PokemonGameEditor/GBAPokemonGameEditor/mMain.vb
Gamer2020 ae1f427215 Massive update!
I was away for a month or so without internet. In that time I continued
to work on PGE. There are a lot of new things in this version.

The Attack adder has been updated. I've completed Jambo51's move table
hack for Fire Red and made it so the Attack adder installs it. I still
have yet to port the hack to Emerald.

The Pokemon adder works for English Fire Red. I made it add Pokemon the
same way that it's done in DoesntKnowHowToPlay's tutorial in order to
remain consistent with what others may have already done. If any
problems occur with the Pokemon adder please let me know. Unlike G3HS,
cries and other things are expanded correctly by PGE. I advise not using
G3HS to add more Pokemon.

When an offset is missing from the ini, PGE will now dump text to a file
named errors.txt letting you know what offset is missing and for what
ROM. I may expand on this in the future.

Improved importing and exporting of data. Attacks, Abilities, and
Pokemon can be exported and imported as inis. It is now handled better
than in older versions.

I fixed the Pokedex data editor because it seems it wasn't loading some
data properly.

I've added a Pokedex tab to the Pokemon Editor. Even though I feel they
should be seperate I mainly added it because I want Pokedex data to be
included when you export Pokemon Data.

I made it so that the Pokedex tab shows you how big the sprites will be
in the size compare. I will make it show where the sprites will be
onscreen once I figure out the formula for it. Bulbapedia is wrong when
it comes to the Pokedex data.

Added the item use anitmation (FR/LG) bytes to the Pokemon Editor.

Added editing of the in battle sprite positions. Has the preview from
Advance Series.  (Loading of all the Pokemon data seems slow now.
Eventually I will have to come back and optimize things.)

Pokemon sprites can be imported and exported. The format is the same as
Advance Series. The importing and exporting of the animations from
Emerald are handled better than in Advance Series.

Pokemon Icons can now be imported and exported. Advance Series
compatable as well.

Pokemon Footprints can be imported and exported.

Other Miscellaneous fixes and additions.
2016-04-01 21:23:11 -04:00

203 lines
5.6 KiB
VB.net

Imports System.IO
Module mMain
Public LoadedROM As String
Public AppPath As String = System.AppDomain.CurrentDomain.BaseDirectory() & IIf(Right(System.AppDomain.CurrentDomain.BaseDirectory(), 1) = "\", "", "\")
Public i As Integer
Public FileNum As Integer
Public header As String = "xxxx"
Public header2 As String
Public header3 As String
Public lwut As String
Public SkipVar As Integer
Public x As Integer
'For Map Edit
Public Point2MapBankPointers As String
Public MapBankPointers As String
Public HeaderPointer As String
Public MapBank As String
Public MapNumber As String
Public BankOffset As String
Public HeaderOffset As String
Public MapData As String
Public Const TileSetSize As Integer = 16
Public Const TileSize As Integer = 8 'constant used for tile sizes.
Public Const TileWidth As Integer = 8
Public Const TilesPerRow As Integer = 16
'These are all the buffers for creating the graphics for the tilesets.
Public TilesBackbuffer As Bitmap
Public TilesetMapBackbuffer As Bitmap
Public TilesGraphics As Graphics
Public TilesetMapGraphics As Graphics
Public TilesBackbuffer2 As Bitmap
Public TilesetMapBackbuffer2 As Bitmap
Public TilesGraphics2 As Graphics
Public TilesetMapGraphics2 As Graphics
'These are variables for keeping track of which tile is selected in the tile editor
Public TileEditorTilesCurrentTile As Integer
Public TileEditorTilesetCurrentTile As Integer
'These are arrays that keep track of which tiles go where.
'There are two because I am using two picture boxes.
'I do not know how to draw two images and over lay them to the same picturebox.
'I figured it would be easier to just overlay two pictureboxes.
'I just noticed that pictureboxes have a background image... Hmm...
Public TilesetBottomLayer As Integer(,)
Public TilesetTopLayer As Integer(,)
Public TilesetHeight As Integer
Public TilesetWidth As Integer
'These are the buffers for the actual tileset and it's buffers.
Public TilesetBackbuffer As Bitmap
Public MapBackbuffer As Bitmap
Public TilesetGraphics As Graphics
Public MapGraphics As Graphics
'This keeps track of current tiles in the map editor.
Public MapEditorTilesetCurrentTile As Integer
Public MapEditorMapCurrentTile As Integer
'This keeps track of the images for the map.
'The Map variable is very important cause it is the one used for saving.
Public Map As Integer(,)
Public MapTiles1 As Integer(,)
Public MapTiles2 As Integer(,)
Public Function GetINIFileLocation()
If System.IO.File.Exists((LoadedROM).Substring(0, LoadedROM.Length - 4) & ".ini") = True Then
Return (LoadedROM).Substring(0, LoadedROM.Length - 4) & ".ini"
Else
Return AppPath & "ini\roms.ini"
End If
End Function
Public Function MakeFreeSpaceString(NeededLength As Integer, Optional NeedByteString As String = "FF")
Dim PrivLoopVar As Integer
Dim OutBuffThing As String = ""
PrivLoopVar = 0
While (PrivLoopVar < NeededLength)
OutBuffThing = OutBuffThing & NeedByteString
PrivLoopVar = PrivLoopVar + 1
End While
MakeFreeSpaceString = OutBuffThing
End Function
Public Function DecapString(input As String) As String
Dim LoopVar As Integer
Dim outputstring As String = ""
Dim capflag As Boolean = True
LoopVar = 0
While LoopVar < Len(input)
LoopVar = LoopVar + 1
If GetChar(input, LoopVar) = " " Then
outputstring = outputstring & " "
capflag = True
Else
If capflag = True Then
outputstring = outputstring & UCase(GetChar(input, LoopVar))
capflag = False
ElseIf capflag = False
outputstring = outputstring & LCase(GetChar(input, LoopVar))
End If
End If
End While
DecapString = outputstring
End Function
Public Sub OutPutError(message As String)
Dim errorfile As String = AppPath & "errors.txt"
System.IO.File.AppendAllText(errorfile, message & vbCrLf)
End Sub
Public Function ByteToSignedInt(InputByte As Byte) As Integer
Dim ReturnVar As Integer
If InputByte > &H7F Then
Dim BinaryVar As String = (Convert.ToString(InputByte, 2))
ReturnVar = ((Convert.ToInt32(Mid(BinaryVar, 2, 7), 2)) - 128)
Else
ReturnVar = InputByte
End If
ByteToSignedInt = ReturnVar
End Function
Public Function SignedIntToHex(InputInt As Integer) As String
Dim ReturnVar As String
If InputInt < 0 Then
Dim BinaryVar As String = (Convert.ToString(InputInt + 128, 2))
BinaryVar = "1" & BinaryVar
ReturnVar = Hex((Convert.ToInt32(BinaryVar, 2)))
Else
ReturnVar = Hex(InputInt)
End If
SignedIntToHex = ReturnVar
End Function
Public Function ByteArrayToHexString(inputarray As Byte()) As String
Dim HexString As String = ""
For Each b As Byte In inputarray
HexString = HexString & MakeProperByte(b)
Next
ByteArrayToHexString = HexString
End Function
Public Function MakeProperByte(DaByte As Byte) As String
Dim OutputByte As String
If Len(Hex(DaByte)) = 1 Then
OutputByte = "0" & Hex(DaByte)
Else
OutputByte = Hex(DaByte)
End If
MakeProperByte = OutputByte
End Function
End Module