tag:blogger.com,1999:blog-35364956602860116262024-03-14T11:16:48.461-04:00Secret of Mana EditorMophttp://www.blogger.com/profile/16833181645096153780noreply@blogger.comBlogger120125tag:blogger.com,1999:blog-3536495660286011626.post-53971859109361466702020-10-15T22:46:00.002-04:002020-10-15T22:46:59.655-04:00SoM hacking discords, etcSince this project has been inactive for a number of years now, I figured I'd link a couple communities where SoM development occasionally still happens.<div><br /></div><div><a href="http://secretofmanaancientcave.blogspot.com/">http://secretofmanaancientcave.blogspot.com/</a> Updates blogspot for my Secret of Mana Randomizer project, with a permanent discord link near the upper left</div><div><br /></div><div><a href="https://discord.gg/8skqCXN">https://discord.gg/8skqCXN</a> A discord originally made for Zhade's SoM hacks, but with a number of other developments going on as well.</div><div><br /></div><div>Messages posted here are not unseen, but I am way more likely to answer questions on my discord. I do not work on this project anymore (though I do use it a lot for SoM Rando development, actually), but can provide you with quite a bit of data on the game if needed for your own project.</div>Mophttp://www.blogger.com/profile/16833181645096153780noreply@blogger.com4tag:blogger.com,1999:blog-3536495660286011626.post-83183993696949213452017-09-19T23:37:00.000-04:002017-09-19T23:37:27.628-04:00DropboxHere's <a href="https://www.dropbox.com/s/6kze7r1i8qmj2po/somedit0213.rar?dl=1">build 0213</a> since I've gotten a bunch of complaints that all the old dropbox public links are dead.Mophttp://www.blogger.com/profile/16833181645096153780noreply@blogger.com12tag:blogger.com,1999:blog-3536495660286011626.post-31897916213804455062017-04-01T05:31:00.002-04:002017-04-01T05:31:08.251-04:00A year and seven months or so seems as good a time as any to get going with this again. When in doubt, don't take on something like this after being frustrated with an internship and, well, just as a default state of being. But after this long, and having taken steps to get a different rhythm in life, I think I can do this.<br />
<br />
I don't have an update ready yet, but it's no joke that I'm going to work on this again. If anyone else has made further progress on something like it in the intervening time, more power to them. If anyone's frustrated that I went this long without saying anything, fair enough. I'm just gonna do it.<br />
<br />
With all that said, if I do feel I'm going too slow with it, I'll delegate. There's plenty of this code to sort through, after all, and my own plans could best be described with a very detailed and enlightening "make this usable worth a damn."Enkerhttp://www.blogger.com/profile/07086906330805526953noreply@blogger.com22tag:blogger.com,1999:blog-3536495660286011626.post-49939065663094785222015-09-01T18:54:00.002-04:002015-09-01T18:54:41.772-04:00Transfer of ownershipIt's no secret that I haven't had much time or drive to work on this thing lately, and it's clear there is still some demand for a more "working" version of it. <br />
<br />
Enker/Eikigou is a buddy of mine who has done a lot of research on the game (certainly more than myself lately) and has expressed interest in turning the pile of chaotic garbage that is my source code into something more usable.<br />
<br />
He has posting privileges here and may or may not be using this blog.<br />
<br />
I'll still be hanging around and maybe working on some of my other projects when I have time.<br />
<br />
And that's that :3Mophttp://www.blogger.com/profile/16833181645096153780noreply@blogger.com52tag:blogger.com,1999:blog-3536495660286011626.post-17460723479157683752015-04-02T16:51:00.002-04:002015-04-02T16:51:12.957-04:00Projects BlogThis thing still lives, but I do have other things I work on in my spare time. If you're curious about what else I work on (mostly romhacky type crap), I have a new ten-second blog over here: <a href="http://mopsthings.blogspot.com/">http://mopsthings.blogspot.com/</a><br />
<br />
Coming soon and way overdue for me is a new computer, that will make working on all of these little things a hell of a lot easier. Mophttp://www.blogger.com/profile/16833181645096153780noreply@blogger.com21tag:blogger.com,1999:blog-3536495660286011626.post-78037351443836566662014-05-31T18:10:00.002-04:002014-05-31T19:37:51.312-04:00SpritesFixed a couple things. Some sprites look better now:<br />
<br />
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<a href="https://dl.dropboxusercontent.com/u/19968993/sprites_1.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://dl.dropboxusercontent.com/u/19968993/sprites_1.png" /></a>
<a href="https://dl.dropboxusercontent.com/u/19968993/sprites_2.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://dl.dropboxusercontent.com/u/19968993/sprites_2.png" /></a>
<a href="https://dl.dropboxusercontent.com/u/19968993/sprites_3.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://dl.dropboxusercontent.com/u/19968993/sprites_3.png" /></a>
