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
- View 100% of maps
- Edit 80% of maps
- 80% of Sprites documented, ability to add and remove them to maps
- Easily create and use stamps to quickly create natural-looking levels
- Modify and add collision to layers
- Render support for 256 color mode
- Entrance and Exit modification and creation
- Export fully functional ROM
- Download release ZIP
- Extract
- Install libraries:
- APT Systems:
sudo apt install libxcb-cursor0 libpcre2-dev
(requires Universe repositories)
- APT Systems:
- Run StorkEditor.AppImage
- Install QT 6.7 (the default for Desktop works)
- Install clang using your package manager
- Install devkitPro nds-dev (https://devkitpro.org/wiki/devkitPro_pacman)
- Extract a USA YIDS 1.0 rom (see details above)
- Open the project in QT Creator
- Copy the
lib/
directory inside thebuild/
folder (should includendstool
) - Run it
- Open in QT Creator
- Build a release version (should be ~1MB)
- Creating a staging folder and copy the
stork.exe
in therelease
folder into it - Copy the
lib
folder into the staging folder - (Optional) Copy
sample_brushes
,README.md
, andUserGuide.md
into the staging folder - Locate
windeployqt6.exe
(on my computer, it is inC:\Qt\6.6.2\mingw_64\bin
) - Run
windeployqt6.exe <path\to\staging\folder>
and wait for it to populate with dependencies
See documentation for latest: https://docs.google.com/spreadsheets/d/14wyO5R_ZZthzR4zfV5cDCKMmF-06exZupx3A8-u-xac/edit?usp=sharing