(enclosed door database by Gus)

Now updated to version 2.0, see below for changes.

Title:  Monster Rapist 2.0

Author:  Jomb

Platform: Windows XP / Vista / Windows 7 / (maybe it could run in other versions, untested)

Information:

What is this?

This program is a level editor for the NES game Monster Party.  It can alter the level data for all areas of the game, plus can change the pallettes for background tiles.  It can change the color content of each pallette, and can change which pallette a particular block of tiles is using. 


How do i use this thing?

You must Files->Open ROM and select a Monster Party ROM first, or nothing else will work.  After you've done that now it's time for some editing.  You can change background pallettes by going to Change Pallette Arangements, then selecting the part of the game you are interested in.  In the upper right you'll notice the current pallettes being displayed.  At the bottom of the window you'll notice all the colors the NES has available.  To alter a pallette simply click on one of the colors being used in a pallettes, then click on the color at the bottom you want to change it to.  
In this screen you'll also notice what seems to be a mess of colors you can scroll through.  These are the pallette columns for this area.  Monster Party determines which pallette each block of background tiles gets using a system of columns holding pallette arrangements.  In this view I have them numbered and color coded so you can tell which pallette that area is using.  
You can change the color representing each pallette with the drop down menus to the right below the pallettes.  To change the pallette arrangement of a column, select a pallette by clicking on one of the 4 numbered squares to the right, then place it in a column by clicking where you want to put it in the column.  Simple once you grasp the concept of pallette columns. 

OK that was useful for editing the colors, but what about the levels?

To get the most of the editor you have to understand some basic things about how level data is stored in Monster Party.  Think of it like this:  The level is built out of columns, which are made up of 2 X 12 blocks.  Each block is in turn made up of 4 X 4 tiles.  You can change the composition of all the level blocks in the game by going to Change Block Arrangements.  You can change the composition of all the columns in the game by going to Change Column Arrangements.  When working in either of these areas, colors have not yet been assigned to anything, but i put a button in there so you can flip through all the pallettes you'll have available in the area of the game you are working in.  
After you have built the blocks and columns you want, now it's time to actually edit the levels.  Go to Change Levels and select the level you want to change.  You'll see the level you are editing displayed above, and below either level data columns or pallettes columns.  you can swap between the 2 by clicking on the Toggle Pallette Editing button.  To edit the level data, select a column of level data by clicking on it below, then click above on the level where you want to place it.  The colors most likely will not be what you want them to be.  Swich to pallette editing, click on the pallette column you want to place down, then click on the level where you want to change the colors.  In this way you can change both the level data and the colors the background is using. 

What are the known issues with Monster Rapist?

In my experience, the game will crash if you ever arrange a level so that a black pixel exists on the very bottom line of pixels across the screen.  What will happen is when the screen scrolls it will lock up.  I believe this has to do with the status bar. 

Editing doorways can be tricky.  If you overwrite a doorway it becomes inaccessable, possibly causing a round to be unbeatable.  Also, if you add in an extra doorway it is purely cosmetic.
Certain features of this editor can cause a lag.  This is due to the program loading up all the graphic data.  Be patient, it will do as you requested. 

I have questions, comments, want to bitch jomb out, etc.

You can contact Jomb at nnnmmm1134@yahoo.com This e-mail address is being protected from spambots. You need JavaScript enabled to view it  

How do i know i have the latest version of Monster Rapist?

Visit badderhacks.net, this is where the official home of Monster Rapist is located.

What's next?

This is unlikely to be the last version of Monster Rapist, I have hopes to include more features allowing more parts of teh game to be editable. 


What's new in version 1.3?

This version is all about the doorways.  They are now fully editable.  There are basically 2 things which can be done with a doorway, you can move where it's at, or change where it leads to.  I have added a new button to the level editing section of the editor, reveal door.  If you press it, it will show you where all teh door are at, and number them.  This number is used by the editor to reference a particular doorway.

To move a door follow these steps: 
1) reveal the doors 
2) select which door you want to move on the new drop down menu to the right 
3) move the door using the buttons near the new menu 
4) make sure you place door blocks ontop of the door or it wont work 

To change where a doorway leads follow these steps:
1) Go to the new Alter Door tab
2) Select which round and which door on the round, and the other info will fill in
3) Just change the info in the drop down boxes and you're done, other than saving you changes back to a ROM.

I included a memo within the editor which explains what i think each door attribute does.  I'm not 100% sure what is possible here, it will require extensive testing.  You can make some very bizarre shit happen and/or break the game with this, so definitely make a backup first, or at least remember what you did so you can undo it.  For example, its possible to make Mark come out of a door directly into the status bar, or have him enter a door on one stage and come out on another causing hell to break loose.  You can make it so that he comes out on a round on a different screen in the round causing him to not be able to backtrack, yet be able to walk off the end of the map.  Though it may be confusing at first, this allows for a tremendous amount of control.  
Use this, experiment with it.  Let me know what happens, especially if anything unexpected happens.  Or if you find a bug.

What's new in version 1.6?

This version is the version in which we gain mastery of the sprites in the game.  On the tab is a new option for sprite workshop.  Go here to edit sprites.  You can browse through the sprites in each section of the game.  You can change a tile in the sprite by selecting a tile below, then clicking on the tile you want to replace.  You must click on the tile on the sidebar, not in the sprite view.  You can re-arrange the tiles in a sprite by checking the circle next to the tile you want to move then using the movement buttons to the right.  You can change which pallette a tile uses or which mode it's drawn in by using the menus next to the tile.  Background priority mode means that the tile is drawn behind every color except color 1 (usually black), giving the effect of walking behind things.  

And now for the advanced shit.  I've included here something which could possibly be a first for a game editor.  You can remove tiles from one sprite and then use the space gained to add new tiles to a different sprite in the same area.  Do this using the add and remove tile buttons.  You can use this to make a sprite larger, or to layer tiles of different pallettes on a sprite, allowing for the illusion of having more colors.  This capability required the rerouting and redesigning of pointer tables to accomplish and was seriously a brain-breaking headache.  The rest of the editor was simple to program by comparison.  

Ok, but what about version 2.0?

Version 2.0 saw a huge number of bug-fixes, improvements, and new features.  Too many to remember them all actually, check out the the included manual.  Off the top of my head I added in ways to place enemies on the rounds, edit what the enemies are carrying, tons of stats you can change about the enemies and bosses, you can edit the static screens of the game (such as the title screen) as well as change the color arrangements of most of them, you can set behavior types for all the level blocks in the game, you can edit almost all palettes in the game, and there are tons and tons of gameplay hacks you can use.  Literally thousands of them.  Basically this editor is no longer a simple level editor, it has become a complete game editor from which you could redesign and change this game until it was unrecognizable as a Monster Party hack.  

Also, this is likely the final version of Monster Rapist.  If anyone finds any glaring bugs I may do a bugfix, but I'm ready to move on to new projects, I think this one's been raped about as thoroughly as humanly possible to rape a game.  Monster Party is wimpering in the corner crying for it's mother while bleeding from all orifices.  