https://github.com/maxim-zhao/micromachineseditor
Editor for Master System Micro Machines
https://github.com/maxim-zhao/micromachineseditor
assembly c-sharp disassembly game-editor sega-master-system z80
Last synced: 18 days ago
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Editor for Master System Micro Machines
- Host: GitHub
- URL: https://github.com/maxim-zhao/micromachineseditor
- Owner: maxim-zhao
- License: mit
- Created: 2014-08-06T08:46:53.000Z (over 10 years ago)
- Default Branch: master
- Last Pushed: 2017-09-16T17:52:39.000Z (over 7 years ago)
- Last Synced: 2025-03-25T07:22:25.348Z (about 1 month ago)
- Topics: assembly, c-sharp, disassembly, game-editor, sega-master-system, z80
- Language: Assembly
- Homepage:
- Size: 2.24 MB
- Stars: 8
- Watchers: 4
- Forks: 0
- Open Issues: 0
-
Metadata Files:
- Readme: README.md
- License: LICENSE
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README
Micro Machines Editor
===================Editor for the Master System version of Micro Machines, based on disassembly of the original Z80 code, implemented in C#.

Status
----The editor itself is on hold. I got bored with it. Feel free to continue it!
I have instead been working on a disassembly of the game, under the Analysis section.
What is done/remains to be done
------ [x] Decompressor for the (presumably) bespoke compression scheme
- [x] Locating data for, and rendering images of, tiles
- [x] Locating data for, and rendering images of, metatiles and associated metadata (e.g. walls, material types)
- [x] Locating data for, and rendering images of, tracks and associated metadata
- [ ] Deal with the game auto-patching layouts - probably better to apply those patches to the data and then remove them, but that's tricky to do from a bare ROM
- [x] UI for selecting metatiles and editing a track in memory, with a few options for rendering metadata over the graphics
- [ ] Figuring out some of the game data bits which are still mysterious to me
- [ ] Discovery of anything I've missed for the game to work (e.g. CPU AI, how pool table holes work)
- [x] Data compression. I always find compressors hard to do because it rapidly gets hard to do something optimal when the number of possibilities goes up. I suspect a dumb compressor can match the original.
- [ ] Maybe swap out compression for an existing one like aPLib?
- [ ] Data (re-)insertion into the ROM, possibly with expansion
- [ ] Level order editing, for both 1- and 2-player modes
- [ ] Level metadata editing (car parameters, names)
- [ ] Metatile editing
- [ ] Tile editing
- [ ] Upgrading from 3bpp to 4bpp graphics (as an enhancement to the game)
- [x] Hacking all the known cheats to check for any moreNot all of this is necessary for a first release - just being able to edit tracks in-place would be the majority of the usefulness.
The disassembly
----This is a work in progress, based on an Emulicious disassembly and an awful lot of manual work on top. The editor has been slightly abused to act as a tool for exploring and exporting data from the game.