Montag, 6. April 2015
World Map Names
I found a data set that contains the names that are displayed on the world map when the player moves to or from a place. I edited the name of Edward's Castle by hand. The next goal is to make it editable in the editor.
Freitag, 3. April 2015
Enemy move commands
I discovered the move commands for the bat enemies in Edward's Underground. You can directly change the direction, speed and move pattern of the enemy. I will try to further investigate these enemy events..
I also discovered some other event commands:
- Text Choice (0xBE): Adjust the number of choices and at which line of the message the choice occurs. You can also set what action will be performed if a specific choice is made.
- Set Event Position Offset (0xBC): Set the position offset (X, Y) of an event
- Clear Switch (0xCE): Clear a specific switch
- Item Possession Condition (0xD6): Check if a specific item is in the inventory and set the action that happens in either case
- Set Event Layer: Below Hero (0x0C): The hero can move over the event.
Samstag, 14. März 2015
Move Event Command
I found a new command for the event editor! Actually there are two commands that let an event move in left/right or up/down direction. There are several move patterns that are selected by their identifier.
Mittwoch, 18. Februar 2015
Map Editor
Here you can see two screenshots of the current map editor. It is planned that the user can pick a tile from the tileset and place it on the map.
In the past few weeks I improved the map display algorithm so that it is much more faster now. The maps are now loading so fast that there is actually no noticeable delay.
The maps still look messy since the tilesets aren't correct. But that is something I'm working on.
I might upload a new version in the next few weeks. There I will insert some error outputs so that I might be able to find the reason the editor isn't running correctly for some of you..
Donnerstag, 22. Januar 2015
Map Arrangement Data
Thanks to Alchemic and Lytron I finally implemented the decompression of the map arrangement data! Both of you definitely deserve a mention in the editor's credits :D
So here you can see the Map of the City of Euro. The tile arrangement seems to fit but the tileset graphics aren't correct yet...
I also decompressed the tileset data but it doesn't make sense to me at the moment.. Maybe they used another compression algorithm for these data sets :(
The decompression of the map metadata[10] data sets sees more promising. I think I found a data table there that I will further investigate.
I will need to implement the compression algorithm for these data sets so I can check back the changes I made to find out the meaning of this data.
So here you can see the Map of the City of Euro. The tile arrangement seems to fit but the tileset graphics aren't correct yet...
I also decompressed the tileset data but it doesn't make sense to me at the moment.. Maybe they used another compression algorithm for these data sets :(
The decompression of the map metadata[10] data sets sees more promising. I think I found a data table there that I will further investigate.
I will need to implement the compression algorithm for these data sets so I can check back the changes I made to find out the meaning of this data.
Dienstag, 30. Dezember 2014
GaiaTheCreator v.0.1.0.0
A new version of the editor is available!
https://www.dropbox.com/s/910up9f1iwcvxzh/GaiaTheCreator%20%280.1.0.0%29.zip?dl=0
Improvements for version 0.1.0.0:
The graphics for the character's special moves are displayed now but not all of them are correct yet...
https://www.dropbox.com/s/910up9f1iwcvxzh/GaiaTheCreator%20%280.1.0.0%29.zip?dl=0
Improvements for version 0.1.0.0:
- View and edit text profiles for the main characters.
- Display map exits for every map and view them in the Event Editor.
- Display item and move graphics.
- Display character animation tiles (Will).
The sprite animation is composed of several tiles which are already displayed in the editor. But I still need to find the information in the ROM how the several tiles fit together.
The graphics for the character's special moves are displayed now but not all of them are correct yet...
Dienstag, 16. Dezember 2014
Character animations
I found a data set which contains the animation for the character Will.
Each part of the character animation is composed of several tiles. I will try to display the composite character animations in the editor. Here is the so far result:
The screenshot shows two of the serveral animation tiles. I haven't found the data locations for the other tiles yet but that's just a matter of time until I find them. I also need to figure out the X,Y placement of the composite tiles.
For the next screenshot I changed Will's animation for standing in lower direction to the attack animation for the lower direction:
Each part of the character animation is composed of several tiles. I will try to display the composite character animations in the editor. Here is the so far result:
For the next screenshot I changed Will's animation for standing in lower direction to the attack animation for the lower direction:
Abonnieren
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