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@LagoLunatic LagoLunatic released this Jan 13, 2020 · 2 commits to master since this release

New features:

  • Implemented adding brand new rooms to the game.
  • Implemented a "Clear Room Contents" option that deletes everything inside of a room, so you can quickly free up most of the space used by that room.
  • Implemented adding, deleting, and changing the order of warp points in AoS and HoD.
  • Implemented the ability to change whether a room is a transition room in AoS and DoS (located in the room properties editor).
  • Added an address converter tool for the NDS games that allows converting back and forth between RAM addresses and the file path plus offset within the file for that address, to allow easier editing of things not supported by DSVEdit by using a hex editor.
  • Added new ARMIPS patches for PoR and OoE that change warp points to allow them to take you in between different areas, instead of only within the same area. (por_inter-area_warps.asm and ooe_inter-area_warps.asm)
  • Added new ARMIPS patches for PoR and OoE that display the player's placed map reminder markers on the top screen map. (por_map_markers_on_top_screen.asm and ooe_map_markers_on_top_screen.asm)


  • For sprites not in individual files, the frame dropdown now includes the pointer to each frame.
  • Numerous performance improvements.
  • Added the area names sprite to PoR's sprite editor's Other sprites list.
  • Added the Soma and Julius player sprites to AoS's sprite editor's Other sprites list. (Note that in Soma's case, the animations do not display correctly and should not be edited since he is animated via a different system than everything else in the game. I'm including Soma there just for convenience so you can click "Open in GFX Editor" when you want to edit his GFX or palettes in the GFX editor.)
  • When editing maps in PoR or OoE, the map editor will no longer allow you to add more warp points than the game can handle without glitching out.
  • Documented more special object variables for AoS.
  • Made more special objects display correctly in the editor for AoS.

Bug fixes:

  • Fixed the test room feature not initializing the camera centered on the player in HoD and AoS.
  • Fixed a crash when trying to encode text including invalid Shift JIS characters as Shift JIS.
  • Automatically convert hyphen-minus to minus when encoding HoD text.
  • Fixed many AoS weapons not displaying correctly in the sprite editor.
  • Fix a potential issue with paths when launching the emulator for testing.
  • Fixed a bug when replacing the hardcoded flag index requirement to unlock certain shop pools in DoS or OoE where DSVEdit would write invalid code if the flag index was equal to 1.
  • Fixed a crash when trying to use the sprite editor to directly add new animations/frames/parts to sprites.
  • Fixed the GFX editor not being able to render GFX pages not in individual files as two dimensional instead of one dimensional.
  • Fixed a bug where changing the tileset for a room that had empty layers would result in the empty layers also having that set as their tileset, wasting free space.
  • Fixed a crash that occurred if there was an error when changing the tileset for a room (such as not enough free space when combined with the above bug).
  • Fixed error messages appearing when trying to render a room that had non-empty layers with a tileset pointer of 0. Now the tiles on such layers will simply render as red with no error message.
  • Fixed a bug where free space in HoD was not being considered free space because it is composed of FF bytes instead of 00 bytes.
  • Fixed a crash when trying to save a sprite in the sprite editor but there is not enough free space.
  • Fixed the music editor labelling the Condemned Tower and Mine of Judgement sectors misleadingly.
  • Fixed some crashes that could happen when playing animations in the sprite editor.
  • Fixed a crash in the sprite editor when displaying a part that has an invalid palette index.
  • Fixed a crash when opening the tileset editor in a room where the collision tileset pointer is 0.
  • Fixed a crash when importing a room from Tiled in HoD if the room had no entities originally, and you also did not add any entities to it.
  • Fixed a bug when importing a sprite from darkFunction where imported animations would use the wrong keyframes if the sprite had any single-frame animations.
  • Fixed a rare crash that could happen when importing from darkFunction.
  • Fixed a bug where adding new doors to a room in HoD, then saving and reloading the project could sometimes result in DSVEdit displaying all the doors of the edited room in some other room in the game as well as the correct room because the room's relocated door list happened to be placed directly after other room's door list.
Assets 4

@LagoLunatic LagoLunatic released this Feb 19, 2019 · 179 commits to master since this release

  • Added several new ARMIPS patches: dos_disable_sliding_puzzle.asm, dos_fix_top_screen_on_new_game.asm, aos_enable_cutscene_skip.asm
  • Added an "Open in GFX Editor" button to the tileset editor to save time when editing tilesets.
  • Fixed AoS "BUTTON" command names being shuffled up with each other in the text editor.
  • Fixed the names of PoR's "Co-op Boss Rush & Shop Mode" area, OoE's "Can destroy Blood Skeletons" damage type, and an unused song in OoE.
  • Updated the names and documentation relating to player outlines in the Player Editor.
Assets 4

@LagoLunatic LagoLunatic released this Nov 3, 2018 · 192 commits to master since this release

New features:

  • The darkFunction sprite exporter/importer now supports sprites not in individual files. This allows you to edit all sprites and their animations that previously could not be edited (except for HoD sprites, which are still unsupported). This means all AoS sprites, all DoS weapon and soul sprites, and various miscellaneous sprites can now be edited.
  • Added a basic quest editor for PoR and OoE.


