You can also use any map window to write a map screen, just cut & paste the hex values into the source code directly using a text editor. That's what I originally wrote this for. This program is freely distributable, I didn't make it with the intention of making a profit.
Below is a screenshot, a download link for the application, and a download link for the bin file created with the map screens you see in the screenshot.
EDIT: I will be updating the first post in this thread with updated versions.
Revision History:
-------------------
v0.13: Added the ability to edit the Top Entry Room. Fixed major bug in 0.12 (sorry to those who downloaded that revision), it makes uncompilable source. I screwed up on the shared lines of code in the Invisible Maze and Red maze. Sorry about that.
v0.14: Added the ability to edit all of the rooms with the exception of the Black Castle Maze. Added an additional .exe to this, I made the maze guides a separate application, due to memory limitations I'm running into in the main app.
v0.16: Now you can modify every map screen in the game, including the black castle Maze. I also created a new form that lets you visually click choose the location of DASM and the location that you'd like to save the BIN and Source. Guide Maps are now back into the main app, as I've cleared up the memory errors.
v0.17: Added the ability to change all 3 Dragon Sprites (normal, attacking, and dead), the ability to minimize all of the windows, and some VB code optimizations.
v0.18: All Sprites can now be edited with the exception of the 1-2-3 numbers in the level select screen. The sprite editing maps are preloaded with the default hex values from the original adventure. This will be added to all maps in a future revision. Create Source/Binary screen updated so you can choose different drive letter.
v0.19: All forms are now preloaded with the default hex values from the original adventure game, eliminating the need to click on 'calculate' on every window before you compile the source. If you don't edit a window, you get the default adventure screen. Map & Sprite windows can now be closed and then re-opened with menu drop-downs. If you close and reopen a window, it will re-load it with the default hex values. All windows MUST be open when you compile!
v0.20: I'm beginning to test the Save/Load Function. A bare bones save/load is in this build, but I would'nt recommend using it yet, and it only saves the Blue Castle Maze Entry Map right now anyway. The main reason for this update is a bug fix, there was a problem with the Playfield Editing control array on the Castles Map Editor window.
v0.21: Save/Load Feature is complete. Menu options "Maps" and "Sprites" will now open window AND bring them to the foreground if they're already open. Bug Fixes: Bridge sprite had a hex conversion bug, and default values for the 'Below Yellow Castle' screen were incorrect. Both were fixed.
v0.21b: Cosmetic Changes only. Sprite Windows changed, Create Source/Binary Window Changed.
v0.22: Error handling routines are now included. The app will no longer crash if you choose an invalid path for DASM or the save files. Also, a world map is now included, and allows you to click on a map and be taken to the corresponding edit window.
v0.23: You now have the ability to modify the colors for almost all of the game screens and sprites. You cannot change the orange color of the invisible mazes.
v0.24: Unreleased
v0.25: All windows can now have their title bar toggled on or off. this can be done from the menu for all windows at once, or on each window individually. All windows now start in a minimized state, which greatly reduced the load time of the application. You can reopen them as needed from the menus. All windows may now be minimized and restored all at once from the menu, as well as individually. You can now run the "calculate" function on all of the windows at once from a menu command. The 'X' close button has been disabled on all of the map and sprite windows so they remain open to create a valid source file. If I can figure out a way to store the variables when the windows are closed, I will remove this, but it's likely going to remain.
v0.26: Minor Update. Added ability to modify the color of the invisible mazes, as well as the castle gates.
v0.27: Minor Update. You can now change the Blue Maze and Red Castle Maze to be invisible. Also, the app is now downloadable as both an exe and a setup package. Use the setup package if you get runtime errors when using the EXE only. Please note, the setup package does install several OCX and DLL files and registers them in the Windows Registry. Use the install package at your own risk, I take no responsibility if it causes problems on your PC. The specific dependency files loaded are posted in a thread on page 4.
v0.28: You can now change all of the map rooms to invisible with the following exceptions: Castles: If they're invisible, you can't tell what color they are, and the Level Select (Number) Room: Not used in gameplay. Invisible Room options will now be saved when you hoose "File"/"Save".
World Map will now restore each window to a normal state when you click on a map.
v0.29: Ability to change room locations and X/Y coordinates of objects added. Bug fixed: You can now make a call to DASM with a path that includes spaces. Help option screen updated. This is the final "new feature" release. All releases from here on out will be for bug fixes, usability improvements, or help file changes.
v0.30: Bug fixes. Save file "Colors.dat" no longer compatible with new version.
v0.31: More bug fixes. Bridge & Dragon Attacking sprites not loading correctly. Level Select Screen was not being saved. New save file added, Map23.dat. In order to keep using old save files, make a copy of Map1.dat and rename it to Map23.dat. The load routine will fail unless it can find a "Map23.dat" with this version.
v1.00 (Build 32) - Final Version: There is now a toolbar that you can use to access some of the most used functions of the application. There is now a preferences menu to turn the toolbar and status bar on and off. The editing colors on all of the windows have changed, many now match the color of the original adventure screen that you are editing. This causes problems with old save files, which is in a thread on page 5. Some menu items have been slightly rearranged to make selection of items more intuitive. The help file was given it's final update. A new section in "help" allows you to read the original Adventure Instruction Manual, some history on the game, and shows pictures of the original game cartridge and box. A consistent color theme was given to all the windows. I attempted to choose a color scheme that would be easy on the eyes. New buttons with "!" on them were placed as informational buttons on windows that are non -standard in some way (asymmetric playfield, shared lines, etc). This replaces the text boxes that previously provided this info, which cluttered up the windows.
Download Link for full setup package:
http://www.atariage....CYOA1.00.32.zip















