øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=24;area=showposts;start=15e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexbbdf.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=24e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexbbdf.html.zxWeh^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ .ÀœOKtext/htmlISO-8859-1gzip8:ÖÀœÿÿÿÿÿÿÿÿWed, 11 Mar 2020 04:29:36 GMT0ó°° ®0®P®€§²ð®Weh^Àœ 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 »
16
General Discussion / Re: We are back in business!
« on: August 29, 2016, 05:04:59 AM »
I went looking for news on romhacking.net and found that the site was back up.  :)

I haven't done anything to FF4MapEdit since the site's been down, but I haven't been idle, either.  My other project took off like a rocket.  :omg:

17
https://www.github.com/Entroper/FF1Randomizer/releases

EDIT: New URL since 1.0 was released.

18
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.  :)

19
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.

20
Is Charwalk2 only on the Moon then?  And does it even do anything?

21
So, I have the following details about tile properties from FF4Ed:

Code: [Select]
#define LDF_WALK                0x0001
#define LDF_UNKNOWN1            0x0006
#define LDF_SAVEPOINT            0x0008
#define LDF_UNKNOWN2            0x00F0

#define LDF_WALKDAMAGE            0x0100
#define LDF_UNKNOWN3            0x0200
#define LDF_HIDECHARACTER        0x0400
#define LDF_TOPHALFCHARACTER    0x0800
#define LDF_EXIT                0x1000
#define LDF_UNKNOWN4            0x6000
#define LDF_ENTRANCE            0x8000

Code: [Select]
#define WDF_CHARAWALK            0x0001
#define WDF_CHOCOWALK            0x0002
#define WDF_BLACKCHOCOFLY        0x0004
#define WDF_BLACKCHOCOLAND        0x0008
#define WDF_HOVERCRAFTMOVE        0x0010
#define WDF_AIRSHIPFLY            0x0020
#define WDF_CHARAWALK2            0x0040
#define WDF_BIGWHALEFLY            0x0080

#define WDF_BATTLEBACKGROUND    0x0700
#define WDF_SHOWCHARATOPHALF    0x0800
#define WDF_AIRSHIPLAND            0x1000
#define WDF_UNKNOWN2            0x2000
#define WDF_ENEMYENCOUNTERS        0x4000
#define WDF_ENTRANCE            0x8000

That's for area maps and world maps, respectively.

Do we know if the flags labeled UNKNOWN are used at all?

 :edit: Wait, and what the hell is CHARAWALK2?!

22
Yeah, just straight 4bpp linear pixels.

23
Sure, it's more convenient in the ASM.  It's just funny sometimes to see where they chose to make things as compact as possible and where they didn't.  Like the snow-capped mountains thing, versus this.

24

Thanks!

Mainly what I was confused about is detailed here:
http://slickproductions.org/forum/index.php?topic=1866.msg25002#msg25002

Perhaps you can confirm if I was on the right track?

Yeah, it looks like it.  The data at A0800 (headered) is what I call "subtile palette offsets" since they're offsets into the world map palette for each subtile.  Seems an inefficient way to store this, actually, because there are only 4 possible values, but each one consumes an entire byte.  Oh well.

25
Wow, I got a crapton of refactoring done tonight, and I'm really pleased with how it turned out.  After all that, I was able to add a real-time compressed map size label in just a few minutes.

https://github.com/Entroper/FF4MapEdit/releases/tag/0.3.2

26
I'm reading the tileset from the ROM.  Here's the code: https://github.com/Entroper/FF4MapEdit/blob/0.3.1/FF4MapEdit/MainWindow.xaml.cs#L176

Thanks! This was the only real thing holding me back from implementing world map editing in FF4kster. Hopefully I can make sense of the code ^_^

Feel free to ask if something doesn't make sense.  :)

I've learned a ton from reading the source code to various ROM tools, so part of the reason for doing this project was to let other people read my code and do the same.  The license file will back you up.  :)

27
I'm reading the tileset from the ROM.  Here's the code: https://github.com/Entroper/FF4MapEdit/blob/0.3.1/FF4MapEdit/MainWindow.xaml.cs#L176

I have no idea how I would design a UI for tileset editing, but if you've already modified the tiles, the editor will read them just fine.

28
I fixed the map area not resizing with the window.

I think we'll do #3, and then the row-compression thing, since that will simplify my save routine anyway.  And I think I'll add an encounter-area grid, and maybe try and make a "snowcaps brush" before starting on #4.  #4 requires some refactoring if I want to avoid turning the code into an awful mess.  #5 will probably be town/dungeon maps.

29
If you overflow, you just can't save.  It tells you how big your data is so you know about how much you need to cut.

Interesting that the location maps are also compressed, I think I must have been remembering the FF1 maps not being compressed.

The snow-capped mountains are only an overworld thing, not even applicable to the underworld or moon maps, since they don't have oft-repeated 4x4 regions, I guess.  So many special cases to handle with these old games.   :finger:

30
The "space remaining" thing is something I wanted to add, but it's harder to calculate that on the fly for world maps that are compressed.  Not impossible, though.  It just now occurs to be that since it's row-based, I could just re-compress a single row when it's modified, that should be about as fast as copying the pixels.

I'll look into things like ROM expansion post-1.0, after the editor is basically complete.  I'm still trying to decide how to model the changeover between maps, and a few other things like the snow-capped mountains.  Right now you can draw those incorrectly, and it will just pretend you drew them correctly.  Or crash if you put them too near the right border.   :eek:

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