Freitag, 10. August 2018

World Map Movements (1)

Thanks to the great efforts of Raeven0 I was able to add the display of world map movements to the editor.
Each movement consists of several movement steps with specific movement speeds and duration (if you need more information, you can read the analysis of Raeven0 in the comments of the last post).

The plan is to visualize each movement on the world map in the editor since it is difficult to edit a movement simply with the parameters themselves.
Here is the current map movement display in the editor:


I added these arrows manually with paint just to show you how this could look in the future. I think it should also be possible to let these arrows be arranged by the user to simplify the whole thing.

What do you think of it?

12 Kommentare:

  1. Looks good.
    I'm looking forward to future posts.

    Btw, do you have a discord dedicated for development of the editor?
    Would be nice to be even more up-to-date, if possible. :)

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    1. manafreak tried to make a Discord server once, but for some reason I couldn't get into it ("invite invalid" ???), and I don't think anyone else tried. It would have been at https://discord.gg/fh5Mf2 .

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    2. Invite links to Discord tend to expire after a while, unless you make them last forever in the settings.
      Manafreak could simply create a new one from scratch and fiddle around with the settings.

      Alternatively, if you already have an account, simply creating a server and right-clicking on the person you want to invite will bring up an option to create a new invite link that gets directly send to that person; that very same invite link can be used for other people too, of course, but I don't know if it will expire automatically after a while.

      Probably will, unless you've adjusted the settings of Discord, as mentioned before.
      Hope that info helped. :)

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  2. Cool stuff, but set it on low priority. The whole dungeon map editing is the bread and butter for this, that stuff should work first. ;)

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    1. I agree with this. I'd love to be able to dive in and edit the dungeons, then the events, and then the world map, in that order. I'm glad to see progress being made, though!

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    2. lytron, what tool do you use that formats the code on your Tactics Ogre wiki page? I do my hacking in bsnes, but the disassembled output is not as attractive as what you've written on the wiki.

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    3. I use(d) snes9x with the Geiger debugger, but I recommend you use bsnes plus, the code is a bit differently formated than the one from the Geiger debugger, but the emulator is more reliable. The snes9x had big problems with Secret of Evermore, for example, so I could not play/test/debug it.

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    4. FYI: I can't edit the datacrystal wiki. It's suffering a problem where many users, including me, are unable to log in. The staff are aware of this issue, but no solution is forthcoming (see e.g. a relevant thread at http://www.romhacking.net/forum/index.php?topic=25912.0 ).

      So I guess I will continue spamming this blog's comments with my findings, and hope that the wiki is fixed eventually.

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    5. I never had that problem, I guess I can consider myself lucky. It's really sad that they obviously don't care about that problem, but it is to their disadvantage: A community can only live if you take every support that you can get from it. If they exclude some people by not caring about known bugs, it's their fault.

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  3. I think the arrows work well in conveying what is the stop and end point of each line. Being able to set up events that would allow for additional backtracking or even potential new locations requires reverse engineering this map code. Well done and thanks to Raeven0.

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  4. Looks like a very useful interface! :)

    How difficult would it be to add new movements? This would at least require shifting everything in the $03 bank after $03ad77 in order to make room for the new index, and I don't know offhand what is in there other than movement data (which is "easy" to shift, as long as you update the indexed addresses...).

    How will the interface decide where the blue arrows should originate? The origin is set by an event, not tied to the movement. Maybe you have to select an event in the Events tab, then go to the Movements tab to edit its associated movement? On the other hand, what about movements with no corresponding event, and therefore no known origin?

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    1. Adding new movements shouldn't be a problem since I already do this for other data sets. I already expanded the ROM size to 4MB so I'm able to actually shift and expand data sets. The editor checks if the size of a data sets exceeds its current ROM space and shifts it to another area.
      I already thought about the problem with the origin of the movements. I think I will make it shiftable for the user to the desired position to begin with. Maybe I can connect it with the events later.

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