øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=24;area=showposts;start=30e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index6cc9-2.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=24e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index6cc9-2.html.zxWeh^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ .T—OKtext/htmlISO-8859-1gzip@øÕT—ÿÿÿÿÿÿÿÿWed, 11 Mar 2020 04:29:36 GMT0ó°° ®0®P®€§²ð®Weh^›T— Show Posts - Entroper

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Entroper

Pages: « 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 »
31

All of that works now? Or 1 and 2?

Just 1 and 2.  Getting to #4 should be reasonably easy, after that it gets trickier.
It was pretty amusing when I got save working.  I edited a little piece of the map near Baron, expecting to see it after leaving the castle.  But then it showed up in the opening cutscene when the airships landed.  "Oh there it is!  It worked!"   :laugh:

I didn't realize how little space there is for the overworld, it's almost right up against the 16k space that it sits in.  You're pretty likely to overflow that if you add much detail.
 

34
Order of priorities is as follows:

  • Edit the map.
  • Save the map to the ROM file.
  • Edit the tile properties (walkable, etc.)
  • Edit the other world maps (Underworld, Moon)
After those are done, we can start getting fancy.

36
It's all-new code, but obviously the FF4Ed code was a very useful reference to see how things worked.

My goal was to have something I could be comfortable working on as far as the UI goes... WPF is way easier than MFC.  :)  Honestly, the code that edits the ROM is the easy part.

37
https://github.com/Entroper/FF4MapEdit/releases/download/0.1/FF4MapEdit.zip

Open a 1.1 US ROM.  1.0 works too, it will just complain.  Headered or not, doesn't matter.

You can't do anything yet except scroll around.

It's pretty slow, takes about 30s to load and scrolls slowly.  I'll work on that tomorrow.  :)

Source code is available.

38
Oh, so it's just unfinished.  Hmm.  That'd be... a lot of work to try and finish that.  Not impossible, but I don't think I'd want to start from this 11-year-old codebase.

I was in fact planning a completely new overworld.  :)  So I might have to put this idea on ice.  A friend of mine is messing with RPG Maker, which might serve our needs.  I really wanted to do it in a real FF engine, though.

I suppose you could create a "tile palette" ROM that just has all the overworld tiles arranged in a small part of the map, that would make copying and pasting easier.

39
I'm not sure if FF4Ed is actually working on my PC.  I see the world map, but I don't see how to actually edit it effectively, there's no tileset.  There are some "view tiles" and "edit tiles" toggle buttons which don't do anything.

40
FF4kster uses both headered and unheadered. Doesn't really matter too much, because a header can be added or removed at whim using SNES Tool.
The big problem you'll run into is that FF4ed uses version 1.0 and FF4kster uses 1.1.
If you can get FF4ed to work with a 1.1 ROM, well, that'd be awesome. Map data's in the same place regardless of version, so there's no reason FF4ed couldn't use 1.1. Of course, its tendency to expand the ROM would also break FF4kster compatability, so there's that to look out for, too.

Oh, I wonder where I got the idea that it wanted an unheadered ROM from.  Maybe the patcher to install Unprecedented Crisis wanted un-headered.  I knew you could add/remove headers easily, but I didn't want to have to do that every time I switched editors.  But perhaps I'll just header-up my ROM once and see how it goes.

Is there a place where known differences are listed between 1.0 and 1.1?  As long as the data hasn't moved, it should be okay.  I did notice it was looking for "FINAL FANTASY II" instead of "FINAL FANTASY 2" and checking the version number as well.

Anyway, I already finished the offset thing, and it seems to work.  But I haven't tried playing it yet to see if it messed up the non-map data.

41
Well, that's inconvenient.  FF4Ed wants a headered ROM, but FF4kster wants an un-headered ROM.

It seems like most of the patches are made for un-headered ROMs.  Luckily, the source code is available for FF4Ed.  I've managed to get it to build after a few fixes, mostly obsolete C++ stuff.

Looks like the editor uses an API called CFile for I/O.  I think I can derive a class from that which applies an offset to every seek operation.  Hopefully that's good enough to make the editor work.

42
Okay, that makes sense.  And makes it very hard for any editor to provide this functionality, but that's okay, you can get away with just a few really small edits.

43
Interesting.  So you just set a flag, and then write some code to modify the map in real-time.  I wonder if that's how the game does it, or if it has some other means of storing parts of the map that have been modified.

44
Do we know yet how in-game map edits work?  I'm referring to the Mist earthquake, Agart, etc.  Things that modify the overworld.

45
General Discussion / Source code.
« on: February 15, 2016, 12:23:37 AM »
It's been 5 years since my last update.  I have worked on OF here and there, but I haven't been able to dedicate enough time to it to really get anywhere.

The most exciting thing I was able to do was export maps from the FF1 ROM to a custom format, and render them in OpenGL, which was the first major milestone of the map engine.

I also did dumps of most of the game's data, including all the sprites.  The code should put all of this into an FF1 folder if you run it with an FF1 ROM.  The intent was to eventually spin that off to a separate tool that would create a "quest" folder with all of the data necessary for your FF1 quest.  This would let you play the original game in the engine, or of course tweak it to your heart's content.

I kept the code private because I had specific goals I wanted the project to meet, and specific things I did not want it to become.  However, since I will probably never be able to get it to a releasable state on my own, I've decided to release the source code.

There is no license for this code.  Anyone is free to use it however they want.  I've also uploaded it to GitHub if people would like to collaborate on the project.  I won't be accepting pull requests, anyone is free to fork the repo and "manage" the project from there.

https://github.com/Entroper/OriginalFantasy

I obviously can't provide any official support, but if you want to ask questions, the best route to do so is probably with GitHub issues in my fork.

For the map engine project, you'll need SDL.dll, which was too big to include in an attachment here.  I was using version 1.2.13 when the project was running.

Pages: « 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 »