Montag, 22. Januar 2018

Resize Maps

It's now possible to expand or reduce the size of a map by adjusting its size in X and Y direction.

I extended the South Cape map in X direction as an example:




I also reduced the X size of Edward's Castle:


I also improved the map compression algorithm so that map editing is now working for every map!
There will be soon a new version available for you to try it out ;)


8 Kommentare:

  1. Do you know if there is a hard limit to the size of the maps? Something like "the combined size of all maps cannot exceed XXX"?
    I would like to know if it could be possible to game a game twice the size of the original, or if there is a hard limit somewhere.

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    1. New release sooooooon! ^.^

      @King Kadelfek
      I think the main limit will be the *number* of maps - if the map number is byte-sized, there cannot be more than 256 maps without severe reworking of the code. Since the game is not 4 MB in size, I think it is at least theoretically possible to a whole number of very big maps.

      @manafreak:
      Is there a limit to the measurements of a map? Is it 255x255 tiles, or less, or even more?
      Second question: Will the new release contain this changed "old version installed" checkup that we talked about? ^.^

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    2. Hi pantalytron & King Kadelfek,

      the number of maps is indeed limited to 256 since it is byte sized. But with the additional 2MB there should be enough space for many larger maps so you could expand the size of the game.

      The size of a single map is stored in 2 bytes (one for the x and one for the y size). The bytes contain the map size * 16. So theoratically a single map can be larger than 256 * 256 tiles. I will check it out soon ;)

      I will also see if I can simplify the installation procedure for the next release.

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  2. Hey there! Big thanks for your answer!

    So, it seems like you can do reeeeaaally big maps that way. I guess that you can do one map that fills a whole bank.
    The 256 maps problem can be circumvented, too, I think, with very big maps. In Secret of Mana (and ALTTP), for instance, all interiors of a town are on one map, they are just far enough apart so you cannot see one house interior when you are in the other.
    Maybe this works in Illusion of Gaia, too?
    Normally, the houses in IoG that are not bigger than one screen have a fixed camera position, which might be problematic with the auto scroll on bigger maps. But maybe you can do a map that is one screen wide and a hundred and fifty screens high and you can stack a whole village atop of one another and save about 10 maps this way?

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  3. hey love your project, you seem to be the most advanced Illusion of Gaia hacker out there. Just one question:
    Do you know I can hack the rom to change the font?
    My goal is to make the fonts appear single colored (like in the japanese version). Do you know how this would be possible?
    I tried with your Editor (I changed all the secondary colors) and it seems to be working somehow, but I would like to do this to a european version.

    Any idea how to solve? You know which lines in the ROM are corresponding?
    Or how/where to simply change the font graphic data in the ROM?

    Would be nice to hear from you :)

    Best,
    Nico

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  4. @pantalytron: It would be no problem at all to have town interiors in one map because you need to explicitly set the size of a map for each teleport/move event. The camera is then fixed to the selected size. For example Itory has the same map before and after the village appears (see http://gaiathecreator.blogspot.de/2017/01/stairways.html).

    @Nico: Unfortunately I don't know the exact ROM address for the european version but I can try to figure it out ;) I let you know if I found the address.

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  5. Do you know when the event editor might become fully functional? I assume it will take a while to implement, because the event format seems... complex.

    Or are you willing to share some notes on how events (and the scripts they use) are stored and executed, so that we readers can modify them manually?

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    1. I think such estimations are always impossible to make. Especially since what "fully functional" means is question of definition. ;)

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