Sep 5, 2006 at 4:14 PM
Join Date: Jun 18, 2006
Location: Montreal, Canada
Posts: 581
Age: 40
I had an idea last weekend. Given the successful outcome of Discrete, my mini-assembler, I figured I could modularize it and implement it in other projects.
What I'm thinking of doing is to create an editor, but not the wussy point-and-click cookie-cutter-hack-producing kind. It'd be an editor that relies on one's skills as a hacker to produce a decent hack, and not their aptitude at clicking on buttons and leeching off somebody else's research.
For instance, the enemy editor would contain a pointer to a pointer tbale of enemies (so the table could be relocated, and thus, expanded.) It will then list the pointers for each enemy, and their code. For the sake of convinience, it will also add their npc.tbl data.
The amount of skill one has will reflect itself in what they can do with the editor. But this project won't be ready for quite some time. I'll have a demo out sometime, though.
To make it even more complete, it will feature a raw hex/assembly editor as well for things the editor doesn't support.
Expect screenshots this weekend.
What I'm thinking of doing is to create an editor, but not the wussy point-and-click cookie-cutter-hack-producing kind. It'd be an editor that relies on one's skills as a hacker to produce a decent hack, and not their aptitude at clicking on buttons and leeching off somebody else's research.
For instance, the enemy editor would contain a pointer to a pointer tbale of enemies (so the table could be relocated, and thus, expanded.) It will then list the pointers for each enemy, and their code. For the sake of convinience, it will also add their npc.tbl data.
The amount of skill one has will reflect itself in what they can do with the editor. But this project won't be ready for quite some time. I'll have a demo out sometime, though.
To make it even more complete, it will feature a raw hex/assembly editor as well for things the editor doesn't support.
Expect screenshots this weekend.