Freitag, 11. Mai 2018

Damage Flag

Sorry for the long absence of news, I will try to increase the number of updates again ;)

I found the damage flag that decides whether an object can be attacked and whether the player gets damaged by touching the object.
As an example I set this flag for the jug carrying woman in South Cape:




I will now focus more on the object data and further enhance the event editor to make it finally possible to edit events and write them back to the ROM.

11 Kommentare:

  1. What about objects that can be attacked, but don't do damage if you touch them? Examples: the statues in Larai Cliffs, the breakable wall in Itory Village, and the bouncy orbs in Mu. Do they use this flag, or are they handled in a different way?

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  2. Hi, the editor (version 0.5.0) needs a bug fix, the map editor is broken in this version and corrupts the ROM.

    for more information read my comments below the release of Version 0.5.0.

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  3. Another question for the manafreak: do you know how the game decides whether a tile is a walkable floor, or a ramp, or a wall, or a platform you can jump off from, etc.? This matters because I have figured out the conditions that allow Shadow to sink into the Pyramid's floor with the Aura Ball, and those conditions depend on the types of the tiles underneath him. The tile types are all stored in a table in RAM, but I don't know how the game populates that table.

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  4. @Raeven0: Good point, I will check the objects you mentioned and let you know if they use the flag.
    For your second question, the type of a tile is part of the tile data. I already found this data and it can be edited by the editor (tab "Tilemaps"). There are still some tile types I haven't figured out yet and the Aura Ball could be one of them. I will check it out.
    Anyway, thank you very much for your suggestions, I really appreciate it.

    @CENIX Games:
    Yes, there are unfortunately still many maps that won't work after you save a map. The reason is, the whole map table is rebuild and written to the ROM if you save a map. This was quite a big step for me so it is natural that things are not working for every map from the beginning on. But I'm working to fix these issues for the next version of the editor. Thanks for your feedback, it is always appreciated ;)

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    1. No problem, it just surprised me that the earlier version ran more stable than the current one.^^
      We are definitely looking forward to new updates, my team and I already have many ideas. ^^

      What do you think about setting up a Discord Server for the community?
      It could make bug reports easier and make it easier for the community to give tips or share ideas.
      My team and I are game devs and rome hackers and like to take advantage of such opportunities^^

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    2. The user pantalytron considered setting up a Discord server for the "community" (all four of us!), but I don't think anyone has bothered yet. We've just been spamming the comments of manafreak's last few posts instead. :)

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    3. I created a Discord server:

      https://discord.gg/fh5Mf2

      I have no experience with Discord but I'm sure you can show me the advantages :)

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    4. I click the link, manafreak, and a page comes up that says "Invite Invalid". I'm afraid I don't know what that means. o_o

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  5. I didn't even notice the tile types in the Tilemaps tab. Very cool!

    Armed with that knowledge, here's how I think the Aura Ball works.

    Tile type #4 is what I'm calling a "phasing" tile, which is required for Shadow to start phasing through the floor using the Aura Ball. When the player uses the Aura Ball, Shadow reads down the column of tiles underneath him, starting with the tile he's standing on. He phases through the floor if the column he is standing on consists of:
    1. any number (including 0) of #0-type tiles; followed by
    2. a single non-#0 tile; followed by
    3. a #4-type tile.

    Examples: phaseable sequences include 1-4 and 0-0-0-4-4. Non-phaseable sequences include 1-0-4 and 0-4-1-4, since in both cases the first non-#0 tile (#1 and #4 respectively) is NOT followed by a #4 tile.

    Shadow will phase through every non-#0 tile in his column, and will re-materialize on the first #0 tile he finds in the column.

    If he happens to collide with a portal, the Aura Ball effect is ended, and he appears on the other side of the portal normally.

    This information probably doesn't help you with GaiaTheCreator at all, but now you know what tile type #4 is. :)

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  6. Hi! Is it possible to use this tool for game translation?
    WBR, Victor

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    1. There are currently a few bugs, but I think that once manafreak finishes the event editor, it'll be very easy to make translations using the Latin alphabet. Using other character sets is also possible, but requires a little more effort, since you'll have to modify the sprite sheets to include the new characters.

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