Saturday, May 31, 2014

Sprites

Fixed a couple things.  Some sprites look better now:



Others, uh.  Less so.

Edit: Okay, well, I think all the TILES are displaying now. Just.. some of them are paletted or positioned wrong.


32 comments:

Anonymous said...

Seems like you are getting at it. Good luck

Albert Flaig said...
This comment has been removed by the author.
brandonberry said...

Still looking awesome with the progress of my favorite action adventure RPG of all time.

DragonArk said...

Wow, things a really starting to come together.

Anonymous said...

Awesome!

Anonymous said...

this looks amazing - the original SOM had a lot of storyline cut, have you considered asking people to write substitute side quests? Or contacting square-enix and asking if they would ever release the original story?

Apparently, the knight Gema had a quest for Randy in the Republic where an assassin tries to kill the king. Also those scorpion army people had their own area on the map!

Anonymous said...

Excellent work as usual but is the collision layer editing implemented? I've tried to edit but i'm not sure is it possible yet.

TheNattak said...

@ Anonymous - An assassin does try to kill the king, in Tasnica. I doubt they would do that twice.

Anonymous said...

Great job as always

Anonymous said...

I wonder, if this editor can be used for Secret of Evermore?
Game seems to have similar mechanics.

Gi Nattak said...

not a chance.

Anonymous said...

Sorry for a one offtopic question, but I have more interest in it...
Always there are three enemies to fight with them.
It´s possible (in a future update) increase the limit number of enemy in the screen? or it´s absurd?

Popoie said...

Hi Mop, I have a important suggestions. Im using your level editor since years. So it is still hard to edit maps so far.
My suggestion here is to merge common maps that belong together and use a Palette, that you can choose from layers. Like layer 1, layer 2, layer 3, Foes, Doors like in Reggie here https://www.youtube.com/watch?v=J6qCfIV2rLE
You can see the Palette in the Video in the right top.

And this page shows you some SOM Odities like
+Dummied Items
+Unused and used Sprites with Coding!
here http://www.flyingomelette.com/oddities/somunused.html

I would love to work and edit the composite Maps right away without searching for Map Pieces.

Keep up the great work you do.
Im looking forward to your next upgrade :)

Anonymous said...

Zooming on small map tiles and map itself would be awsome

Anonymous said...

Could you please do a short youtube tutorial, can be without voice, just to see how you save your project and reload it with changed content and maps. When I load my saved project file, all my changed maps are unchanged, at the beginning, nothing changed! O.O

How can I reload my complete project and see the map changings in the editor itself?

You could also please do a general guide within your editor how saving and relaoding saved projects do work generally. And how you use your export map options and for which purposes. As I´ve seen there are two options on how you can export maps.

Also I dont really know what happens, when you load your project file and export it to rom, when I did not see what I have actually changed in the editor. If I reload that exported rom in the editor it says its not compatible.

Im beggin you!

Anonymous said...

Merry Christmas everyone.
I hope you are fine Mop. Please don't abandon this project.

cya

Anonymous said...

Im checking this blog once a week to see if there are any updates. Im hoping to see this editor one day at a usable state. A state in which one can make a whole new game out of secret of mana. Please dont stop working on it! Or if you do, make it open source!

Greetings

Anonymous said...

I also check in regularly because I'm so in love with the idea of being able to create new content using my favourite game! I hope you'll keep up the great work. :)

DragonArk said...

I hope you start working on this again soon! Or perhaps release it so someone else can have a go/ help you.

Anonymous said...

I hope people finally shut up and let Mop have his space. It's done when it's done, and if it doesn't ever get done - bad luck.

Anonymous said...

Nobody complains about Mop it's just sad if there will be never a 'complete' version of the editor.

Anonymous said...

I know what you mean, but people should by now know how long Mop usually takes to update his editor.
Not to mention that this isn't his only project he's working on, and that the question if he would be willing to ''release'' his works so that others may pick it up/help him is totally stupid, because others already helped him, or even now do.
Alone the help section in his editor names various people that help/helped him, so asking something like that comes of as pretty obnoxious - it's obvious that Mop mainly himself wants to finish this, if he needs help, he asks these people, there is apparently no need for him to consider making it public.

DragonArk said...

That's true but you don't have to be a dick about it who ever you are. Just hoping he would release the code so someone else can finish it. Its one of the things I'm most looking forward to

Anonymous said...

I'm not a dick, but rational about the situation.
Bugging about it being finished/updated won't help anyone here, and Mop is definitely aware of his editor (and furthermore, future updates) being popular demanded.

Of course, I'm not his personal bodyguard or anything, but it's still a bit annoying to read.
I get what you mean though.
Still, why would he (or anyone else) bother making it open source?
I think it's totally legit to not do so. If someone put effort into this, he/she would want to finish it on their own behalf.
Someone else taking what you worked for so hard, eventually finishing it, will result in the second person being ''that one guy who finished Mop's editor''.
We get it, a lot of people want to see this thing updated - we all know already.

DragonArk said...

That's just how I feel and I'm sure others feel that way to. You may say your not his body guard but you are acting like one. He's a big boy, he can look after himself. I have nothing against Mop, he's a legend for doing what he's doing. I think he would rather not have people arguing on his blog so let's leave it at that.

Anonymous said...

Why would I care, I can ''act'' however I want, even though I'm not acting at all, but telling my point of view here.
Also, don't you think YOU are the one acting like Mop's bodyguard now, telling me that ''he would rather not like it to see people arguing [...]''?
Before insinuating me to act in someone elses name, perhaps you should reflect on yourself and stop speaking for others.

Sure, let's leave it at that, I don't care.

Mop said...

yo everybody relax :3

I probably would have dumped the source to this out a while ago except that I'm not hugely happy with the way it's written. It is a big mess.

I haven't really had the motivation or time to work on it as you may have guessed, and I have a lot of little projects like this that got to somewhere between the proof of concept stage and the useful stage.

There is a shit ton of work to be done on this still before it's where I wanted it to be. I thought of releasing a ROM map and docs on all the formats but that too would take some time (and recollection) to put together.

On another note, I have another project out there that could potentially eclipse this thing and be way more useful in the long run. It's basically a ROM mapper tool where you can specify that set blocks of data in a file are a particular format, and write plugins for how to decode/re-encode/edit those formats. Plugins and a mapping file could be written for SoM to give almost all the same editing functionality, plus it could be easily applied to other games. If anything that may be the direction I focus next.

Anonymous said...

Just do whatever makes you happy.

But it's too bad that the asm hacks you implemented to make editing easier are useless now.

Mop said...

Not necessarily true. The concept for those hacks is applicable to the general case given that the right information is specified (location/format of referencing offsets, the nature of the data, and whether/where free space is available). The ROM expansion/stuff-reallocating code for the various parts of SoM was nearly copy/paste from one to the next. If you ask me, it could be abstracted to 99% of such cases with SNES ROMs, which would be way cooler than hardcoding it for SoM.

Anonymous said...

So, not getting stuck at shit with your party is still an option?
Great, that was bugging me like crazy! :D

DragonArk said...

Sounds good, looking forward to it :)

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