THANK YOU!!!!!!(:
I cut down all the milky trees and then had a zombie kill me and lose all the trees in my world.
Your program helped me at least able to get the trees back so I can build.
Thanks again!!
Lpoking forward to it! Will the 7 slots be implemented in this next update?
No, but I am working on a map viewer that will let you see a map of the level. In the future I'll have a generator that will generate maps based on options chosen, such as different biomes, caves, buildings and more (for technical details look in the spoiler below). I'm working hard on figuring out the chunks.dat file so I can create an all-in-one editor and generator. Also don't worry, the next update will include an option to add more slots to the list rather than using the ones already there.
The map generator will working in a simple way. Since I know how the columns and chunks are ordered, I will have variables that define the shapes for different structures like trees and buildings. Those variables (or arrays) will include four things for each block, X,Y,Z, and last the identifier for the tree (the identifier is a counter that will help tell how many of each model was added). The random generator works by utilizing a random number generator persuaded by how high blocks around it were placed (so that there are not random columns shooting up in the air) and as for caves a maze generating algorithm will create random caves in a 3D space that mock Minecraft for PC's feel.
No, but I am working on a map viewer that will let you see a map of the level. In the future I'll have a generator that will generate maps based on options chosen, such as different biomes, caves, buildings and more (for technical details look in the spoiler below). I'm working hard on figuring out the chunks.dat file so I can create an all-in-one editor and generator. Also don't worry, the next update will include an option to add more slots to the list rather than using the ones already there.
The map generator will working in a simple way. Since I know how the columns and chunks are ordered, I will have variables that define the shapes for different structures like trees and buildings. Those variables (or arrays) will include four things for each block, X,Y,Z, and last the identifier for the tree (the identifier is a counter that will help tell how many of each model was added). The random generator works by utilizing a random number generator persuaded by how high blocks around it were placed (so that there are not random columns shooting up in the air) and as for caves a maze generating algorithm will create random caves in a 3D space that mock Minecraft for PC's feel.
No, but I am working on a map viewer that will let you see a map of the level. In the future I'll have a generator that will generate maps based on options chosen, such as different biomes, caves, buildings and more (for technical details look in the spoiler below). I'm working hard on figuring out the chunks.dat file so I can create an all-in-one editor and generator. Also don't worry, the next update will include an option to add more slots to the list rather than using the ones already there.
The map generator will working in a simple way. Since I know how the columns and chunks are ordered, I will have variables that define the shapes for different structures like trees and buildings. Those variables (or arrays) will include four things for each block, X,Y,Z, and last the identifier for the tree (the identifier is a counter that will help tell how many of each model was added). The random generator works by utilizing a random number generator persuaded by how high blocks around it were placed (so that there are not random columns shooting up in the air) and as for caves a maze generating algorithm will create random caves in a 3D space that mock Minecraft for PC's feel.
That would be really awesome! Above all else the 7 slots is wha I'm really looking forward to! Thanks so much for your hard work Jocopa3
I was thinking about doing something really similar. When you start working on the generator, send me a PM and let me know, I'll try to help out.
I don't normally take in help, and besides I already started it. It works, to an extent, just doesn't produce usable chunk.dat files yet. Since I haven't been at home for the longest while, I've had to do all of my work in my free time. I spent 30 minutes programming what I have so far, and 4 or more hours debugging it.
Rollback Post to RevisionRollBack
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its a very nice program ! i know how you change survival to creative en how to change your spaw point en your skin texture mack your blocks but that program is mush better !!!!!!!! ty when is the update of that program ?
Well, since I'm not anywhere near my main computer, and won't be for the next week, I'm sorry to say it may be another 2 weeks. But I have some things that I'm adding that might make up for that, such as my nearly working map maker, some level generators (as in it generates levels like the game would) and some other features. Basically, in the new version there will be a new tab called "Chunks" with a lot of buttons and options to click. It normally takes me a few weeks to push a release out anyway.
I also have another update for iOS users. Those of you who have iFile will be able to access all your worlds on your iDevice as long as your connected to the same WiFi network as your computer. There is an option to start a WiFi gateway on the network to access the rooted file system from any browser.