<a href="https://dl.dropboxusercontent.com/u/19968993/sprites_4.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://dl.dropboxusercontent.com/u/19968993/sprites_4.png" /></a>
<a href="https://dl.dropboxusercontent.com/u/19968993/sprites_5.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://dl.dropboxusercontent.com/u/19968993/sprites_5.png" /></a></div>
<br />
<br />
Others, uh. Less so.<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://dl.dropboxusercontent.com/u/19968993/sprites_6.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://dl.dropboxusercontent.com/u/19968993/sprites_6.png" /></a>
<a href="https://dl.dropboxusercontent.com/u/19968993/sprites_7.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://dl.dropboxusercontent.com/u/19968993/sprites_7.png" /></a>
<a href="https://dl.dropboxusercontent.com/u/19968993/sprites_8.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://dl.dropboxusercontent.com/u/19968993/sprites_8.png" /></a>
<a href="https://dl.dropboxusercontent.com/u/19968993/sprites_9.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://dl.dropboxusercontent.com/u/19968993/sprites_9.png" /></a></div>
<br />
Edit: Okay, well, I think all the TILES are displaying now. Just.. some of them are paletted or positioned wrong.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://dl.dropboxusercontent.com/u/19968993/sprites_new1.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://dl.dropboxusercontent.com/u/19968993/sprites_new1.png" /></a>
<a href="https://dl.dropboxusercontent.com/u/19968993/sprites_new2.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://dl.dropboxusercontent.com/u/19968993/sprites_new2.png" /></a>
<a href="https://dl.dropboxusercontent.com/u/19968993/sprites_new3.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://dl.dropboxusercontent.com/u/19968993/sprites_new3.png" /></a>
<a href="https://dl.dropboxusercontent.com/u/19968993/sprites_new4.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://dl.dropboxusercontent.com/u/19968993/sprites_new4.png" /></a>
<a href="https://dl.dropboxusercontent.com/u/19968993/sprites_new5.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://dl.dropboxusercontent.com/u/19968993/sprites_new5.png" /></a></div>
<br />Mophttp://www.blogger.com/profile/16833181645096153780noreply@blogger.com32tag:blogger.com,1999:blog-3536495660286011626.post-81893553776190423242014-05-29T21:41:00.003-04:002014-05-29T21:41:51.976-04:00Build 0213Release notes:<br />
<br />
- Add support for DTE for text compression, for incoming ROMs and outgoing ROMs. This<br />
saves about 20K of space in the US ROM, which is the only one NOT to use DTE in its<br />
original form.<br />
- Move offsets and other version-variable numbers out to a set of properties files,<br />
which in this first release grant support for the following ROM versions:<br />
- US Version 0<br />
- French Version 0<br />
- German Version 0<br />
- PAL English Version 0<br />
Other ROMs will not load, but support will be added later for them.<br />
- Write out all ROMs with version 0x0F, so the editor won't try to load them back in<br />
(and fail horribly)<br />
- Fix a couple issues in Event parsing, one of which caused the treasure chest "shaking"<br />
animation to disappear.<br />
- Don't write out SPC samples unless you changed one. Whoops.<br />
- A few bosses look better now. I still have a lot of research to do on these.<br />
- Partial French and German translations, and they're probably not very accurate. For now<br />
this was really just a test to make sure the properties files were working correctly. These<br />
will be finished/fixed soon, by .. someone who speaks those languages, as soon as I finish<br />
moving all my strings out to properties files.<br />
<br />
Mostly language, font, and DTE-related stuff this time.<br />
<br />
<a href="https://dl.dropboxusercontent.com/u/19968993/som/FileListing.html">https://dl.dropboxusercontent.com/u/19968993/som/FileListing.html</a> <br />
<br />
<a href="https://dl.dropboxusercontent.com/u/19968993/som/build%200213/somedit0213.rar">https://dl.dropboxusercontent.com/u/19968993/som/build%200213/somedit0213.rar</a><br />
<br />
<a href="https://dl.dropboxusercontent.com/u/19968993/som/release_notes.txt">https://dl.dropboxusercontent.com/u/19968993/som/release_notes.txt</a>Mophttp://www.blogger.com/profile/16833181645096153780noreply@blogger.com4tag:blogger.com,1999:blog-3536495660286011626.post-81605210490489526912014-05-19T19:49:00.002-04:002014-05-19T19:51:34.044-04:00French & German DialogueThis seems to load now.<br />
<br />
There are still other issues with at least the title screen to work out before I call these ROMs "working."<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://dl.dropboxusercontent.com/u/19968993/som_frenchdialogue.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="352" src="https://dl.dropboxusercontent.com/u/19968993/som_frenchdialogue.png" width="400" /></a></div>
