øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=14;area=showposts;start=315e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index6b59-3.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=14e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index6b59-3.html.zxͼg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ0P.ËíOKtext/htmlISO-8859-1gzip0|ÖËíÿÿÿÿÿÿÿÿTue, 10 Mar 2020 16:30:28 GMT0ó°° ®0®P®€§²ð®̼g^ÿÿÿÿÿÿÿÿi#Ëí Show Posts - Pinkpuff

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Messages - Pinkpuff

316
Ah right, a small little thing. In the event editor when you're activating or de-activating Underworld NPC's the program will think you are deactivating the Overworld PC variants. So it will put that in the text (the value is changed to the underworld equivalent unless you go back to that event instruction and access it), it's just something small I noticed.

Not sure I quite understand what you mean... example?

317
Ah right, maybe I'm jut blind or haven't noticed it, but there is one thing still oddly missing from the dialogue editor and that's the "..." character as far as I can tell, I can't find a way to access it, I expected that ... would be turned into the single space character but it's never worked that way.

Chillyfeez is correct; type the underscore symbol to get an elipsis.

Also you are correct; it doesn't seem to be documented anywhere... my bad! It'll be in the readme when I upload to RHDN.

The glowing red bars I mentioned turned out to be correct, they pulse with the palette tricks as it happens.

Just a guess based on what I saw in my code for the Giant's background.  I had the big gears working, but all the various rods and things were messed up.  Many of those are in the 130+ (hex) range, way up through at least 185 in tileset 8.  So are you using all 10 bits, and only trying to animate the ones that are 120-12F?

I am, but actually I think I know where the problem might lie. Suppose something has sprite index 110. No problem. It looks at ((starting offset) + 110 * (bpp) * 8) to find the graphic data. Now, suppose instead it has sprite index 120. Ok no problem it looks at ((animated offset) + 0 * (bpp) * 8) to find the graphic data. Suppose, however, that instead it has sprite index 130. Where do I look? ((starting offset) + 130 * (bpp) * 8)? Or ((starting offset) + 120 * (bpp) * 8)? (i.e. where it would have "left off" when it took a detour for the animated sprites) Somewhere else entirely? I think could be where it's getting confused.

318
I've uploaded the new version that includes the new information about reading tile indexes. Some of them still look... not correct... (e.g. I'm also seeing red bars in the Giant of Babil ceiling, and the Giant of Babil background looks messed up for some reason) but I think, barring the discovery of some kind of major or severe bug, or the discovery of how to fix those tiles, within the next day or two, this is the version I will submit to RHDN once I update the documentation.

319
You're right, I can; and I did! And all before breakfast  :celosa:

For those curious, the issue was the background pointers. The menu for the tile selector in the tileset editor is the same kind of menu object as the tile palette and even the map layout editor itself in the map editor section. The tile selector doesn't use backgrounds so it was trying to free up memory that was never allocated and then the tile properties menu would try to draw an image of itself onto this "free" memory and it would glitch out. I'm actually surprised the tile palette in the map editor didn't cause this issue as well. Anyway it should work correctly now.

So I think my next large section to tackle will be the overworld. But before that, there are a couple things that need to happen (ideally):
  • Find the offsets for the rest of the maps' animated graphics
  • Upload current version with animations / backgrounds / tileset editor to RHDN
  • Figure out how to read the 4bpp encoding for the overworld graphics

320
And speaking of battle messages... is there a reason to keep "The Water is Gathering" - it has a visual...or am I neglecting something as I'm thinking it out in my head?

I think that battle just has a lot of unnecessary narration generally... "Hiding in the shell!" "The Lit scared him!"

321
Hmm, I have a fairly large bug to report, when you're scrolling around tilesets the program may randomly decide to crash, this seems to occur most often by switching various parts of tileset info. To my knowledge this did not occur in previous versions.

I just can't win...  :sad:

Bug confirmed, but this one's probably gonna be a lot harder to track down...

Thanks for letting me know though.

322
Ok so with regard to the 4bpp encoding of the overworld tiles, is it this?:

Quote from: consolegfx.txt
11. 4BPP Game Gear/Sega Master System/Wonderswan Color
  Colors Per Tile - 0-15
  Space Used - 4 bits per pixel.  32 bytes per 8x8 tile.

