the window.
I know I was pretty confused about how doors work when I started messing with Metroid, and it’s been a recurring question. The trickiest part is scrolling, but I’ll go over a couple other points, too, so here’s the scoop.
Editroid 2.1 is available for download. When it breaks, the best place to whine is MetConst, although you can also comment or e-mail me. (Read more for the link).
The unnamed Blaster Master editor 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. (Read more for the link.)
In honor of the late Bionic Commander I’ve begun a new ROM-hacking project: my new Blaster Master level editor. I decided it would be a good idea to write a level editor framework, and what better way to test it than with a new level editor?