Monday, November 21, 2011

Build 0102

You should be able to modify and save a bunch of stuff to project files now, including music, samples, tilesets, tiles, maps, events, the font, and the world map. The "01" build line will close when I have all this stuff working well and exporting to a ROM. Next build line will focus on sprites.

Still pretty buggy.

http://somedit.proboards.com/index.cgi?board=releases&action=display&thread=13

Saturday, November 19, 2011

Build 0100

I'm going to release an initial drop shortly. This is a really buggy preliminary release and is intended only to give you something to play around with and bugtest for now, until I get some real functionality working -- it is not for doing any serious editing. Read the release notes before running.

I made a quick free message board where it will be easier to discuss this stuff and post releases: http://somedit.proboards.com/

Edit: available in the releases board. Run at your own risk! It's crashy.

Friday, November 18, 2011

Fancy remix

Found this earlier.

Progress

I think I'm close to figuring out the source of my palette issues. There were a couple bits on the 8x8 tileset that I wasn't touching. Using one of them to control which half of the palette 8-color tiles use seems to work fairly well.



Wednesday, November 16, 2011

More maps

Thanks to Enker for pointing out a peculiar fact about SoM maps that fixed a lot of them today:

Still some palette issues.









Close enough.

Tuesday, November 15, 2011

:3

Success!

Failures at correctly converting 16-bit rom offsets to raw file offsets resolved.

Before:


After:

Monday, November 14, 2011

Getting closer.



This map looked like complete ass yesterday.

Sunday, November 13, 2011

Lalala

Been very busy, but yes, I am still working on this thing. Release when I get maps working perfectly, because I don't want to bother having map editing if some of them still look like shit. It's getting close, though. I'd say maybe 70% of them look like they're supposed to, or very close. The others suffer from some remaining problems with decompression, a couple palettes being wrong, and layer-ordering/transparency settings not being processed properly.

Currently editable:
- Audio samples
- Music (sort of; interface is still shit)
- Events/Dialogue
- Maps
- Tilesets
- World map
- Palettes
- Tiles

How much of this will be exportable to a rom for the first release I'm not sure. But at least you'll be able to screw around. Getting it all read-in correctly is the hard part anyway, dumping it back out to the rom shouldn't be too bad.

Here's a picture of gaia's navel in the newest map editor, with the collision layer turned on.

The white squares are object locations.. mostly (if not all) Buzz Bees on this map. Dark squares are door/walk-over event/sign locations.

Here are some maps that still do not look right (with zsnes screencaps for reference):

Palette issues in Tasnica. This happens on every map with this tileset, and a few others.


Map decompression issues. These still pop up here and there. A lot of the code in this game really makes no sense whatsoever, particularly some of the stuff they do with map "compression." Music was the same way. Also in this screenshot, the transparency on the red clouds (which otherwise look correct, unlike the background layer) is supposed to be additive; it's not, so they look rather stupid.


Tasnica interior; shadows shown with additive transparency rather than averaged transparency.