Here is the button to start the network server in iFile (for iPad):
Still looking for a way to do that on Android though, and still looking for a better way to get root access on iDevices.
Here is an example of what I mean using the iFile network server Method:
See the address bar? That's the IP and Port for my iDevice according to iFile. I am then free to explore the file system through adding the location of where I want to go after the port number. Here is an example:
What this means is I can stop asking users to copy their files to their computer's and start editing the files through WiFI instead. This also means I can make an MCPE modding program on the computer and now I can add a new texture pack installer for iOS and soon Android. And don't worry for those of you who don't have iFile or a jailbreak, I am still working on a way to get root (or even partial) access to the file system of iDevices and Androids while they are plugged in. The only conflict in that is I'm using Java to do that while other programs (like iFunBox) use C++ or Visual Basic (used in Microsoft Visual Studio) which are more advanced languages in terms of what I'm doing. Maybe now my program won't be so out-of-date or out-of-touch with the wireless world.
I tried doing this earlier, but swing was giving me **** about the JFrame being void, so I'm glad to see somebody had the patience to do this. Good job, +1!
I tried doing this earlier, but swing was giving me **** about the JFrame being void, so I'm glad to see somebody had the patience to do this. Good job, +1!
I use NetBeans to design the program actually. It's free, and what it does is let you pick different things such as buttons, text panes, lists, and just about everything else in javax.swing and java.awt and drag it onto the programs design. The design editor is fully customizable and lets you edit everything that is normally changeable. Netbeans also automatically creates a .jar everytime you clean & build, and automatically error checks your files as you write it (like eclipse does). It's the Microsoft Visual Studio (used to make C++ and Visual Basic programs) equivalent for Java.
I don't normally take in help, and besides I already started it. It works, to an extent, just doesn't produce usable chunk.dat files yet. Since I haven't been at home for the longest while, I've had to do all of my work in my free time. I spent 30 minutes programming what I have so far, and 4 or more hours debugging it.
Well, if you change your mind once you get farther along, let me know. I'm working on a patcher now, will be playing with map format next if I haven't lost interest yet
Well, if you change your mind once you get farther along, let me know. I'm working on a patcher now, will be playing with map format next if I haven't lost interest yet
Already made a patcher All it does is read in the patch.mod file and the file tells the program where to replace what in MCPE for iOS. So basically the file type Intyre and I are devising do all the work and the patchers just do as they say. The only bad part is it works for just my mods that I've done, and I did all my mods with an encoded version. Soon though I'll develop an app decryption script that works against Apple's encryption type.
Rollback Post to RevisionRollBack
Did you know I make music? Just click my logo to listen to my awesome Electronic beats!
Already made a patcher All it does is read in the patch.mod file and the file tells the program where to replace what in MCPE for iOS. So basically the file type Intyre and I are devising do all the work and the patchers just do as they say. The only bad part is it works for just my mods that I've done, and I did all my mods with an encoded version. Soon though I'll develop an app decryption script that works against Apple's encryption type.
The patch format sounds similar to mine. It's an "interactive" format, so it can just say "put these bytes here," or it can say "get string from user and put it here," etc. It's geared toward flexibility, documenting the patches and helping you figure out what's installed, so it's a pretty verbose format. It's also just JSON, so it's easy to write and read without an editor
I haven't actually came up with a real format yet, as I'm still talking it over with Intyre, but it will be similar to snowbound's format.The format for the mod file that I explained with Intyre is below, so if you compare it with snowbound's format it should be pretty similar.
For the file, we should have an identificaition system, to identify that the file is a mod for MCPE. After that we should have an idenitifier to tell the patcher if the mod is for the demo or full version, then we should check what version of mcpe the user has. After that we should have a location piece to tell the patcher where to rewrite or insert the mod. Finally we will have the ARM instructions in hex which will be the actual mod.
