Freitag, 27. Juni 2014

HUD + Font Graphics

The HUD and font grahpics are now displayed correctly. These where the only tilesets left that didn't look fine. The reason for this was the different format (2BPP instead of 4BPP). I still need to find the corresponding 2BPP palettes.



NOTE: There is a problem with the latest version of the editor that I uploaded recently. The program doesn't run after it is installed. I couldn't find a solution for this problem yet but I'm working on it.

Samstag, 21. Juni 2014

Menu Background Speed + v.0.0.1.1

The scrolling speed of the clouds in the item menu can now be changed. The background is divided in 11 parts and every part has it's independent scrolling speed. Another big thanks goes to lytron who discovered it: http://pantalytron.com/blog7.php/sympathy-for-the-manafreak-2



Additionally I uploaded a new version of the editor which can be downloaded here: https://www.dropbox.com/s/8b53wuryed67dpv/GaiaTheCreator%20%280.0.1.1%29.zip

New features:
- Edit item names, item descriptions and item handlers (not all of them are displayed correctly yet)
- Rename data identifiers (e.g. for tilesets or items)
- Change the speed of the background in the item menu

My next tasks will be to improve my knowledge of the 65188 assembler and Geiger's Snes9X Debugger. Sooner or later I will hopefully be able to search for data in the rom by myself so that lytron doesn't have to do everything by himself :)

Freitag, 6. Juni 2014

Edit Items Part 2 - Item Handlers

The item handlers for each item can now be chosen from a list. So it's possible to change the effect of an  item to the effect of another item.
As an example I canged to item handler of the red jewel to the item handler of the item "Will".


The evidence that it works just fine: I can read the Will when I use a Red Jewel in South Cape.


Samstag, 31. Mai 2014

Edit Items Part 1

The item names and descriptions are now displayed and can be edited. The text is stored in plaintext in the ROM. But there are serveral words (like "from" or "statue") which are loaded from some kind of text library which contains words that are often used. These words are still missing until I figure out how they are loaded.
The item "Will" is displayed with it's correct item name and description:
The item "Statue of Hope" misses the word "Statue" in it's name and description because this word is loaded from the text library.
The name of the item "Red Jewel" is changed to "Rat Jewel" and loaded back to the ROM:
The next step will include the selection of the item handler. Thanks to lytron who discovered where the item handler pointers are stored in the rom (http://pantalytron.com/blog7.php/sympathy-for-the-manafreak-3) I can implement this in a short period of time.
I will also try to find out how an item graphic and it's animation is loaded and try to display it in the editor.

Samstag, 17. Mai 2014

Display and edit tileset names

It's now possible to view and edit the name for every tileset. This will enhance the clarity for the user if he can assign his own name for a tileset. This will also be done the same way for all future elements (Maps, sprites,...).
The tileset names are stored in and loaded from a xml file. It will be possible to support different languages just by changing the xml file.


Another small progress:
Tilesets 1, 2 and 14 (can be seen in the screenshot) are now displayed correctly. The issue was a wrong byte offset where I started to read the tilesets.

Mittwoch, 14. Mai 2014

GaiaTheCreator v.0.0.1.0

As promised you can download the current version of the editor when you follow this link:

https://www.dropbox.com/s/rzwgdg993nvmcfn/GaiaTheCreator%20%280.0.1.0%29.zip

The current features of the editor:

  • Display every uncompressed (15 Tilesets) and compressed graphics (118 Tilesets)
  • View the tilesets with different palettes (not all of them are displayed correct yet)
  • Edit the tilesets
  • Write the tilesets back to the ROM
  • Beware: Only the US ROM of Illusion of Gaia is supported yet
I'm looking forward for your feedback so that the development of the editor will go in a direction that satisfies it's users :)





Montag, 12. Mai 2014

Compression Part 2

Graphics compression is working now. At least in a way so that the game doesn't crash anymore. To achieve this I maually limit the size of the compressed tileset data so that it doesn't exceed it's original size and overwrites other data.
To demonstrate it I painted the fisherman's sweater from green to blue:

Here is the result in the game:

The compression routine still needs to be improved since there are still some graphic issues within the Enix Logo and the title screen.
It will be necessaey to deal with the changing size of the compressed graphics as they are edited. I still need to figure out how to handle it that no game data is overwritten.
In the coming days I will upload the first version of the editor so you can play with it a little.