Difference between revisions of "Creating enemy routes of battle arenas with Wiimm's tools"
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+ | == KMP Compiler == | ||
+ | [[File:Wiimms KMP Compiler.png|220px|thumb|KMP conversions by [[Wiimms SZS Tools]]]] | ||
+ | |||
+ | If a tool s of [[Wiimms SZS Tools]] reads a file, is dieas always the same: It is read into memory and analyzed to find out the data format. If the file has an acceptable file format, a scan function is selected and the file data is scanned and translated into the internal data structures, which can held more data than the files. | ||
+ | |||
+ | In case of KMP (see image on the right), ''native KMP files'' and ''text KMP files'' are accepted for input. For SZS archives, file '''course.kmp''' is searched and scanned. Native are scanned by a binary scanner and text files by a KMP compiler. | ||
+ | |||
+ | [[Wiimms SZS Tools]] use a 2-pass compiler to translate KMP text files into the internal data structure. On each pass the complete text file is scanned. In the first pass the file is scanned for name definitions. This allows to use a name before it is defined. Error messages are suppressed. The second pass is used to setup the internal data structure. Error messages about syntax errors or missing names are printed. | ||
+ | |||
+ | '''The concept aof the 2-pass compiler is important for this article, because route links are created by by names!''' | ||
+ | |||
+ | The internal data structure allows manipulations of the data on different ways independent of the external file format. Manipulations are for example transformations, but also automatic route connections. | ||
+ | |||
+ | At the end, the data is is stored as as binary (commands ENCODE, PATCH), as text (commands DECODE, PATCH, CAT), or dropped (command CHECK). | ||
== Manual route setup == | == Manual route setup == |
Revision as of 11:33, 16 August 2018
This tutorial explains the creation of enemy routes in battle arenas using Wiimms SZS Tools. Be sure to understood the concept of Standard Routes and Dispatch Points!
- File formats
- KMP File Format & Sections
- AREA type
- Cameras
- ENPT Settings
- ITPT Settings
- Item Settings - Item Boxes
- Item Settings - Objects
- Lists
- Tutorials
- KMP Editing
- KMP Editing/Cameras
- Start Position
- Check Point
- Respawn Point
- Cannon
- Presence flags
- Enemy routes in battle arenas
- Testing a Track
- Visual Review with »wkmpt DRAW«
- Tools
Introduction
As of v1.60a, Wiimms SZS Tools support an automatic connection of Standard Routes and Dispatch Points. All you need is to setup up the routes and points, edit some settings to advise the KMP compiler, and run the compiler.
Wiimm implemented the auto connection of enemy routes already and started a final test phase. See the change log for progress.
There is a second page with full code examples, which are used as reference from this page.
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KMP Compiler
If a tool s of Wiimms SZS Tools reads a file, is dieas always the same: It is read into memory and analyzed to find out the data format. If the file has an acceptable file format, a scan function is selected and the file data is scanned and translated into the internal data structures, which can held more data than the files.
In case of KMP (see image on the right), native KMP files and text KMP files are accepted for input. For SZS archives, file course.kmp is searched and scanned. Native are scanned by a binary scanner and text files by a KMP compiler.
Wiimms SZS Tools use a 2-pass compiler to translate KMP text files into the internal data structure. On each pass the complete text file is scanned. In the first pass the file is scanned for name definitions. This allows to use a name before it is defined. Error messages are suppressed. The second pass is used to setup the internal data structure. Error messages about syntax errors or missing names are printed.
The concept aof the 2-pass compiler is important for this article, because route links are created by by names!
The internal data structure allows manipulations of the data on different ways independent of the external file format. Manipulations are for example transformations, but also automatic route connections.
At the end, the data is is stored as as binary (commands ENCODE, PATCH), as text (commands DECODE, PATCH, CAT), or dropped (command CHECK).
Manual route setup
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Links
Main Tutorials
Introduction –
Textures –
Scale –
Modeling ⇒ Using Blender –
BRRES: CTools
BRRES: BrawlBox –
BRRES: RiiStudio –
Minimap –
Solidity –
KCL: Wiimms Tools –
KMP Editing
Object Editing –
Cameras –
Cannons –
Post-effects –
Videos
Battle Arenas
Battle Arenas –
Enemy routes in battle arenas ⇒ Using Wiimm's Tools –
Coins
Misc. Tutorials
Getting Files –
BrawlBox Tricks –
Animations –
Shadows –
Mipmaps
Custom Effects –
Moving Terrain –
Music –
Ports –
Paint Remakes –
Tutorial Archive
Extended presence flags: Track Tutorial –
LE-CODE Track FAQ
Testing and Reviewing
Testing a Track –
Visual Review –
Track Transformation –
Fixing Errors
Software
3D Tools –
BrawlBox –
CTools Pack –
KMP3D –
KMP Cloud –
KMP Modifier
Lorenzi's KMP Editor –
MagicY –
Material Tool –
Post-Effect Editor –
Wiimms SZS Tools –
Wiimm's Tool Manager
Other
KMP Objects –
Custom Objects –
Model Database –
Tutorial Archive