This is only a small update, I released a new version with some minor fixes and features:
- Fixed several bugs related to the display of events
- Display all occurences for an event in the event editor
Here you can get the latest version:
GaiaTheCreator 0.5.8
Sonntag, 27. Oktober 2019
Montag, 7. Oktober 2019
Map Rearrangement Data + GaiaTheCreator v0.5.7
It's now possible to edit the map rearrangement script data in the editor!
Map rearrangement means e.g. doors which are opened after enemies are defeated or using Will's special abilities.
Again I have to thank Raeven0 for finding the data set :)
Here is an example:
I wanted to edit the map rearrangement script in the cave in Itory when Will uses his new Dash ability on the rocks. As a new feature it is possible to directly switch to the event editor for the selected event by klicking the "Edit Event" button:
Here we see the event script in the event editor. Now we know that the map rearrangement script has the ID 26.
In the new tab "Map Rearrangement Data" we can edit the data. I changed the data in a way that one of the statues is placed on the rocks instead of the door when Will uses his Dash power.
The result in the game:
You can try this for yourself in the latest version of the editor:
https://www.dropbox.com/s/vdupah7m12rj7i5/GaiaTheCreator%280.5.7%29.zip?dl=0
Map rearrangement means e.g. doors which are opened after enemies are defeated or using Will's special abilities.
Again I have to thank Raeven0 for finding the data set :)
Here is an example:
I wanted to edit the map rearrangement script in the cave in Itory when Will uses his new Dash ability on the rocks. As a new feature it is possible to directly switch to the event editor for the selected event by klicking the "Edit Event" button:
Here we see the event script in the event editor. Now we know that the map rearrangement script has the ID 26.
In the new tab "Map Rearrangement Data" we can edit the data. I changed the data in a way that one of the statues is placed on the rocks instead of the door when Will uses his Dash power.
The result in the game:
You can try this for yourself in the latest version of the editor:
https://www.dropbox.com/s/vdupah7m12rj7i5/GaiaTheCreator%280.5.7%29.zip?dl=0
Sonntag, 29. September 2019
GaiaThe Creator 0.5.6
As promised I uploaded the latest version of the editor with these new features:
- Edit enemy states
- Edit screen settings
- New event editor (not fully working and incomplete).
Have fun :)
https://www.dropbox.com/s/k1wu3nvtfsh7y2m/GaiaTheCreator%280.5.6%29.zip?dl=0
- Edit enemy states
- Edit screen settings
- New event editor (not fully working and incomplete).
Have fun :)
https://www.dropbox.com/s/k1wu3nvtfsh7y2m/GaiaTheCreator%280.5.6%29.zip?dl=0
Dienstag, 10. September 2019
Screen Settings
The screen settings are now fully editable in the editor.
I moved the settings from the map editor to a separate tab since they are so numerous.
A screen setting consists of 10 Bytes, each bytes is a bitfield containing the configuration bits.
So you can choose the setting category (= a specific byte) and set or clear each bit.
The meaning of these configuration was nearly completely decoded by Raeven0, so once again a big thank you :)
-> As an example, I disabled the sprites for screen setting #3 (used by South Cape and several other maps)
-> The sprites in South Cape have disappeared!
I will upload a new version of the editor once I'm fully finished with this feature.
I moved the settings from the map editor to a separate tab since they are so numerous.
A screen setting consists of 10 Bytes, each bytes is a bitfield containing the configuration bits.
So you can choose the setting category (= a specific byte) and set or clear each bit.
The meaning of these configuration was nearly completely decoded by Raeven0, so once again a big thank you :)
-> As an example, I disabled the sprites for screen setting #3 (used by South Cape and several other maps)
-> The sprites in South Cape have disappeared!
I will upload a new version of the editor once I'm fully finished with this feature.
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!
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:
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):
Freitag, 8. Februar 2019
Room-Clearing Rewards + GaiaTheCreator 0.5.5
After I ignored the data sets for quite a long time, I investigated the room-clearing reward table and was able to add it to the editor. As an explanation, the room-clearing award is the status updgrade which is received when you beat all enemies in a single room.
