HP Lovethrash wrote:
What kind of work goes into making a level editor for a VB game anyway?
What you want to do first is reverse engineer the game. Usually I create different save states and compare memory dumps (I use mednafen). For example, in Faceball I would shoot one of the breakable walls and search the part in the memory that changed.
When you know where in memory the information of your interest is saved, you want to know how it got there. So you add a write breakpoint on that address to see who writes there. You then check the code to figure out where the information is stored in the rom. With knowing that you can change it using a hey editor and alter the behavior.
Using this method you reverse engineer the data structures and the code loading it. You then want to change the game to load data from somewhere else in the rom (some free spot). There you store data (e.g. new levels) in the same format that you reverse engineered. Of course you could also override what has been stored originally.
However, when you know the data structures and the code that is loading them you can go ahead and build you level editor. I usually use c# because it’s simple and yet powerful. Your level editor simply writes your levels into the ROM using your reverse engineered data structures.
Of course, the more you know about the game the more you can change.
Thanks Thunderstruck, that was surprisingly easy to understand- especially for a coding dummy such as me :). It sounds like a puzzle game in and of itself.