øAslickproductions.org/forum/index.php?PHPSESSID=cbj001cjnjb3g537rhjd23hi46&topic=2260.msg26048e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexb1ee-2.htmllayedslickproductions.org/forum/index.php?topic=2260.30e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexb1ee-2.html.zx­»h^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ ,/þOKtext/htmlISO-8859-1gzip@øÕþÿÿÿÿÿÿÿÿÑHWed, 11 Mar 2020 10:37:58 GMT0ó°° ®0®P®€§²ð®­»h^ÿÿÿÿÿÿÿÿE'þ Alright, REALLY preliminary, something I've been working on for a couple days.

Author Topic: Alright, REALLY preliminary, something I've been working on for a couple days.  (Read 5052 times)

chillyfeez

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I studied them pretty extensively over a fairly protracted period of time a while ago. Don't know if all the details are in one place...
FF4kster, I think, does have all the location tile properties right. If you look at the list there in the Tileset editor, it goes down the line from least to most significant bit.

As for world map tiles...
Well, charwalk2 is plateaus (walkable tiles that have a different "z-axis value" from the rest). That leaves only 0x2000 unknown. Let's see if it's on the forum somewhere...
Nah, doesn't look like it is...
Looking at the rest of the properties, though, I would guess that that bit would indicate Big Whale landing spots. But that's an untested guess.

Entroper

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Is Charwalk2 only on the Moon then?  And does it even do anything?

chillyfeez

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Underworld and moon. It makes it so you can't walk from the north side of a plateau onto the non-plateau tile above it, essentially. Also, the transitional tiles on the moon (I don't wanna call them steps, because there's no steps, but... Those tiles) have both bits set, so you can walk from level 1 to level 2.
The same system exists in location tilesets. Think of the multilevel terrain that is abundant in Agart, as well as the land/water in the watery pass.

Entroper

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It makes it so you can't walk from the north side of a plateau onto the non-plateau tile above it, essentially.

Ohhhhhhhhhhhhhhh.  That makes sense now.  :)

I found another bug with the tileset, apparently I was never clicking on border tiles.  The tileset image tries to resize itself because the outline goes one pixel past the edge of the tileset when you click on a border tile, and it looks all screwy.  I woke up this morning with a few ideas I can try for that.

Tile properties seem to be working.  Hopefully I'll have an 0.4 tonight.

Entroper

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https://github.com/Entroper/FF4MapEdit/releases/tag/0.4

Next up is underworld/moon maps.  May or may not happen this weekend -- I have a lot of stuff to do since I spent all of last weekend getting this project off the ground.  :)

Squall

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Yeah, just straight 4bpp linear pixels.
Interesting ... Is it the same with all FF4 graphics or just maps?

Bahamut ZERO

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Just downloaded the editor. Now, once I update my .NET Framework I'll put it through it's paces and give some feedback!

I have a feeling I'll be able get more work done with this in a fraction of the time it'd take me to fight the old FF4ed from '99. And seeing that I'm trying to make a drastically different world map for my project this'll speed things up immensely!  :happy:
I update my graphics thread on almost a daily basis, so keep an eye out for new stuff!

Entroper

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I might not do much to this for a while.  I'm kind of in crunch time at work for the next two weeks, then I'm on vacation for 3 weeks.  And I've gotta get FF1 Randomizer 1.0 out the door, then I'll circle back to this and get the underworld and moon working, and then take a look at how the area maps work.

Bahamut ZERO

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Finally had enough free time to give this a whirl, and I gotta say, this editor's pretty badass! The fact one is able to toy with tile properties and the like has some great potential.

One thing I noticed while using the editor is that if you're holding left click to place tiles and scroll off the left side (where the tile properties column is) and let go the editor will think you're still holding the mouse button down when you move your arrow back to the map.

Outside of that editing's a breeze compared to the editor from '99! If there were some option to use right click as an eye dropper-like tool to quick select tiles I'd be entirely spoiled by this thing.  :happy:


I might not do much to this for a while.  I'm kind of in crunch time at work for the next two weeks, then I'm on vacation for 3 weeks.  And I've gotta get FF1 Randomizer 1.0 out the door, then I'll circle back to this and get the underworld and moon working, and then take a look at how the area maps work.

