Hey everyone and happy new year :)
I'm still working on the editor though I couldn't find much time for it the last months.
Currently I'm working on events since they are the last major part of the editor which is not working properly yet.
You can now change the script ID and several other propeties of an event. As an example I exchanged the script of Seth's father in South Cape with the script of the bat from the Underground Tunnel.
I also set the enemy's state to that of the boss Castoth.
And here is the result in the game:
Samstag, 18. Januar 2020
Sonntag, 27. Oktober 2019
GaiaTheCreator v0.5.8
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
- 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
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):
Abonnieren
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