DRGN-DRC / Melee-Modding-Wizard

SSBM and 20XX HP Editor
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Feature Req: Debug Menu Editor #7

Open uzimakikid opened 9 months ago

uzimakikid commented 9 months ago

Hi I compiled via the guide on 12/11/2023 On opening a 20xx 5.02 iso with MMW I click on the Debug Menu Editor gui, however nothing appears to be editable in any way and only shows reference memory values.

DRGN-DRC commented 9 months ago

Currently, it's only capable of reading the game's Debug Menu. Adding/removing or editing entries was always a planned feature to add at some point. Before this, no one had requested the feature, so it hasn't been high on the priority list.

I also played with the idea of creating a new debug menu system, so at the time I wasn't sure if I should put in the work of finishing a GUI to modify the existing system. However, it's still quite invaluable to help with making changes manually. (I used this quite a bit to make the new changes to the Debug Menu in 20XX HP 5.0+.) If you open the DOL and CSS files in a hex editor, you can go to the addresses revealed in the Debug Menu Editor to make changes.

Here are some resources to read about how the entries are structured:

And of course, you can use the Debug Menu Editor to look up examples. Comparing those examples with the above resources should allow you to figure out how to create new entries or edit existing ones.

Each CSS file (MnSlChr.0sd, .1sd, .2sd, and .3sd) corresponds to selections for different texture/aesthetic features (such as whether or not you're using Tri-CSPs). Only one file is used at a time, which is determined by the TEXTURES -> CHARACTER SELECT SCREEN option in the debug menu. So you'll need to modify the CSS file that your game will be using, or you can just copy/paste your debug menu changes to each CSS file (the data will be at the same offsets for each file).

Good luck!

Assuming there's still demand for the feature in the future, I'll still probably add such editing capabilities. So I'll try to include this in future polls when I'm trying to figure out what aspects of the program to work on next.

uzimakikid commented 9 months ago

Hi Durgan, thanks so much for the explanation and the pointers! Im new to melee modding and trying to navigate some of the tools over the years, so I really do appreciate you taking the time to work on these tools. I'll poke around in hex editors and see if I cant figure out what Im trying to do here!

On Tue, Dec 12, 2023 at 10:57 PM Durgan @.***> wrote:

Currently, it's only capable of reading the game's Debug Menu. Adding/removing or editing entries was always a planned feature to add at some point. But as of yet, no one has even requested the feature, so it hasn't been high on the priority list.

I also played with the idea of creating a brand new debug menu system, so at the time I wasn't sure if I should put in the work of finishing a GUI to modify the existing system. However, it's still quite invaluable to help with making changes manually. (I used this extensively to make all of the new changes to the Debug Menu in 20XX HP 5.0+.) If you open the DOL and CSS files in a hex editor, you can go to the addresses revealed in the Debug Menu Editor to make changes.

Here are some resources to read about how the entries are structured:

And of course, you can use the Debug Menu Editor to look up examples. Comparing those examples with the above resources should allow you to figure out how to create new entries or edit existing ones. Good luck!

Assuming there's still demand for the feature in the future, I'll still probably add such editing capabilities. So I'll try to include this in future polls when I'm trying to figure out what aspects of the program to work on next.

— Reply to this email directly, view it on GitHub https://github.com/DRGN-DRC/Melee-Modding-Wizard/issues/7#issuecomment-1853269988, or unsubscribe https://github.com/notifications/unsubscribe-auth/ADNELY52OOUSHXAYIDVCMN3YJEYUPAVCNFSM6AAAAABASFFN72VHI2DSMVQWIX3LMV43OSLTON2WKQ3PNVWWK3TUHMYTQNJTGI3DSOJYHA . You are receiving this because you authored the thread.Message ID: @.***>