Hope it all goes well for ya! Until you return to work on this I'll play around with getting an Overworld map overhaul. Hell I might sit down tomorrow and whip some replacement graphics for things (especially after seeing firsthand how much space those snow capped mountains use O_O).
I update my graphics thread on almost a daily basis, so keep an eye out for new stuff!

Bahamut ZERO

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One thing I noticed that would be great to see implemented into the editor at some point: being able to the see the X/Y coordinates of a tile that the cursor is over.

That would make figuring out where to place Overworld triggers a breeze!



EDIT:just thought of a neat workaround for the time being:

1) edit world map to the way I like using your editor

2) After saving changes, use the info from the document included with FF4ed to port the pointer/map data from my 1.1 Rom to a 1.0 rom (which only takes me a moment of copy n pasting code using HxD)

3) open said 1.0 rom in FFed to see the X/Y coordinates for the various towns/dungeon entrances on my new world map so that I can properly set up the x/y positions of the triggers using FF4kster and the 1.1 rom.

Booyah.  :cycle:
« Last Edit: September 04, 2016, 03:32:22 PM by Bahamut ZERO »
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Entroper

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Showing the coordinates is a great idea.  It'll also get a little easier to see where you are when I overlay an encounter grid.

And yeah, eye dropper is good too.  I haven't thought too much about advanced features yet, like area selection, copy/paste, flood fill, etc.  Eye dropper is one that's super easy to do, though, and requires no new UI to enable.  I've been putting UI features off until after I can edit all the game's maps, but these two are quick enough to do, and useful enough that they might come sooner.  :)

Bahamut ZERO

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Showing the coordinates is a great idea.  It'll also get a little easier to see where you are when I overlay an encounter grid.

And yeah, eye dropper is good too.  I haven't thought too much about advanced features yet, like area selection, copy/paste, flood fill, etc.  Eye dropper is one that's super easy to do, though, and requires no new UI to enable.  I've been putting UI features off until after I can edit all the game's maps, but these two are quick enough to do, and useful enough that they might come sooner.  :)

Hell yeah! :D

Another thing I noticed is that you can turn off the grid overlay on the map by scrolling to the very top or very bottom of the map using the mousewheel. Best glitch ever imo, as I was wondering if that grid was togglable (which ironically enough it is in a sense - using the scrollbars instead of the mousewheel immediately pops the grid back on).


Throwing a couple screens of world map edits I've been playing around with - 1 being an island where Baron used to be, the other's just me seeing what Kaipo Desert would look like as a forest.  Your map editor makes this a very enjoyable experience, especially compared to FFed!
I update my graphics thread on almost a daily basis, so keep an eye out for new stuff!

Bahamut ZERO

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Fun Fact: FF4 really, really doesn't like it when you try to add a north/south pole by placing long, continuous landmasses along the top and bottom of the world map.  :laugh: The map turns black and crashes the game when the map loops. It also causes the rom to be unable to be recognized by the editor for some reason lmfao.

Hurray for backups!

I update my graphics thread on almost a daily basis, so keep an eye out for new stuff!

Entroper

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Fun Fact: FF4 really, really doesn't like it when you try to add a north/south pole by placing long, continuous landmasses along the top and bottom of the world map.  :laugh: The map turns black and crashes the game when the map loops. It also causes the rom to be unable to be recognized by the editor for some reason lmfao.

Hurray for backups!

Hm, I wonder if that isn't a bug with the editor, rather than FF4.

Bahamut ZERO

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Hmm, that could be the case, and could explain why it wouldn't open the rom afterwards. I'm about to head to the store, but when I get back home I'll try doing those same edits with the old FF4ed and see what happens. If things work correctly, then it's a probably a bug from FF4MapEdit.  If it crashes, then 90% likely it was just the game committing suicide!  :happy:
I update my graphics thread on almost a daily basis, so keep an eye out for new stuff!