The table contains a reward value for every map.
These are the possible rewards:
You can try the treasure chest and room-clearing rewards editing in the latest release 0.5.5:
https://www.dropbox.com/s/gp100nw4jytwe7o/GaiaTheCreator%280.5.5%29.zip?dl=0
The table contains a reward value for every map.
These are the possible rewards:
Value
|
Description
|
0
|
No reward
|
1
|
HP (Power)
|
2
|
STR (Strength)
|
>= 3
|
DEF (Defense)
|
You can try the treasure chest and room-clearing rewards editing in the latest release 0.5.5:
https://www.dropbox.com/s/gp100nw4jytwe7o/GaiaTheCreator%280.5.5%29.zip?dl=0
Mittwoch, 6. Februar 2019
Edit Treasure Chests
With the help of DontBaguMe, I was able to add treasure chest editing to the editor!
The treasure chest editor is part of the map editor just like the event and exit editor.
You can change the item which can be found in the treasure chest as well as if the fanfare music is played when the chest is opened.
The treasure chest editor is part of the map editor just like the event and exit editor.
You can change the item which can be found in the treasure chest as well as if the fanfare music is played when the chest is opened.
Sonntag, 3. Februar 2019
Illusion of Gaia Randomizer
Recently, a new promising project in the field of IoG hacking was started by DontBaguMe:
An Illusion of Gaia Randomizer!
Check out his blog for all information and progress information:
https://iogr.home.blog/
DontBuMe already made a great progress in ROM data research which in return helped myself in building the editor. So iI think both of us will continue to benefit from each other in the future.
An Illusion of Gaia Randomizer!
Check out his blog for all information and progress information:
https://iogr.home.blog/
DontBuMe already made a great progress in ROM data research which in return helped myself in building the editor. So iI think both of us will continue to benefit from each other in the future.
Mittwoch, 30. Januar 2019
GaiaTheCreator v0.5.4
You can now try out the reworked event, exit and map editor in version 0.5.4:
https://www.dropbox.com/s/n0zlh4itxjpm9th/GaiaTheCreator%280.5.4%29.zip?dl=0
Note: The event command editor is not available in this version because it is currently under massive construction ;)
https://www.dropbox.com/s/n0zlh4itxjpm9th/GaiaTheCreator%280.5.4%29.zip?dl=0
Note: The event command editor is not available in this version because it is currently under massive construction ;)
Donnerstag, 3. Januar 2019
Event & Exit Editor Reworked
First of all, happy new year to everyone!
I reworked the event and exit editor to enhance the usability. Up to now, both editors opened in a separate window if you want to edit an event or an exit on a map. Now they are fully integrated in the map view, just like the map editor itself. The events and exits can't be made visible with a map filter checkbox anymore. They appear now automatically if the correspnding editor is selected with the TabControl right to the map. I also unified the map tools for all editors and they appear below the map now.
The "new" event editor:
The "new" exit editor:
This rearrangement was necessary since I decided to move the event script editor completely to the tab "Events". The event script editor will be my next big construction area so there will be new posts dedicating to the editor soon.
And I will upload a new version of the editor with the new event and exit editors the next few days after a little bit of stabilization work ;)
I reworked the event and exit editor to enhance the usability. Up to now, both editors opened in a separate window if you want to edit an event or an exit on a map. Now they are fully integrated in the map view, just like the map editor itself. The events and exits can't be made visible with a map filter checkbox anymore. They appear now automatically if the correspnding editor is selected with the TabControl right to the map. I also unified the map tools for all editors and they appear below the map now.
The "new" event editor:
The "new" exit editor:
This rearrangement was necessary since I decided to move the event script editor completely to the tab "Events". The event script editor will be my next big construction area so there will be new posts dedicating to the editor soon.
And I will upload a new version of the editor with the new event and exit editors the next few days after a little bit of stabilization work ;)
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