Another thing I'm working on is a patch maker. All you do is write the required data such as the type of MCPE it is made for, the offset, if it rewrites or inserts a new action, and then you can add the mod in either ARMv7 instruction sets or just plain hex. The program will automatically create a patch from that information. (If you haven't noticed already, I like making programs to do even the simplest of tasks :D)
For the file, we should have an identificaition system, to identify that the file is a mod for MCPE. After that we should have an idenitifier to tell the patcher if the mod is for the demo or full version, then we should check what version of mcpe the user has. After that we should have a location piece to tell the patcher where to rewrite or insert the mod. Finally we will have the ARM instructions in hex which will be the actual mod.
The way I'm handling this (for android) is by relying on the predictability of the location of the file in the filesystem, and by requiring each patch to provide the original (unpatched) bytes, and the full path to the target file. If the target is present and the bytes at the given offset match one of the patch options or the unpatched state, it's considered valid. I thought about doing a checksum, but it would slow things down a lot.
Another thing I'm working on is a patch maker.
You could consider a text-based format, then you wouldn't need a program.
Here's what the fog patch looks like in my format right now. I think I will add some stuff, "contributors" and "publisher" to go along with "author," and some more descriptive fields to show in UI, but it's working nicely so far...
The way I'm handling this (for android) is by relying on the predictability of the location of the file in the filesystem, and by requiring each patch to provide the original (unpatched) bytes, and the full path to the target file. If the target is present and the bytes at the given offset match one of the patch options or the unpatched state, it's considered valid. I thought about doing a checksum, but it would slow things down a lot.
You could consider a text-based format, then you wouldn't need a program.
It is simpler to have a hex based format, in that everything is done in hex. And you don't exactly need a program to make patches using a hex method either, since people could do it all from their heads. But keep in mind, the patch versions for iOS and Android are going to stay completely different, otherwise problems would occur and confusion could arise. At least, that's until we start fusing Android patches with iOS patches to create universal patch files.
Rollback Post to RevisionRollBack
Did you know I make music? Just click my logo to listen to my awesome Electronic beats!
I cut down all the milky trees and then had a zombie kill me and lose all the trees in my world.
Your program helped me at least able to get the trees back so I can build.
Thanks again!!
Lpoking forward to it! Will the 7 slots be implemented in this next update?
No, but I am working on a map viewer that will let you see a map of the level. In the future I'll have a generator that will generate maps based on options chosen, such as different biomes, caves, buildings and more (for technical details look in the spoiler below). I'm working hard on figuring out the chunks.dat file so I can create an all-in-one editor and generator. Also don't worry, the next update will include an option to add more slots to the list rather than using the ones already there.
The map generator will working in a simple way. Since I know how the columns and chunks are ordered, I will have variables that define the shapes for different structures like trees and buildings. Those variables (or arrays) will include four things for each block, X,Y,Z, and last the identifier for the tree (the identifier is a counter that will help tell how many of each model was added). The random generator works by utilizing a random number generator persuaded by how high blocks around it were placed (so that there are not random columns shooting up in the air) and as for caves a maze generating algorithm will create random caves in a 3D space that mock Minecraft for PC's feel.
Fantastic!
That would be really awesome! Above all else the 7 slots is wha I'm really looking forward to! Thanks so much for your hard work Jocopa3
I was thinking about doing something really similar. When you start working on the generator, send me a PM and let me know, I'll try to help out.
I don't normally take in help, and besides I already started it. It works, to an extent, just doesn't produce usable chunk.dat files yet. Since I haven't been at home for the longest while, I've had to do all of my work in my free time. I spent 30 minutes programming what I have so far, and 4 or more hours debugging it.
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Great work! Kittens will love you forever!
Well, since I'm not anywhere near my main computer, and won't be for the next week, I'm sorry to say it may be another 2 weeks. But I have some things that I'm adding that might make up for that, such as my nearly working map maker, some level generators (as in it generates levels like the game would) and some other features. Basically, in the new version there will be a new tab called "Chunks" with a lot of buttons and options to click. It normally takes me a few weeks to push a release out anyway.