  • Changed how layers are handled in the DS games. All 4 layers are now read for every room, even if the layers are blank. Removed the ability to add a new layer since you need to simply edit one of the existing blank layers. This change fixes layers in various areas not appearing in the editor and being impossible to edit (like the background of Kalidus Channel).
  • If a single layer is shared by multiple different rooms, DSVEdit now creates a new unique layer automatically when editing it to avoid changes to one room also affecting the other rooms.
  • PoR portraits now show the proper art inside the frame in the editor.
  • Added the world map to OoE's other sprites list.

Bug fixes:

  • Fixed editing player outline color in the player editor not working.
  • Fixed a crash when trying to add a door to a room that originally had no doors.
  • Fixed invisible tiles with collision not showing up in the collision tileset editor.
  • Fixed various bugs (e.g. large number of hearts, no volume) when setting the new game starting room in OoE to any room not in sector index 0.
  • Fixed a bug when handling trimmed DS ROMs.
  • Fixed the sprite editor showing the vampire killer as having transparent trails instead of changing colors.
  • Fixed the wrong palette being used for Erinys in the sprite editor.
  • Fixed DSVEdit trying to run 64-bit ARMIPS on 32-bit computers. This fixes unhelpful error messages when trying to apply an ARMIPS patch.
Assets 4

@LagoLunatic LagoLunatic released this Jan 28, 2018 · 317 commits to master since this release

  • Added a UI for applying ARMIPS patches from within DSVEdit.
  • Fixed several crashes that could occur in the player state animations editor.
  • Documented more player state animation names.
  • The GFX editor now exports images in RGBA color mode instead of indexed color mode.
  • Fixed some space in several PoR sector overlays being treated as free space despite being used by specific special objects at runtime.
Assets 4

@LagoLunatic LagoLunatic released this Jan 13, 2018 · 342 commits to master since this release

  • Added complete support for Harmony of Dissonance.
  • Added a door editor UI so you can edit, add, and remove doors without going through Tiled.
  • Fixed a bug where the free space overlay added by DSVEdit could occupy the same space in memory as certain assets under certain conditions which would cause the game to crash. This change moves where the overlay is loaded in memory, so if you put any custom ASM in the free space overlay with a previous version of DSVEdit, you will need to update the address of free space in your ASM patches and reapply them in order for them to work correctly. The exact addresses you need to change are explained in a popup when you open your project with DSVEdit 1.7.
  • DS games: Added a player state animations editor. This lets you change which animation each player uses for each state.
  • The text editor now splits text into multiple categories to make finding the text you want to edit easier.
  • DoS: Added a magic seal editor.
  • If you change a game file while DSVEdit is open, DSVEdit will now attempt to reload the file automatically, without needing to manually close and reopen DSVEdit. This is useful if you want to e.g. apply an ARMIPS patch quickly.
  • You can now specify which save file slot to use for Build and Test in the settings (e.g. if you want to test on an alternate game mode).
  • The map editor now shows the current number of tiles used and the max allowed number of tiles.
  • You can now increase the height of maps in PoR and OoE. This requires free space. (You still can't increase the total number of tiles on each map).
  • The GFX editor for the DS games can now edit GFX not in individual files, such as parts of the UI.
  • Renamed Byte 5 in the entity editor to Unique ID.
  • Fixed a crash when adding a new layer to a room.
  • Fixed a bug when importing sprites from darkFunction. DSVEdit would import unanimated frames twice, causing the sprite file to become exponentially larger every time you imported it, which could eventually cause the game to crash or the sprite to be invisible ingame.
  • The transparent melee weapon trails in OoE now display correctly in the sprite editor and can be edited properly.
  • AoS: Fixed entities sometimes being reordered incorrectly, which could cause them to not load in properly.
  • AoS: Fixed the item editor mislabeling Strength as "Constitution", Constitution as "Intelligence", and Intelligence as "Mind".
  • AoS: Implemented changing which palette is used by item icons.
  • AoS: Fixed the tileset editor crashing when saving changes.
  • AoS: Boss sprites now display.
  • AoS: Fixed special layers such as the starry sky background in Chaotic Realm not displaying.
  • AoS: Fixed the music editor incorrectly saving music indexes for all sectors except the first.
  • AoS: The room properties editor can now edit the room's LCD control field.
  • AoS: The tileset editor now displays GFX pointers, palette list pointers, and palette indexes correctly.
  • AoS: Documented how enemy soul/item drop chances work.

