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Kero Blaster / Pink Hour hacking and editing.


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#21 JMickle

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Posted 19 May 2014 - 08:53 AM

yeah, there's no reference for what the entity flags could be, but i'm pretty sure that they are the first short of data for each entity. I'll also write up everything I understand about the header so far.



#22 JMickle

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Posted 19 May 2014 - 05:35 PM

ok! I've got entity viewing (and rudimentary editing but NOT saving so there's no point)

 

h0O7iRt.png

get it get it get it  >>>> https://dl.dropboxus...ckToolsv1_2.air <<<<

 

> pan the level around with WASD keys!

> reset the view with R

> TAB to switch layers, E layer to edit entities 

> Press E to toggle entity layer on or off

 

info on entity data:

 

The first byte after the tile data is the number of entities (thanks instasquid!),

then a blank byte (as far as I'm aware, its always blank)

then you start blocks of entities, which look like this:

1 byte : entity flags. need to discover more information about this thing

1 byte : entity type. in the assist/unittype.txt file, you can see a reference of all the types

2 bytes : x position

2 bytes : y position

3 bytes : unknown data. a lot of the time this is 0.

1+ bytes : a string, seems to be a script that is attached to the entity somehow. 

 

I'll get to implementing super basic entity placement soon!

 



#23 sambr

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Posted 22 May 2014 - 10:50 PM

i bought this game a few days ago. it's pretty damn nice.



#24 zxin

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Posted 19 January 2015 - 04:36 PM

This looks awesome, I hope soon it will become the first full-fledged Kero Blaster editor






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