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56 lines
2.7 KiB
Markdown
56 lines
2.7 KiB
Markdown
# Gen3Hex
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*A hex editor designed for editing Pokemon GBA games*
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*(This project is still very new. This ReadMe is more of a vision document. As the project grows, the ReadMe will become
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an introduction document, with usage / tutorials / implementation details moving to the Wiki.)*
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## Motivation
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A few years ago, I thought it would be fun to try and make a custom version of FireRed.
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What I found was a vibrant community of hackers using a variety of tools, each with a specific purpose.
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Advance Starter, Advance Trainer, Advance IntroEdit, TM Editor Pro, A-Tack, Advance Map,
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Nameless Tile Map Editor, YAPE, Pokedex Order Editor... the list goes on and on.
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Each tool was useful in its own way, but each presented only a peep-hole into what was going on inside the game.
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Most tutorials for advanced or specific things involved asking you to use a Hex Editor, repoint tables, or open and close
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multiple programs. While working on my project, I would often have my screen littered with different windows, each serving
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a specific purpose. These tools work, and they work well. But I often found myself wanting to see a more whole view of the file,
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instead of just peeking.
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## The Goal of this Software (small version)
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I want to create a Hex Editor that can provide a richer editor experience specifically for pokemon gba games.
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* Ruby
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* Sapphire
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* FireRed
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* LeafGreen
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* Emerald
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Here's a list of some of the minimal features I would need in order for this tool to provide any value:
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* Standard Hex Editor features (data entry, Find/Goto, Copy/Paste)
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* Multiple simultaneous open files
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* Automatic pointer recognition / navigation
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* Moving data
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* Forking / joining data
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## The Goal of this Software (ideal version)
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I want to create a generalized data editor that can recognize data within the file and provide appropriate edit options for it.
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Here's a list of nice features I'd like to implement eventually:
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* Recognition of images / palettes. Drag-drop support to add images/palettes. Image/palette editor.
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* Recognition of music / sounds. Music / sound editor.
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* Recognition of strings. Support for editing text / automatic repointing.
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* Recognition of map data, including tilesets, event data, scripting, and assembly routine links. Editing and repointing support.
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* Recognition of other commonly edited data, such as evolutions, attacks, abilities, stats, and trainers.
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* Making the program itself scriptable, so it can be used as an environment for useful one-off utilities
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for decapitalization, randomization, or balancing.
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Obviously this is a much more in-depth list. These features could take quite some time (or never get done), but the idea is to design
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the editor with these future features in mind.
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