Advance Wars: Dual Strike - Code Generator (V1.3)

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RadioShadow
Rank: Holding the Mega Drive controller
Location: UK, England

Advance Wars: Dual Strike - Code Generator (V1.3)

Post by RadioShadow » Mon Dec 29, 2008 8:52 am

Advance Wars: Dual Strike - Code Generator (Action Replay Codes)

Created by: RadioShadow
Codes by: Corduroys and RadioShadow
Download with Source Code: Version 1.3

Image

A ‘Visual Studio 2005 [Visual Basic]’ tool which can generate codes for the Nintendo DS game “Advance Wars: Dual Strike” / “Famicom Wars DS” which can:
- Change the color of one of the four armies.
- Change the size of a Design Map.
- Add in terrain (1 x 1) that can’t normally be added to a Design Map.
- Add in large terrain (3 x 3 or 4 x 4) that can’t normally be added to a Design Map.
- Allow more than 60 properties to be added to a Design Maps.
- Unlock all VS. / War Room maps.

An Action Replay Nintendo DS Cheat Device is required and an original copy of the AWDS game (any region) in order for these codes to work.

This tool is designed to run under a Windows operating system.

Changes:
- The 'About' form appears in the centre of the utility instead of the centre of the monitor.
- Added hyper-links to Wars World News and Advance Wars Net in the 'About' form.
- Programmed in a code to allow the colour of the frames to be changed. Now a more easy to see colour has been selected.
- The background colour for the utility has been set to the default colour.
- All images have been reinserted to use the original resolution.
- All 3 x 3 and 4 x 4 large terrain has been added.
- Added in a code to reposition the terrain x and y values if the terrain is near the edge.

To Fix:
- Improve layout of "About Utility" form.
- Make "Clear Codes" message appear in the centre of the utility.
- Add in ability to add shadow tiles to the large terrain.
- Add in a tabs function when selecting codes. This will allow space to add description about the codes that can be made.
Last edited by RadioShadow on Thu Apr 12, 2012 5:21 am, edited 20 times in total.

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MobiusReactor
Location: Scotland

Re: Advance Wars: Dual Strike - Code Generator

Post by MobiusReactor » Thu Jan 08, 2009 3:20 am

I havent tested it yet, but it looks pretty good.

Also: lol I thought I was the only person who still used Visual Basic 6.
The user formerly known as St Johnston

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RadioShadow
Rank: Holding the Mega Drive controller
Location: UK, England

Re: Advance Wars: Dual Strike - Code Generator

Post by RadioShadow » Fri Jan 09, 2009 9:21 am

It was easier to torrent VB6. :P Plus I heard Visual Basic Net is like Vista, an updated version of VB6 but different. Plus it is easier to find examples for VB6.

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MobiusReactor
Location: Scotland

Re: Advance Wars: Dual Strike - Code Generator

Post by MobiusReactor » Fri Jan 09, 2009 9:32 am

VB6 is what is taught at my school and when i found out vb.net was different i thought "screw that, vb6 it is"
The user formerly known as St Johnston

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RadioShadow
Rank: Holding the Mega Drive controller
Location: UK, England

Re: Advance Wars: Dual Strike - Code Generator

Post by RadioShadow » Sat Jan 17, 2009 11:46 am

Well I showed the tool to some of my friends and they told me:

- Make the tool smaller.
- Have one create button instead of a load of create buttons.
- Have an option to select which codes to creates.
- Keep the previous codes made when new ones are created.
- Use less Drop Down boxes.
- Be able to tell which region the codes are.
- Allow more 'Terrain' codes to be made.

So I'm remaking the tool from scratch and using a similar layout to Roma's AW2 Codemaker, this is what I've made so far:

Image

I'll release an update once I have implanted the resize map codes. I plan to put a 'Text Box' in so the user can type the width/height, rather than select the values from a drop down box.

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samurai goroh
Location: Red Canyon hideout

Re: Advance Wars: Dual Strike - Code Generator

Post by samurai goroh » Sat Jan 17, 2009 12:20 pm

sjohnst07 wrote:I Also: lol I thought I was the only person who still used Visual Basic 6.
I also prefer to program in Visual Basic, I've made a ROM editor for FFV with VB. I think my program is way far from what I would like it to be, but each upgrade is looking better :) (I'm not good programming :P)

As your program RadioShadow, I agree you should redesign your program, it would be great if you could create maps like when you use the AWDS Map Editor (although you would be generating to many codes...), not like I would use it, though...

