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You can now place the converted files along with AVGMAKERDS1.6.nds on the SD card (refer to [[#Folder structure|folder structure]]), or run it on an emulator.
You can now place the converted files along with AVGMAKERDS1.6.nds on the SD card (refer to [[#Folder structure|folder structure]]), or run it on an emulator.


Optionally, you can create a packed ROM with the tools provided (does not work on emulator).
Optionally, you can create a packed ROM with the tools provided.


== Screenshots ==
== Screenshots ==

Revision as of 23:46, 27 September 2024

AVG Maker DS
Avgmakerds.png
General
AuthorHewenxie
TypeGame Engine
Version1.6
LicenseMixed
Last Updated2010/08/08
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.

Features

  • Character and avatar display.
  • Basic character animation.
  • Background rendering.
  • Custom text box.
  • GBK support.
  • Background music.
  • Sound effects.
  • Customizable button.
  • Support file saving.
  • Support the use of packaged resources for assets.
  • Basic scripting with conditions, branching, and jumps.
  • Variable support.
  • Gallery mode.

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\ (font files location)
 | | |-arial_12.asc 
 | | |-simsun_12.hzk
 | |-component\ (custom text box location)

Supported formats

You must prepare the game files in compatible formats before converting them.

Image:

  • Sprite - PNG format, 128x192 or 256x192 px, 16-bit. (e.g. chara1.png, chara2.png...)
  • Avatar - PNG format, 32x32 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...)

Others:

  • 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 the 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 character 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 converted character sprites (e.g. charaxx.bin).
    • For bg.res, select all the converted background files (e.g bgxx.bin).
    • 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.

Screenshots

avgmakerds2.png avgmakerds3.png

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

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