Aslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&topic=2287.msg26232e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index0b21-2.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;sa=topics;u=262e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index0b21-2.html.zxh^ЋOKtext/htmlISO-8859-1gzip0|Tue, 10 Mar 2020 22:44:57 GMT0 0Ph^I FF6LE Rogue CE / Zone Doctor CE

Author Topic: FF6LE Rogue CE / Zone Doctor CE  (Read 636 times)

Madsiur

  • Tunnel Armor
  • *
  • Posts: 149
  • Gender: Male
  • FF6AE coder
    • View Profile
    • Madsiur's Lair
FF6LE Rogue CE / Zone Doctor CE
« on: September 16, 2016, 10:15:16 PM »
Download:
https://github.com/madsiur/FF6LE-CE/releases
:edit: https://github.com/madsiur/Zone-Doctor-CE/releases


This version of Zone Doctor and FF6LE Rogue allow many expansion: Tilemaps, Tilemaps max space, max Locations (maps), NPC max space, Exits max space, Event Triggers max space, Chests max space, Chests SRAM bits and Message Names. These editors does not add any of the mentioned data (except blank tilemaps and location data to have working new maps), it only allow to have more of the said data in your project.

The default L1 tilemap ID ($15F) on maps $19F to $1FE is shadow's dream (256x256 black map with layer 1 only). Tilemaps $15F to $1FE are all the same, they take $1A bytes of space each.  To make the map bigger, you select your new tilemaps ID(s) (L1, L2 and L3 if neccesary). Then you resize the layers (from 256x256 to 1024x1024 as an example) and set the other map properties. Then you can either import tilemaps (which should cover the correct layers sizes) or hand draw.


SETTING WINDOW

In the setting window you can select a setting file path. When you click "Expand Maps", the setting file is created. Map expansion give access to Chests expansion. Both expansion have an ASM validation that will prompt a warning message if a ASM change does not have the expected value at its offset. If you were using Zone Doctor+ or FF6LE+ before, you must check the checkbox before expansion. This will ensure all your data will be carried on from your project.

If you want to use a "vanilla" ROM with this editor, blank out the setting file path and click "Apply". If you want to allow expansion on a new ROM, change the filepath name or choose another directory for your XML file and click "Apply".

Once your ROM is expanded, you can increase the number of banks for tilemap space if at some point you are at the limit of the size originally input.


SETTING FILE

The settings are stored in a XML file. This file is read at editor loading to see if the project has expansions done. It is therefore important to have a valid setting file path in the setting window. I would suggest to not change settings in this files other than location names. Doing otherwise if you are not sure of what each setting does could limit or crash the editor depending on the ROM loaded.


LOCATIONS NAMES

You can change the names of the maps in the editor. This is mainly to name new maps. This feature doesn't change anything in the ROM, it was made to make map edit easier and to know which map is what. Location names are saved in the setting file. This feature is disabled if your ROM doesn't have the map expansion done. The [$XXX] string starting the name is trimmed in setting file and in the editor textbox. It is applied automatically.


MESSAGE NAMES

In-Game map names can also be edited. Expansion allow 255 entries and max space is also expanded. Max length for a name is 37 characters.

Allowed characters are A-Z a-z 0-9 ! ? : \ ' - . , ; # + ( ) % ~


EVENT OFFSET

Maximum Event offsets for Event Triggers and Entrance Events are now $35FFFE ($FFFFFE) instead of $2FFFF ($CCFFFF). This allow to put directly events outside the $CA0000-$CCFFFF range. This feature was not possible for NPC event offsets since the NPC data only allow 18 bits for the event (and not 3 full bytes).

Suggestion and bug report are welcome!


ff6hacking.com thread: http://www.ff6hacking.com/forums/showthread.php?tid=3327
« Last Edit: October 07, 2016, 10:10:14 PM by Madsiur »

Imzogelmo

  • Ogopogo Aficianado
  • *
  • Posts: 241
  • Gender: Male
  • Ask me about my other job.
    • View Profile
    • NEPROMR
Re: FF6LE Rogue CE
« Reply #1 on: September 17, 2016, 03:09:16 PM »
I know you'd like a "no strings attached" Treasure chest data expansion, but, as an intermediate step, what if it were possible to have additional chests with the restriction that they share the same marker bits as existing chest data (as you know, the game does this anyway for chests that "upgrade" if unopened in WoB)?

I think, conceptually, that having treasure chests on a map is a different beast than having the marker bits for them, with the former being rather open-ended and the latter of course restrained by current (and any future-reclaimed) SRAM sapce. Naturally, if they are 2 different resources, there needs to be some way to track unavailable/available bits.
5/31/16 - I have an assembly of the battle portion of C2, relocated to the F0 bank, which has both vanilla and patch code in my dropbox. I'll be updating it with additional patches as I have time. I will *not* be releasing it publicly, but ask me for the link and I'll share.

Madsiur

  • Tunnel Armor
  • *
  • Posts: 149
  • Gender: Male
  • FF6AE coder
    • View Profile
    • Madsiur's Lair
Re: FF6LE Rogue CE
« Reply #2 on: September 18, 2016, 03:55:39 PM »
I know you'd like a "no strings attached" Treasure chest data expansion, but, as an intermediate step, what if it were possible to have additional chests with the restriction that they share the same marker bits as existing chest data (as you know, the game does this anyway for chests that "upgrade" if unopened in WoB)?

This is very feasible. If two chests share the same bit, max space = max space + 1 chest (excluding those in vanilla or lowering the max space and considering them). I can see this as a good intermediate step like you say. You could even troll the player by having chests unobtainable in certain location but obtainable in another map of the said location with some map modifications. No chest wasted!

On another note, I've released version 0.4a. It fix two bugs with ROMs bigger than 32Mbit. Version 0.4 had DTE optimization and special chars allowance (like actor XX name) but it results in de-centering the location name since I think the game count 1 byte as 1 character for location names. I removed DTE optimization and special chars in 0.4a. Version 0.5 should follow 0.4a in that regard but both 0.4 and 0.4a are available for download.


Madsiur

  • Tunnel Armor
  • *
  • Posts: 149
  • Gender: Male
  • FF6AE coder
    • View Profile
    • Madsiur's Lair
Re: FF6LE Rogue CE / Zone Doctor CE
« Reply #3 on: October 07, 2016, 10:16:16 PM »
 :bump:
I added link in original post to Zone Doctor CE (equivalent to FF6LE CE). I now have two stable releases with most bugs created by me fixed. The editors now also allow chest expansion, using $1E20:0 to $1E3F:7 as extra SRAM bits. This allow 768 chests, but you can place 819 if you want in total.