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RadioShadow
Rank: Holding the Mega Drive controller
Location: UK, England

Re: Advance Wars: Dual Strike - Code Generator

Post by RadioShadow » Sun Jan 18, 2009 10:53 am

Nice editor samurai goroh. The tab features are really cool.

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samurai goroh
Location: Red Canyon hideout

Re: Advance Wars: Dual Strike - Code Generator

Post by samurai goroh » Sun Jan 18, 2009 2:50 pm

Thanks Radioshadow :)

I learned about them when I saw a save state editor (also for FFV). They really make the program look tidier.

I was wondering something, a program like the one you're creating, do you store all the address & just calculate the values? Or is something more complex? (because I once made a code "generator" program for Harvest Moon, but never finished it, though it was something personal & not to release to public...)

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RadioShadow
Rank: Holding the Mega Drive controller
Location: UK, England

Re: Advance Wars: Dual Strike - Code Generator

Post by RadioShadow » Sun Jan 18, 2009 11:32 pm

Depends on what you mean by calculating the values. The first part of the code is always going to be the same (for jp and eu codes, you just add values to them). The second part, providing numbers are used, you can get VB6 to kind of do the calculations for you.

Code: Select all

If size.Value = 1 Then
X1 = Hex$(&H22183CA6 + Reg)
X2 = Hex$(hor)

Y1 = Hex$(&H22183CA8 + Reg)
Y2 = Hex$(ver)

If Val(ver.Text) < "16" Then
Codes = Codes.Text + "Map Size to be " & hor & " x " & ver & Vcode & vbNewLine & X1 & " 000000" & X2 & vbNewLine & Y1 & " 0000000" & Y2 & vbNewLine & vbNewLine
Else: Codes = Codes.Text + "Map Size to be " & hor & " x " & ver & Vcode & vbNewLine & X1 & " 000000" & X2 & vbNewLine & Y1 & " 000000" & Y2 & vbNewLine & vbNewLine
End If
End If

The army color and terrain change parts, I use the Case Select method.

Code: Select all

tile1 = Hex$(&H121846E0 + (((Val(y.Text) - 1) * Val(mw.Text)) * 2) + ((Val(x.Text) - 1) * 2) + Reg)

Select Case ter.Text
Case Is = "Crystal"
Codes = Codes.Text + ter & " at position " & x & ", " & y & vbNewLine & "on map size " & mw & " x " & mh & Vcode & vbNewLine & tile1 & " 000001A1" & vbNewLine & vbNewLine
End Select
End If

User avatar
RadioShadow
Rank: Holding the Mega Drive controller
Location: UK, England

Re: Advance Wars: Dual Strike - Code Generator

Post by RadioShadow » Thu Jan 22, 2009 9:06 am

Version 0.7 released.

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samurai goroh
Location: Red Canyon hideout

Re: Advance Wars: Dual Strike - Code Generator

Post by samurai goroh » Thu Jan 22, 2009 1:55 pm

Looking good, I specially liked the use of color to indicate if something is enabled or disabled (adding images was also a plus) :)

Something I would add is the ability to save the codes in a txt file. Also, I would use a monospace font where the codes are displayed, but that's just me (and lock that field so you can't edit it). At last, I prefer using menu options rather than buttons (or both),...

BTW, I have some questions, what's the difference between the map size and map width & height codes?

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RadioShadow
Rank: Holding the Mega Drive controller
Location: UK, England

Re: Advance Wars: Dual Strike - Code Generator

Post by RadioShadow » Fri Jan 23, 2009 3:21 am

The map size drop down boxes are used to create the codes to resize the map.

The other map size drop down boxes are used to tell the program the map's size the terrain is going to be placed on. The code has to take into consideration the map's width in order to place the terrain at the correct place.

Hope that makes sense.


As for your suggestions, adding a button to save the codes in a text file will be easy. I can even add a print button too! I've also locked the text box so the user can't edit the text inside (but can copy the text).

I've replaced the text box with a rich text box which does allow the ability to more than one type of font, size etc. Just I can't figure out how to just make certain text that gets entered to use that font.

EDIT: Printing and Saving as a .txt only allows one font to be used. I could save it as a .rft format but it is easy just to save as a text file.

