Donnerstag, 12. November 2015

Will on the Wing

All the sprites that are used in the original game are now displayed in the editor!
And by now roughly 98% of them already look as they should.
The last sprite set that I readout were the sprite graphics for the world map movements.
I found an interesting sprite that (proof me wrong) was never used in the original game. It shows Will how he is transported by sea gulls. But look for yourselves:



Dienstag, 3. November 2015

Display all Sprites in the Editor

Currently I'm making it possible to display all the sprites in the editor.
When I'm done with this I will upload a new version of the editor.
The next step will be the display of the sprites on the maps...

For example, the sprite set for Edward's Castle. I don't think the walking animation for the king is used in the game..

Montag, 2. November 2015

Map Sprite Data

I improved the decompression of the map data so that I discovered the purpose of the "mystery data [0x10]" -> It's the sprite data!
So now it's possible to display those sprites in the editor. I started with the South Cape sprites:



The maps also look much better now but I will show them in one of the next blog entries.

Sonntag, 4. Oktober 2015

More Sprites

I found some more sprite data sets, including the sprites of all main characters (Will, Freedan, Shadow) as well as the character transformation sprites. Another data set contains all item and character move sprites.
You can view all those sprites in the new "Sprite" tab page in the editor. This will be the central point to edit all the sprites used in the game.
I still need to find the palette and tileset information of the sprite data..




Sonntag, 27. September 2015

Sprite editing

I further investigated Will's sprite data and discovered the data that stores the position of the individual tiles the sprite graphic consists of. With this data it's now possible to display the sprite graphic in the editor as seen in the following screenshots:


I also discovered the data that holds the time a specific grahic of a sprite animation is shown (example: Will's face down animation has 114 time units with open eyes and 4 time units with closed eyes).

I will continue searching the sprite data to make it possible to display all graphics correctly and make it editable.

UPDATE:
I found some more data and most of the sprite graphics are looking good now!


UPDATE 2:

Found some more data and every sprite animation looks good now :)


Sonntag, 23. August 2015

GaiaTheCreator v.0.2.00 + New event command

Here is the latest version of the editor. I hope this version will work for you. Please give me feedback if there are any problems running the editor ;)
I recently switched to Windows 10 and since then I have some display problems with the editor (fonts look blurish and some graphics are misplaced)... Let me know if these problems also occur on your systems..
The main improvements of verison 0.2.0.0:

Version 0.2.00
- View character animations for Will (still in an early development state)
- The decompression of the map arrangement data is implemented. The tile arrangement is shown for the maps but the tiles don’t fit yet because tileset decompression is still in development..
- Added several event commands that are displayed in the event editor

- Added a tab for world map events. Events can be displayed in the event editor. Also the map display names are shown in the editor. Still in a very early development state.

The download link: https://www.dropbox.com/s/ttzgvy02y0bzwqw/GaiaTheCreator%20%280.2.0.0%29.zip?dl=0

NOTE: You need to run the editor with administration rights when you create a new project!

I also found a new event command that plays a significant role for the behaviour of the enemies. With the command 0x21 you can check if the hero is within a specified distance to the enemy and trigger actions if the player is within the distance limit.



Freitag, 12. Juni 2015

Work in progress...

Sorry for the long absence of new informations but I've been very busy the last few weeks...
But nevertheless I found some time to work on the editor anyway ;)
The main task for me at the moment is the completion of the compression routine for the map arrangement and tileset data.
I already made a decent progress with it since the algorithm does in roughly 95% of the compression workflow what is it supposed to do. So now I need to find out what goes wrong in the remaining 5%.
When I finish the algorithm there will be many many new things to show here ;)