I also have another update for iOS users. Those of you who have iFile will be able to access all your worlds on your iDevice as long as your connected to the same WiFi network as your computer. There is an option to start a WiFi gateway on the network to access the rooted file system from any browser.
Here is the button to start the network server in iFile (for iPad):
Still looking for a way to do that on Android though, and still looking for a better way to get root access on iDevices.
Here is an example of what I mean using the iFile network server Method:
See the address bar? That's the IP and Port for my iDevice according to iFile. I am then free to explore the file system through adding the location of where I want to go after the port number. Here is an example:
http://192.168.1.105:10000/var/mobile/Applications/(Unique ID for MCPE)/Documents/games/com.mojang/minecraftWorlds
(Note: clicking the link won't do anything for you)
What this means is I can stop asking users to copy their files to their computer's and start editing the files through WiFI instead. This also means I can make an MCPE modding program on the computer and now I can add a new texture pack installer for iOS and soon Android. And don't worry for those of you who don't have iFile or a jailbreak, I am still working on a way to get root (or even partial) access to the file system of iDevices and Androids while they are plugged in. The only conflict in that is I'm using Java to do that while other programs (like iFunBox) use C++ or Visual Basic (used in Microsoft Visual Studio) which are more advanced languages in terms of what I'm doing. Maybe now my program won't be so out-of-date or out-of-touch with the wireless world.
I use NetBeans to design the program actually. It's free, and what it does is let you pick different things such as buttons, text panes, lists, and just about everything else in javax.swing and java.awt and drag it onto the programs design. The design editor is fully customizable and lets you edit everything that is normally changeable. Netbeans also automatically creates a .jar everytime you clean & build, and automatically error checks your files as you write it (like eclipse does). It's the Microsoft Visual Studio (used to make C++ and Visual Basic programs) equivalent for Java.
Well, if you change your mind once you get farther along, let me know. I'm working on a patcher now, will be playing with map format next if I haven't lost interest yet
Already made a patcher All it does is read in the patch.mod file and the file tells the program where to replace what in MCPE for iOS. So basically the file type Intyre and I are devising do all the work and the patchers just do as they say. The only bad part is it works for just my mods that I've done, and I did all my mods with an encoded version. Soon though I'll develop an app decryption script that works against Apple's encryption type.
The patch format sounds similar to mine. It's an "interactive" format, so it can just say "put these bytes here," or it can say "get string from user and put it here," etc. It's geared toward flexibility, documenting the patches and helping you figure out what's installed, so it's a pretty verbose format. It's also just JSON, so it's easy to write and read without an editor
For the file, we should have an identificaition system, to identify that the file is a mod for MCPE. After that we should have an idenitifier to tell the patcher if the mod is for the demo or full version, then we should check what version of mcpe the user has. After that we should have a location piece to tell the patcher where to rewrite or insert the mod. Finally we will have the ARM instructions in hex which will be the actual mod.
Another thing I'm working on is a patch maker. All you do is write the required data such as the type of MCPE it is made for, the offset, if it rewrites or inserts a new action, and then you can add the mod in either ARMv7 instruction sets or just plain hex. The program will automatically create a patch from that information. (If you haven't noticed already, I like making programs to do even the simplest of tasks :D)
The way I'm handling this (for android) is by relying on the predictability of the location of the file in the filesystem, and by requiring each patch to provide the original (unpatched) bytes, and the full path to the target file. If the target is present and the bytes at the given offset match one of the patch options or the unpatched state, it's considered valid. I thought about doing a checksum, but it would slow things down a lot.
You could consider a text-based format, then you wouldn't need a program.
Here's what the fog patch looks like in my format right now. I think I will add some stuff, "contributors" and "publisher" to go along with "author," and some more descriptive fields to show in UI, but it's working nicely so far...
It is simpler to have a hex based format, in that everything is done in hex. And you don't exactly need a program to make patches using a hex method either, since people could do it all from their heads. But keep in mind, the patch versions for iOS and Android are going to stay completely different, otherwise problems would occur and confusion could arise. At least, that's until we start fusing Android patches with iOS patches to create universal patch files.