  Note: This is a tiled, linear bitmap format.
  Each pair represents one byte
  Format:

  [r0, bp1], [r0, bp2], [r0, bp3], [r0, bp4], [r1, bp1], [r1, bp2], [r1, bp3], [r1, bp4]
  [r2, bp1], [r2, bp2], [r2, bp3], [r2, bp4], [r3, bp1], [r3, bp2], [r3, bp3], [r3, bp4]
  [r4, bp1], [r4, bp2], [r4, bp3], [r4, bp4], [r5, bp1], [r5, bp2], [r5, bp3], [r5, bp4]
  [r6, bp1], [r6, bp2], [r6, bp3], [r6, bp4], [r7, bp1], [r7, bp2], [r7, bp3], [r7, bp4]

  Short Description:

  Bitplanes 1, 2, 3, and 4 are intertwined and stored row by row.

Or this?:

Quote from: consolegfx.txt
12. 4BPP Genesis/x68k
  Colors Per Tile - 0-15
  Space Used - 4 bits per pixel.  32 bytes per 8x8 tile.

  Note: This is a tiled, big Endian, linear format.
  Each pair represents one byte
  Format:

  [p1-2 r0: bp*], [p2-3 r0: bp*], [p4-5 r1: bp*], [p6-7 r1: bp*]
  [p1-2 r2: bp*], [p2-3 r2: bp*], [p4-5 r3: bp*], [p6-7 r3: bp*]
  [p1-2 r4: bp*], [p2-3 r4: bp*], [p4-5 r5: bp*], [p6-7 r5: bp*]
  [p1-2 r6: bp*], [p2-3 r6: bp*], [p4-5 r7: bp*], [p6-7 r7: bp*]

  Short Description:

  Bitplanes 1, 2, 3, and 4 are intertwined and stored pixel by pixel.

Quote from: consolegfx.txt
     BPP:  Bits per pixel.

     Xth Bitplane: Tells how many bitplanes deep the pixel or row is; the top layer
          is the first bitplane, the one below that is the second, and so on.

     [rC: bpD]: row number C (0-7 in a 8x8 tile), bitplane number D (starting at 1).

     [pA-B rC: bpD]: pixels A-B (leftmost pixel is 0), row number C (0-7 in a 8x8 tile),
          bitplane number D (starting at 1. bp* means it's a linear format and stores the
          bitplanes one after another bp 1 to bp Max.)

Or is it something else entirely? Or is that unknown as of yet?

323
Fixed the cursor issue.  :banonsmash:

324
Though when you go to highlight an area while in Maps the cursor never clears properly and there are then white boxes all over the map.

Ack! Right you are... not sure what caused that... So I seem to have traded one set of graphical glitches for another. :lame:

325
New WIP version uploaded. Fixed some of the graphical glitches in the monster editor (as well as the formation index off-by-1 issue) and see if you can spot the change to the map editor  :wink:

326
I think I found the function of Command F8, ... I've had no luck figuring out F8

Is one of these supposed to be F6?

327
So the location of the overworld tile graphics has been found  :childish:  ... but it's stored in a strange format so I need to code a totally new graphic reading routine  :tongue:

Oh well, at least we're on our way to a complete overworld editor!! May as well get started  :cycle:

328
Another update: animated tiles now actually animate!!

329
I got it! There was a messed up loop index. Anyway the fixed version is uploaded.

I should take a stab with Geiger's to find whether the game uses a table or some other math formula to locate those base addresses so we can find the others.

Would be much appreciated  :wink:

Unrelated question, is the way spell animations are stored well known?  I have done a bit of deciphering on them, and want to know if it would be new useful information to post what I have.  It might be lengthy..

That would also be quite awesome! Not sure how long it'll be before I get to doing spell animation previews but it is on my list of things I'd love to see FF4kster capable of one day.

The bits in bold may be of some use?

In terms of FF4kster becoming compatible with other versions of FF4 I assume this is for? If so, being able to detect the version of the ROM dynamically is certainly half the battle. The other half though is knowing what to do with that information; what are the differences between the versions in terms of where and how things are stored. If someone expands the ROM for example, it's great to be able to detect it, but at the same time, not much good unless I know how they've jiggered around the data...

On a tangential note - do you happen to know anything at all about world map graphics? Like, where the graphical data and/or tile assembly data are?

This is currently a huge glaring hole in the map-related portions of FF4kster. Having a functioning world map editor would just be the icing on the cake but from what I understand we're missing a few key components.

330
The medicine flags have been fixed on my local copy; next time I upload, that should be working. The formation index thing has been added to the large list of stuff to fix in the Monster Editor which I promise I will tackle eventually  :tongue:

In the meantime I still can't figure out why the animated tiles aren't previewing correctly. I'm not trying to animate them per se (yet), just trying to get it to preview at least the first frame. As far as I can tell it's reading from exactly where it should... It starts at the "animations offset" for the tileset and looks (Major Index) * 16 + (Minor Index) tiles in to find the tile for each corner... is that not the correct procedure?