User avatar
RadioShadow
Rank: Holding the Mega Drive controller
Location: UK, England

Re: Advance Wars: Dual Strike - Code Generator

Post by RadioShadow » Mon Jan 26, 2009 2:25 am

Version 0.8 released!

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RadioShadow
Rank: Holding the Mega Drive controller
Location: UK, England

Re: Advance Wars: Dual Strike/Famicom Wars DS - Code Generator

Post by RadioShadow » Wed Jan 28, 2009 5:45 am

Version 0.9 released!

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Corduroys

Re: Advance Wars: Dual Strike/Famicom Wars DS - Code Generator

Post by Corduroys » Tue Mar 03, 2009 12:58 pm

Hey, good job :D

much better than my old javascript one lol

i haven't been here in ages.. :P

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RadioShadow
Rank: Holding the Mega Drive controller
Location: UK, England

Re: Advance Wars: Dual Strike/Famicom Wars DS - Code Generator

Post by RadioShadow » Sun Apr 12, 2009 5:26 am

Corduroys wrote:Hey, good job :D

much better than my old javascript one lol

i haven't been here in ages.. :P
Thanks Corduroys. Your java one inspired me to make this. :)

Sorry for the late update. Better late than never. Go and download Version 1.0.

The next update should hopefully be the last but I got to experiment on how to add the large terrain feature in.

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Corduroys

Re: Advance Wars: Dual Strike - Code Generator

Post by Corduroys » Mon Apr 27, 2009 9:11 am

I think you may have left out the Black Cannons, Volcano, and Obelisks from 1.0, unless I looked in the wrong place.

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RadioShadow
Rank: Holding the Mega Drive controller
Location: UK, England

Re: Advance Wars: Dual Strike - Code Generator

Post by RadioShadow » Sun Jul 12, 2009 8:47 am

Version 1.1 released.

Mainly bugs fixed in this version. Also added Source Code and a Read Me.

Corduroys wrote:I think you may have left out the Black Cannons, Volcano, and Obelisks from 1.0, unless I looked in the wrong place.
I did remove. They will be added in the next 1.2

Topipopi

Re: Advance Wars: Dual Strike - Code Generator

Post by Topipopi » Thu Nov 12, 2009 3:57 am

Sorry for bumping a old thread, but, when will the 1.2 arrive ? :D Or is this discontinued as of now ?

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RadioShadow
Rank: Holding the Mega Drive controller
Location: UK, England

Re: Advance Wars: Dual Strike - Code Generator

Post by RadioShadow » Sat Nov 21, 2009 11:28 am

Topipopi wrote:Sorry for bumping a old thread, but, when will the 1.2 arrive ? :D Or is this discontinued as of now ?
It's not discontinued. I'm just very lazy in releasing the update.

Plus I've upgraded to Windows 7 64 Bit and I got to reinstall VB6 onto the XP Virtual (so I can run 32 Bit Programs) once I re-downloaded it.

The next update allows you to add the large terrain and some other neat features (nothing to major).

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RadioShadow
Rank: Holding the Mega Drive controller
Location: UK, England

Re: Advance Wars: Dual Strike - Code Generator

Post by RadioShadow » Mon Mar 05, 2012 2:23 am

Well I finally got round to updating this. So Version 1.2 has been released.

I wanted to get some practice coding in Visual Studio so I thought it would be a good idea to update the "AWDS - Code Generator" utility. The next version should hopeful have the large terrain in.

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RadioShadow
Rank: Holding the Mega Drive controller
Location: UK, England

Re: Advance Wars: Dual Strike - Code Generator (V1.3)

Post by RadioShadow » Thu Apr 12, 2012 5:14 am

Yay, an update!

Mainly improved a couple of things and added in the large terrain codes.

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Danchat

Re: Advance Wars: Dual Strike - Code Generator (V1.3)

Post by Danchat » Sun Oct 07, 2012 4:03 am

I hate to necro bump but the link is dead.

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Xenesis
Tri-Star CO
Tri-Star CO
Rank: Hydrocarbon Inspector
3DS Code: 2535-4646-7163
Location: 0x020232DD

Re: Advance Wars: Dual Strike - Code Generator (V1.3)

Post by Xenesis » Sun Oct 07, 2012 11:19 am

Yes, it is. I'll see if I have a local copy of the thing.
IST wrote:Even the worst individual needs to discover the joys of a chicken statue that is also a pregnant blonde housewife.

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