EI0 Map editor PSP: Difference between revisions

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{{Infobox PSP homebrew
{{Infobox PSP Homebrews
| title = EI0 Map editor plus OSlib
|title=EI0 Map editor + OSlib
| image = https://dlhb.gamebrew.org/psphomebrew/EI0MapeditorplusOSlibmaploadingsourcecode.jpg|250px
|image=ei0mapeditor.png
| type = Other Games
|description=A map editor for Earth Invaders 0.
| version = initial release
|author=smealum
| licence = Mixed
|lastupdated=2006/08/20
| author = smealum
|type=Other Games
| website = http://psp-dev.org/hb/detail.html?id=mapeditor.-7z
|version=2006
| download = https://dlhb.gamebrew.org/psphomebrew/EI0MapeditorplusOSlibmaploadingsourcecode.rar
|license=Mixed
| source = http://psp-dev.org/hb/detail.html?id=mapeditor.-7z
|download=https://dlhb.gamebrew.org/psphomebrew/ei0mapeditor.7z
|website=https://www.neoflash.com/forum/index.php?topic=2984.0
}}
}}
<youtube>vsQmOnFZonI</youtube>
EI 0 Map Editor a map editor for [[Earth Invaders 0 - Before the attack PSP|Earth Invaders 0]] with the option to create maps/your own games.


EI 0 Map Editor a map editor for Earth Invaders 0 with the option to create maps/your own games.
It was participated in the NEO Summer Coding Compo 2006 (PSP Apps).


It was participated in the Neo Summer Coding Compo 2006 (PSP Applications, 7th place).
==User guide==
 
User guide
It includes a source code that permits you to load maps from external files. This will allow users to create their own maps for games. The map will always be saved to the output folder.
It includes a source code that permits you to load maps from external files. This will allow users to create their own maps for games. The map will always be saved to the output folder.


Here's the source code from the developer to load maps (using OSlib):
Here's the source code from the developer to load maps (using OSlib):


Quote
while (!osl_quit)
while (!osl_quit)
{
{
oslStartDrawing();
oslStartDrawing();
oslReadKeys();
oslReadKeys();
oslDrawFillRect(0,0,480,272,RGB(255,255,255));
oslDrawFillRect(0,0,480,272,RGB(255,255,255));
oslPrintf_xy(20, 20, "Map name : %s/n/n Up/down : Change map/nCross : Select map",maps[choix].name);
if(osl_keys->pressed.up && choix < nbmaps-1)choix++;
else if(osl_keys->pressed.down && choix > 2)choix--;
else if(osl_keys->pressed.cross)break;
oslEndDrawing();
oslSyncFrame();
}
strcpy(mapname,maps[choix].name);
while (!osl_quit)
{
if(chdir(mapname)!=0)oslMessageBox("Critiqual error. Press Triangle to quit.", "Error", oslMake3Buttons(OSL_KEY_TRIANGLE,OSL_MB_QUIT,0,0,0,0));
fond = oslLoadImageFile("fond.png", OSL_IN_RAM, OSL_PF_5551);
maptiles = LoadTileset("tiles.png");
if(!fond || !maptiles)oslMessageBox("Critiqual error. Press Triangle to quit.", "Error", oslMake3Buttons(OSL_KEY_TRIANGLE,OSL_MB_QUIT,0,0,0,0));
col=fopen("col","r");
bg=fopen("bg","r");
events=fopen("events","r");
if(!bg || !col || !events)oslMessageBox("Critiqual error. Press Triangle to quit.", "Error", oslMake3Buttons(OSL_KEY_TRIANGLE,OSL_MB_QUIT,0,0,0,0));
fscanf(col,"%ld;%ld",&map1.sizey,&map1.sizex);
for(i=0;i<map1.sizey;i++)
{
for(j=0;j<map1.sizex;j++)
{
fscanf(col,"%hd,",&map1_map(i,j));
fscanf(bg,"%hd,",&map1_map1(i,j));
fscanf(events,"%hd,",&map1_map2(i,j));
}
}
fclose(col);
fclose(bg);
fclose(events);


oslPrintf_xy(20, 20, "Map name : %s/n/n Up/down : Change map/nCross : Select map",maps[choix].name);
map1_map tables are shorts. Also, these are the defines developer used:
if(osl_keys->pressed.up && choix < nbmaps-1)choix++;
else if(osl_keys->pressed.down && choix > 2)choix--;
else if(osl_keys->pressed.cross)break;
oslEndDrawing();
oslSyncFrame();
}
strcpy(mapname,maps[choix].name);
while (!osl_quit)
{
if(chdir(mapname)!=0)oslMessageBox("Critiqual error. Press Triangle to quit.", "Error", oslMake3Buttons(OSL_KEY_TRIANGLE,OSL_MB_QUIT,0,0,0,0));
fond = oslLoadImageFile("fond.png", OSL_IN_RAM, OSL_PF_5551);
maptiles = LoadTileset("tiles.png");
if(!fond || !maptiles)oslMessageBox("Critiqual error. Press Triangle to quit.", "Error", oslMake3Buttons(OSL_KEY_TRIANGLE,OSL_MB_QUIT,0,0,0,0));
col=fopen("col","r");
bg=fopen("bg","r");
events=fopen("events","r");
if(!bg || !col || !events)oslMessageBox("Critiqual error. Press Triangle to quit.", "Error", oslMake3Buttons(OSL_KEY_TRIANGLE,OSL_MB_QUIT,0,0,0,0));
fscanf(col,"%ld;%ld",&map1.sizey,&map1.sizex);
for(i=0;i<map1.sizey;i++)
{
for(j=0;j<map1.sizex;j++)
{
fscanf(col,"%hd,",&map1_map(i,j));
fscanf(bg,"%hd,",&map1_map1(i,j));
fscanf(events,"%hd,",&map1_map2(i,j));
}
}
fclose(col);
fclose(bg);
fclose(events);
map1_map tables are shorts.
Also, here are the defines i use :
#define map1_map(i,j) map1_map[j]
#define map1_map1(i,j) map1_map1[j]
#define map1_map2(i,j) map1_map2[j]


