Sonntag, 19. Mai 2019

Enemy States

Again, thanks to the efforts of DontBaguMe and Raeven0, it's now possible to edit the enemy states in the editor! So thank you both ;)
The enemy states are stored in a single data set. This data set contains the status information for all enemies which is comprised by four bytes:
HP - Health Points
STR - Strength
DEF - Defense
DP - Dark Points

First you can check in the map event editor which enemy state ID belongs to the enemy:

As a next step, search the enemy state ID in the enemies tab and change the values:

Here is the result: A very strong bat!

Sonntag, 5. Mai 2019

Stairs Velocity

It's been a while since the last update so I think it's time to show something here, even if it's not a big update so you see I'm still working on the ditor ;)

Thanks to DontBaguMe and Reaven0 I was able to add the stairs camera velocity information to the editor.

There is a data table at 1A95E which holds several camera movement patterns.

Here is the explanation of this data from Raeven0, I couldn't explain it better for myself:

These are stair-climbing camera movement speeds. A staircase in map data has a byte whose high nibble defines whether it's a down-going ($4x) or up-going ($8x) staircase, and the low nibble points to one of these speed sets. Each 2-byte word is a "step" in the camera movement, first byte is the number of frames for this "step" to last, second byte is its speed (but the high nibble of the speed byte is ignored, so the range is only 0-F). Will can't do anything until the camera movement finishes -- he's stuck inside the staircase. Once the camera finishes moving, Will exits the staircase and regains control, and the camera centers on Will if it isn't already. There are no internal corrections or consistency checks to make sure that when the camera stops, it's centered on Will. You just have to choose the right stair velocity to make the camera traverse the correct vertical distance.

And now I added this information to the editor (and renamed steps to stairs which is much more fitting):