1.7.1 bugfix patch notes:

  • Fixed errors that occur when extracting a ROM not being displayed.
Assets 4

@LagoLunatic LagoLunatic released this Sep 7, 2017 · 634 commits to master since this release

  • Aria of Sorrow support is now complete and on par with the DSVanias. Specifically:
  • AoS: The tileset editor now supports AoS.
  • AoS: The GFX editor now supports AoS.
  • AoS: The music editor now supports AoS.
  • AoS: The text editor can now save modified text.
  • AoS: Adding new entities, layers, and doors to a room now works.
  • AoS: 256 color layers are now supported.
  • AoS: Added boss rush.
  • AoS: Added Julius's skills to the item editor.
  • AoS: Some rooms that previously looked buggy now render correctly.
  • Added a room properties editor. This lets you change the tileset used by the room as well as the room's position on the map.
  • Added a shop editor.
  • The sprite editor now supports exporting sprites to an external program called darkFunction Editor and reimporting them. This allows for much easier sprite editing than with the sprite editor itself.
  • Added a warp room editing mode to the map editor. (Only necessary for DoS/AoS - PoR/OoE detect the position of warp rooms automatically based on the map.)
  • Added collision editing support to the tileset editor.
  • Improved the tileset editor's UI so that you can select multiple tiles at once instead of editing tiles one-by-one.
  • The GFX editor now supports working with multiple GFX files at once so you can export and import several at a time instead of one-by-one.
  • The GFX editor now has the ability to edit palettes directly within the editor, in addition to exporting and importing from an external program.
  • Added an "Open in GFX Editor" button to the sprite editor, so that you don't need to manually copy paste pointers between the two.
  • DSVEdit's docs now include RAM maps for all four games (and a ROM map for AoS).
  • Added a 64-bit version of DSVEdit. If the regular 32-bit version doesn't launch for you, try the 64-bit version.
  • Fixed a bug when adding new layers where free space could be used twice.
  • Fixed "Add Overlay" in PoR placing the new overlay overlapping sprite data during Whip's Memory fight.
  • Lots of other bug fixes and additions to the documentation.
Assets 4

@LagoLunatic LagoLunatic released this Apr 27, 2017 · 962 commits to master since this release

  • Added beta support for Aria of Sorrow. Not all tools support AoS yet, and some of the ones that do have bugs.
  • Added a test room feature. Press F7 to launch the game, loading your first save file, and placing you directly into the room you had open in DSVEdit.
  • Added a feature to add a new overlay file to the game. Once added, this overlay acts as a very large amount of free space you can use for whatever you want, such as custom ASM code.
  • Added a free space manager so DSVEdit now reuses space when adding entities or expanding layers. Previous versions of DSVEdit wasted space every time you added an entity or expanded a layer, but 1.5 now keeps track of that space so it can use it again later on.
  • Added a special object editor.
  • Added a weapon synth editor for DoS.
  • Added RAM map documentation for PoR.
  • Added ASM function documentation for all four games.
  • You can now move entities and doors around within DSVEdit by dragging them. Hold Ctrl to disable 16px grid alignment.
  • Panning the room is now done with middle click or spacebar instead of left click.
  • The sprite editor can now add and remove frames and parts.
  • The layers editor can now edit more layer attributes.
  • Improved text formatting.
  • Fixed ROM being expanded incorrectly, which could cause the game to crash on real hardware and certain emulators.
  • Fixed a bug where newly added map tiles in DoS wouldn't display ingame.
  • Fixed a bug where newly added map tiles in PoR/OoE sometimes wouldn't display ingame if you changed the width of a row on the map.
  • Fixed a bug where the emulator specified in the settings wouldn't be used correctly.
  • Fixed a bug where the GFX editor would import 256 color palettes incorrectly.
  • Fixed various editor crashes.
  • Documented more attributes and variables.
Assets 3

@LagoLunatic LagoLunatic released this Mar 20, 2017 · 1166 commits to master since this release

  • Added complete support for the Japanese versions of all three games. Japanese text is also now displayed correctly.
  • Added a player character editor.
  • Added a tileset editor.
  • The sprite editor can now edit and save certain things, such as parts and animation speed.
  • The item editor can now edit extra skill data like max projectiles on screen or SP needed to master.
  • The text editor now supports more text commands, such as changing text color.
  • The GFX editor now supports 1-dimensional graphics mode.
  • Added a button to the entity editor to delete the entity from the room.
  • Added an Export button to the sprite editor that saves all of the sprite's frames to the hard drive.
  • Fixed a bug with the map editor where newly added tiles in PoR/OoE wouldn't show up ingame.
  • The sprite skeleton viewer now supports playing skeletal animations.
  • Documented many more attributes and variables for enemies, special objects, and items.
Assets 3

@LagoLunatic LagoLunatic released this Mar 5, 2017 · 1287 commits to master since this release

  • Added a GFX/palette editor.
  • Added a music editor.
  • (WIP) Added support for the Japanese version of OoE.
  • Documented more item/enemy attributes.
Assets 3

@LagoLunatic LagoLunatic released this Mar 1, 2017 · 1309 commits to master since this release

  • Fixed sprite viewer crashing in PoR.
Assets 3
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