Known issues
#define map1_map(i,j) map1_map[j]
Developer noted that is version is rather buggy and some maps might not work well with it. Also the Story mode in this version is only the map browser.
#define map1_map1(i,j) map1_map1[j]
#define map1_map2(i,j) map1_map2[j]


Controls
==Controls==
D-Pad - Move the pointer
D-Pad - Move the pointer
Cross - Put tile
Cross - Put tile
Triangle - Delete tile
Triangle - Delete tile
L-Trigger/R-Trigger - Change tile
 
L/R - Change tile
 
Start - Save
Start - Save


References
==Known issues==
NeoFlash, https://www.neoflash.com/forum/index.php?topic=2984.0
Developer noted that is version is rather buggy and some maps might not work well with it. Also the Story mode in this version is only the map browser.
 
==External links==
* NeoFlash - [https://web.archive.org/web/20210207115208/https://www.neoflash.com/forum/index.php?topic=2984.0 https://www.neoflash.com/forum/index.php?topic=2984.0] (archived)
 
 
[[Category:NEO Summer Coding Compo 2006]]

Latest revision as of 12:16, 8 May 2024

EI0 Map editor + OSlib
Ei0mapeditor.png
General
Authorsmealum
TypeOther Games
Version2006
LicenseMixed
Last Updated2006/08/20
Links
Download
Website

EI 0 Map Editor a map editor for Earth Invaders 0 with the option to create maps/your own games.

It was participated in the NEO Summer Coding Compo 2006 (PSP Apps).

User guide

It includes a source code that permits you to load maps from external files. This will allow users to create their own maps for games. The map will always be saved to the output folder.

Here's the source code from the developer to load maps (using OSlib):

while (!osl_quit)
{
oslStartDrawing();
oslReadKeys();
oslDrawFillRect(0,0,480,272,RGB(255,255,255));

oslPrintf_xy(20, 20, "Map name : %s/n/n Up/down : Change map/nCross : Select map",maps[choix].name);
if(osl_keys->pressed.up && choix < nbmaps-1)choix++;
else if(osl_keys->pressed.down && choix > 2)choix--;
else if(osl_keys->pressed.cross)break;
oslEndDrawing();
oslSyncFrame();
}
strcpy(mapname,maps[choix].name);
while (!osl_quit)
{
if(chdir(mapname)!=0)oslMessageBox("Critiqual error. Press Triangle to quit.", "Error", oslMake3Buttons(OSL_KEY_TRIANGLE,OSL_MB_QUIT,0,0,0,0));
fond = oslLoadImageFile("fond.png", OSL_IN_RAM, OSL_PF_5551);
maptiles = LoadTileset("tiles.png");
if(!fond || !maptiles)oslMessageBox("Critiqual error. Press Triangle to quit.", "Error", oslMake3Buttons(OSL_KEY_TRIANGLE,OSL_MB_QUIT,0,0,0,0));
col=fopen("col","r");
bg=fopen("bg","r");
events=fopen("events","r");
if(!bg || !col || !events)oslMessageBox("Critiqual error. Press Triangle to quit.", "Error", oslMake3Buttons(OSL_KEY_TRIANGLE,OSL_MB_QUIT,0,0,0,0));
fscanf(col,"%ld;%ld",&map1.sizey,&map1.sizex);
for(i=0;i<map1.sizey;i++)
{
for(j=0;j<map1.sizex;j++)
{
fscanf(col,"%hd,",&map1_map(i,j));
fscanf(bg,"%hd,",&map1_map1(i,j));
fscanf(events,"%hd,",&map1_map2(i,j));
}
}
fclose(col);
fclose(bg);
fclose(events);

map1_map tables are shorts. Also, these are the defines developer used:

#define map1_map(i,j) map1_map[j]
#define map1_map1(i,j) map1_map1[j]
#define map1_map2(i,j) map1_map2[j]

Controls

D-Pad - Move the pointer

Cross - Put tile

Triangle - Delete tile

L/R - Change tile

Start - Save

Known issues

Developer noted that is version is rather buggy and some maps might not work well with it. Also the Story mode in this version is only the map browser.

External links

Advertising: