Sue's Workshop - New version in Development!

May 26, 2009 at 11:26 PM
Hoxtilicious
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Hello there.
So I asked Prof. Eich just some minutes ago, if I'm allowed to continue the development of Sue's Workshop. :3
So I'm officially the one who develops Sue's Workshop now, which means SW isn't dead anymore. It's alive! :D
Please feel free to post any suggestions and so on.
This is just awesome.
 
May 26, 2009 at 11:29 PM
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Harmony

Oh, oh!!
Is there a way for you to make it so SW and CE work in Harmony?
=D!
 
May 26, 2009 at 11:31 PM
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Heheh

JacobX891 said:
Oh, good. Now I finally have some material to argue with against Lowell.
F*ck Cave Editor, Sue's Workshop is under development.
Oh, you needed something to argue with me about?
Couldn't use the same 'ol stuff? =D
Anyways, I'm hoping that there will be a way to use both editors, without corruption of the .EXE...
...Make my life easier...
:D
 
May 26, 2009 at 11:35 PM
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Alrighty.

1) Disable the errors that occur (causing corruption) in which sue's attempts to correct Cave Story's .exe size. For example, in instances where "(C)Pixel" is removed from the exe, or in instances where you change the music or other resource files.

2) Enable it so by default sue's reads .pbm files, with a dynamic swap between .pbm and .bmp or .png. I still use .pbms, ya know. (And I still manually add (C)Pixel to the end of every one of them!)

3) A built-in weapon editor, using hex values direct from the .exe (New window, drop down box for the weapon, it automatically finds values), available for a player to change. Leave out the creation-coordinate ones, as I really doubt anyone needs to change those.
 
May 27, 2009 at 12:22 AM
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4) Fix SW's compatibility issues with CE.
 
May 27, 2009 at 12:24 AM
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Hey

andwhyisit said:
4) Fix SW's compatibility issues with CE.
But I just said that, D=
Or are we trying to show SP how many people want the compatibility? :D

Also, built-in NPC editor? Like HPs and such? {Not sure if SW has this or not, though =D}
 
May 27, 2009 at 12:35 AM
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VoidMage_Lowell said:
But I just said that, D=
Or are we trying to show SP how many people want the compatibility? :D

Also, built-in NPC editor? Like HPs and such? {Not sure if SW has this or not, though =D}

Lol you mean a built in NPC.tbl editor, like the one that CE has. Most of all I'd like to see it have the CaveEditor Compatibility issue fixed, along with the custom orgs issue fixed. If those two are implemented I'd probably use the new SW as my editor of choice.
 
May 27, 2009 at 12:36 AM
Hoxtilicious
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andwhyisit said:
4) Fix SW's compatibility issues with CE.

VoidMage_Lowell said:
Oh, oh!!
Is there a way for you to make it so SW and CE work in Harmony?
=D!

Probably not, this SW will follow a totally new concept.

Instead of editing the .exe you will edit projects.
Then after you are done with work, you will click on "patch" and it will copy a original exe file and patch it.
So it can't really break anything.

Anyway, you will be able to import your mods though. But maybe it will be able to "open" and "edit" exe files also.

ZarroTsu said:
1) Disable the errors that occur (causing corruption) in which sue's attempts to correct Cave Story's .exe size. For example, in instances where "(C)Pixel" is removed from the exe, or in instances where you change the music or other resource files.

2) Enable it so by default sue's reads .pbm files, with a dynamic swap between .pbm and .bmp or .png. I still use .pbms, ya know. (And I still manually add (C)Pixel to the end of every one of them!)

3) A built-in weapon editor, using hex values direct from the .exe (New window, drop down box for the weapon, it automatically finds values), available for a player to change. Leave out the creation-coordinate ones, as I really doubt anyone needs to change those.

1) You will change the music after you patched the exe.
Though I will make a version that hopefully can import music itself, so you probably don't need resource hacker anymore.

2) I'm already planning to do that.

3) Yep, that will be avaible too.

VoidMage_Lowell said:
Also, built-in NPC editor? Like HPs and such? {Not sure if SW has this or not, though =D}

I'm already planning this.

diph.php
 
May 27, 2009 at 12:50 AM
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This is a damned dream come true.
Thank you S.P for developing SW more,
this is incredible.

I hope the new SW will have the
built in ORG replacer, that would be
epic pants soiling material.
 
May 27, 2009 at 1:12 AM
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S. P. Gardebiter said:
Probably not, this SW will follow a totally new concept.

Instead of editing the .exe you will edit projects.
Then after you are done with work, you will click on "patch" and it will copy a original exe file and patch it.
So it can't really break anything.

Anyway, you will be able to import your mods though. But maybe it will be able to "open" and "edit" exe files also.
Why not create an exe > project conversion option?

Actually this project file might make a good patching format for CS. *hopes for CS patching format*
 
May 27, 2009 at 1:14 AM
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Well, well...

Finally.

I knew this would happen one day... :D
 
May 27, 2009 at 1:25 AM
Hoxtilicious
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andwhyisit said:
Why not create an exe > project conversion option?

That's exactly what I said.
You can import your exe based mods into the new SW.

andwhyisit said:
Actually this project file might make a good patching format for CS. *hopes for CS patching format*

It is indeed something like a patching format.

Ralren said:
Thank you S.P for developing SW more

No problem :D
 
May 27, 2009 at 1:37 AM
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Here,
I'll give you some ideas for my abandoned awesome editor.

Org Editor -
- Import orgs into the game
- Edit orgs in the editor

PBM Editor -
- Limitless Colors
- Easy to use with graffiti* features for backgrounds, and paint for pixel editing.
- Auto Appends (C)Pixel and/or removes the (C)pixel from the exe.
* (Graffiti is an online editor on facebook, try it out)

Notepad -
- For taking notes while you play the game

Assembly Editor -
- No fancy stuff, just simple as an be
- Has an offsets list that you can add to.

Map Editor -
- Basic Sues stuff
- CE Stuff
- Can see npcs on the map as they would look with current spritesheet, so you know you're messed before it starts playing

TSC Editor -
- Editable List of the commands
- Syntax checker
- TSC2 (Here's where it gets complex)
- - Allows use of variables
- - Variables compiled into flags at save/play.

In Game Editor (Best Idea Ever) -
- Instead of launching, cs plays within the editor
- You can pause the game within the editor
- when paused, you can edit scripts, notes, and the map
- when play is resumed, the edits are all saved into the exe.
- if the map you are testing doesn't have a player start point in it, click to spawn quote.

that's it, hope they help you w/ something.
(just put me in the credits if you use those, giving them to you means I'm not doing an editor of my own)
 
May 27, 2009 at 1:43 AM
Hoxtilicious
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Lace said:
just put me in the credits if you use those, giving them to you means I'm not doing an editor of my own

Uh? I'm not giving credits for feedback and ideas, sorry :D
And you can still do your own editor, you know.
Anyway, most of your ideas are already what I planned for the editor in the first place. (Like the Assembly Compiler)
 
May 27, 2009 at 1:51 AM
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Now THIS is just awesome. I never really tried Cave Editor as it wasn't included with the Deluxe Package (I think), so something like this is just pure win.

I hope user-friendliness is one your goals though. Of course, you would still need some knowledge of what you're doing...
 
May 27, 2009 at 2:59 AM
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Make it so the script has character count, and the edit entities part of the map counts how many entities per map. congrats shiny
 
May 27, 2009 at 3:11 AM
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S. P. Gardebiter said:
It is indeed something like a patching format.
One thing that cs modding has lacked until now is a patching format. I am glad to finally see some progress in this field.

Can I suggest a stand-alone patcher program? That way cs mods can be easily distributed as patches.
 
May 27, 2009 at 3:40 AM
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So wait up, does this mean that Chie's Lab is being scrapped now that you can work on SW instead?
 
May 27, 2009 at 11:42 AM
Hoxtilicious
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andwhyisit said:
One thing that cs modding has lacked until now is a patching format. I am glad to finally see some progress in this field.

Can I suggest a stand-alone patcher program? That way cs mods can be easily distributed as patches.

No. There will be no such programm. There are already enough "Patching" programms. Plus if you will give away the "Patch", you will give away all the mod data. If you do it the way I'm doing it, noone will be able to load it back into SW, without having the Project Files. (Except he is good at exe hacking)
This means your mod is kinda protected too.

DoubleThink said:
So wait up, does this mean that Chie's Lab is being scrapped now that you can work on SW instead?

SW is based on my original CL code actually.
 
May 27, 2009 at 12:22 PM
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Whoo! Awesome!

Maybe I'll actually get back into CS modding.
 
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