More actions
(Created page with "{{Infobox DS Homebrews |title=AVG Maker DS |image=avgmakerds.png |description=An adventure game engine for the NDS. |author=Hewenxie |lastupdated=2010/08/08 |type=Game Engine |format= |version=1.6 |license=Mixed |download=https://github.com/yayabo-handheldev/AvgMakerDS |website=https://github.com/yayabo-handheldev/AvgMakerDS |source= }} AVG MAKER DS (AMDS) is a visual novel game engine for the NDS developed by Hewenxie. It allows you to create text-based adventure games...") |
(skipped a bunch of stuff.. =.=") |
||
Line 42: | Line 42: | ||
'''Images: | '''Images: | ||
* Sprite - PNG format, 128x192 px, 16-bit (e.g. chara1.png, chara2.png) | * Sprite - PNG format, 128x192 px, 16-bit. (e.g. chara1.png, chara2.png...) | ||
* BG - PNG format, 256x192 px, 256-color (e.g. bg0.png, bg1.png | * BG - PNG format, 256x192 px, 256-color. (e.g. bg0.png, bg1.png...) | ||
* Text box - PNG format. 256x256 px, 256-color (textbox.png) | * Text box - PNG format. 256x256 px, 256-color. (textbox.png) | ||
'''Audio: | '''Audio: | ||
* Voice - RAW format, 8-bit signed, 11025 Hz, Mono. | * Voice - RAW format, 8-bit signed, 11025 Hz, Mono. (e.g. se1.raw, se2.raw...) | ||
* BGM - MP3 format, 11025 Hz, 96 kbps or lower | * BGM - MP3 format, 11025 Hz, 96 kbps or lower. Ideally under 1.6 MB. (e.g. bgm1.mp3, bgm2.mp3...) | ||
'''Text: | '''Text: |
Revision as of 11:02, 25 September 2024
AVG Maker DS | |
---|---|
General | |
Author | Hewenxie |
Type | Game Engine |
Version | 1.6 |
License | Mixed |
Last Updated | 2010/08/08 |
Links | |
Download | |
Website | |
AVG MAKER DS (AMDS) is a visual novel game engine for the NDS developed by Hewenxie.
It allows you to create text-based adventure games that can be played on the NDS.
Installation
Folder structure
root |-AVGMAKER.nds (DS execution file) |-avgFiles\ | |-data\ | | |-main.spt (script file) | |-chara\ | | |-img.res (sprite resource file) | |-bg\ | | |-bg.res (background resource file) | |-sound\ | | |-sound.res (se resource file) | |-bgm\ | | |-bgm0.mp3 (background music) | | |-... | |-font\ | | |-arial_12.asc (font files) | | |-simsun_12.hzk | |-component\ (custom text box location)
Supported formats
You must prepare the game files in compatible formats before converting them.
Images:
- Sprite - PNG format, 128x192 px, 16-bit. (e.g. chara1.png, chara2.png...)
- BG - PNG format, 256x192 px, 256-color. (e.g. bg0.png, bg1.png...)
- Text box - PNG format. 256x256 px, 256-color. (textbox.png)
Audio:
- Voice - RAW format, 8-bit signed, 11025 Hz, Mono. (e.g. se1.raw, se2.raw...)
- BGM - MP3 format, 11025 Hz, 96 kbps or lower. Ideally under 1.6 MB. (e.g. bgm1.mp3, bgm2.mp3...)
Text:
- Script - TXT format.
- Font - arial_12.asc, simsun_12.hzk.
Conversion guide
Conversion tools:
- img_conv.exe - Image conversion tool.
- res_packer.exe - Resource packing tool.
- spt_gen.exe - Script conversion tool.
Convert image files:
- Run image_conversion.exe, click on Open Files (打开文件) and select the image files.
- The first tab is for sprites, the second tab is for backgrounds and custom text box.
- Click Start the Conversion Process (开始转换) and the converted files will be saved in bin/.
- A background image named bg0.png will generate the following files: bg0_Info.bin, bg0_Map.bin, bg0_Pal.bin, and bg0_Tiles.bin.
- A sprite named chara1.png will produce chara1_Pal.bin and chara1_Sprite.bin.
Create resource files (.*res) from the game files:
- Run res_packer.exe, click Open (打开) and choose the files you want to pack into a resource file:
- For img.res, select all the charaxx.bin fils.
- For bg.res, select all the bgxx.bin files.
- For sound.res, select all the .raw files.
- Click Generate (生成), enter the desired name for the output file (e.g., img.res, bg.res, sound.res), and click Save.
Convert your script file:
- Open spt_gen_win.exe, click Open (打开), select your .txt script file, and then click Convert (转换).
- The file will be saved as a .spt under spt/.
You can now place the converted files along with AVGMAKERDS1.6.nds on the SD card (refer to folder structure), or run it on an emulator.
Optionally, you can create a packed ROM with the tools provided (does not work on emulator).
Screenshots
Changelog
v1.6 2010/08/08
- Fixed numerous bugs related to @call.
- Added font outline effect.
- Added @txt_select(var, number, bcolor, fcolor, text1|text2|text3|text4) for text selection.
- Added @SetGameName(name) to set the save file name.
- Global variables now usable in scripts.
- Included packing tool.
v1.5 2010/03/13
- Fixed issues with bg gray-out effects.
- Resolved a crash bug in Gallery Mode.
- Redesigned the MENU system.
- Added volume control for SE and BGM.
- Added a return to title screen feature.
- Added MENU system skin loading commands: @setMenuBg, @setMenuBtn.
- Fixed flickering effects.
- Fixed an offset bug in boxText in non-word-by-word display mode.
- Added font color definition feature: @SetFontColor().
- Fixed issue where characters did not shake during jitter.
- Added font shadow effect.
- Added gray-out effect to bg entrance/exit animations.
v1.4 2009/12/22
- Fixed a screen corruption bug when quickly switching character images.
- Increased the speed of sprite transitions.
- Fixed offset bug in boxText.
- Fixed resource reading issues for 256×192 images.
- All chara series display commands now support 256×192 images, allowing 2 characters side-by-side display.
- Fixed various flickering issues with left/right character displays.
- Corrected text color issues, consolidating validity to a single command.
- Added image button selection:
- @LoadImageButton(id, resource, image, x, y);
- @ImageSelect(var, number);
- Expanded capacity for BGM section.
- Updated image conversion tool, version 1.4 required; not compatible with previous versions.
External links
- Author's website - https://sites.google.com/site/hewenxie/
- GitHub (yayabo) - https://github.com/yayabo-handheldev
- Supported flashcards - http://www.yayabo.cn/thread-3057-1-1.html (archived)