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 ;)

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.

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:

  • 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...