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Stork Editor

After reverse engineering a portion of Yoshi's Island DS, I wanted to have something to show for it. So I created Stork Editor, a graphic level editor for the game.

It uses the USA version 1.0. Do NOT use 1.1 or "rev 1." SHA256 Sum: c75bf32c31f7b5f02c4ed08102c421d243cfb3226d4f89d2819e645b531f6507

Features

  1. View 100% of maps
  2. Edit 80% of maps
  3. 80% of Sprites documented, ability to add and remove them to maps
  4. Easily create and use stamps to quickly create natural-looking levels
  5. Modify and add collision to layers
  6. Render support for 256 color mode
  7. Entrance and Exit modification and creation
  8. Export fully functional ROM

Linux run instructions

  1. Download release ZIP
  2. Extract
  3. Install libraries:
    • APT Systems: sudo apt install libxcb-cursor0 libpcre2-dev (requires Universe repositories)
  4. Run StorkEditor.AppImage

Linux build instructions

  1. Install QT 6.7 (the default for Desktop works)
  2. Install clang using your package manager
  3. Install devkitPro nds-dev (https://devkitpro.org/wiki/devkitPro_pacman)
  4. Extract a USA YIDS 1.0 rom (see details above)
  5. Open the project in QT Creator
  6. Copy the lib/ directory inside the build/ folder (should include ndstool)
  7. Run it

Windows build instructions

  1. Open in QT Creator
  2. Build a release version (should be ~1MB)
  3. Creating a staging folder and copy the stork.exe in the release folder into it
  4. Copy the lib folder into the staging folder
  5. (Optional) Copy sample_brushes, README.md, and UserGuide.md into the staging folder
  6. Locate windeployqt6.exe (on my computer, it is in C:\Qt\6.6.2\mingw_64\bin)
  7. Run windeployqt6.exe <path\to\staging\folder> and wait for it to populate with dependencies

Todo

See documentation for latest: https://docs.google.com/spreadsheets/d/14wyO5R_ZZthzR4zfV5cDCKMmF-06exZupx3A8-u-xac/edit?usp=sharing