<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://dl.dropboxusercontent.com/u/19968993/som_germandialogue.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="351" src="https://dl.dropboxusercontent.com/u/19968993/som_germandialogue.png" width="400" /></a></div>
<br />Mophttp://www.blogger.com/profile/16833181645096153780noreply@blogger.com3tag:blogger.com,1999:blog-3536495660286011626.post-11080924541047378212014-05-18T22:36:00.000-04:002014-05-18T22:36:08.606-04:00DTEDTE for ROM output seems like it's working in the US ROM. This allows common two-letter sequences to be encoded in a single character and reduce the space that the events occupy.<br />
<br />
Strange thing about DTE is that while SoM has code and even tables to do it, they don't use it, and the code for the tables is even screwed up and overlapped. The editor now patches this code and re-generates the table based on whatever dialogue you used.<br />
<br />
The difference in event space is 109914 (original event data) bytes versus 83165 bytes with DTE. That's a savings of like 25%. Pretty considerable.<br />
<br />
Also notable is that the European versions of the ROM do actually use DTE. Maybe they couldn't figure it out in time to make the English version work, I don't know. These are still not loading correctly due to differences in title screen (it says "Nintendo" instead of "Squaresoft" in these versions and I guess that was cause for encoding it slightly differently) and font (accented characters), but support for these ROMs will be coming soon as I know a lot of you guys are German or French.<br />
<br />Mophttp://www.blogger.com/profile/16833181645096153780noreply@blogger.com2tag:blogger.com,1999:blog-3536495660286011626.post-6211282927241215732014-05-17T16:09:00.001-04:002014-05-17T16:09:10.168-04:00Build 0212Release notes:<br />
<br />
- Add "Export to PNG" for World Map.<br /> - Rearrange a lot of GUI strings so translations can function better.<br /> This is not complete yet.<br /> - Fix glitch that caused walk-on events and special events to be processed<br /> incorrectly for a few maps.<br /> - Disallow loading of foreign language ROMs until they can be processed<br /> correctly. US ROM only for now!<br />
<br />
This fixes an issue I just found with certain maps (like 62) ending up with a trigger incorrectly at 0,0 and throwing everything off.<br />
<br />
Also to the guy who wanted export world map to PNG, now you've got it. Enjoy your giant PNGs :3<br />
<br />
<br />
<a href="https://dl.dropboxusercontent.com/u/19968993/som/FileListing.html">https://dl.dropboxusercontent.com/u/19968993/som/FileListing.html</a> <br />
<br />
<a href="https://dl.dropboxusercontent.com/u/19968993/som/build%200212/somedit0212.rar">https://dl.dropboxusercontent.com/u/19968993/som/build%200212/somedit0212.rar</a><br />
<br />
<a href="https://dl.dropboxusercontent.com/u/19968993/som/release_notes.txt">https://dl.dropboxusercontent.com/u/19968993/som/release_notes.txt</a>Mophttp://www.blogger.com/profile/16833181645096153780noreply@blogger.com6tag:blogger.com,1999:blog-3536495660286011626.post-33069020190086520182014-05-17T10:43:00.004-04:002014-05-17T10:43:34.966-04:00World MapI added "Export to PNG" per someone's request a couple days ago.<br />
<br />
It makes a nice big PNG file.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://dl.dropboxusercontent.com/u/19968993/testworld3.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://dl.dropboxusercontent.com/u/19968993/testworld3.png" width="320" /></a></div>
<br />
World Map still needs a little work because there's actually a part of it that I don't read in yet - the raised version of the purple continent. Will be added sometime soon.Mophttp://www.blogger.com/profile/16833181645096153780noreply@blogger.com1tag:blogger.com,1999:blog-3536495660286011626.post-17494589299810780782014-05-12T21:52:00.002-04:002014-05-12T21:52:33.011-04:00Next upSo, a list of things that are "next," in sort-of-priority-order<br />
<br />
- Fixes for the existing shit as they come up<br />
<br />
- Support for DTE for European (and maybe Japanese) dialogue. Full support for the Japanese SD2 ROM is probably further off since last I checked it was actually organized considerably differently in at least a few spots.<br />
<br />
- Interface/usability improvements (some have been suggested)<br />
<br />
- Enemy/NPC sprite stuff (these only look maybe 50% correct at the moment) and Boss stuff (Currently only Mantis Ant and Metal Mantis look anywhere near correct)<br />
<br />
- Actual implementations of the currently-useless language buttons I've had sitting in there for years. I don't know French or German so I'll probably just run my strings through Google translate, then have someone who knows the language fix them up.Mophttp://www.blogger.com/profile/16833181645096153780noreply@blogger.com7tag:blogger.com,1999:blog-3536495660286011626.post-65627761552573618232014-05-11T11:07:00.002-04:002014-05-11T11:11:49.531-04:00Build 0211Release notes:<br />
<br />
- Make triggers positionable, add "Return" type trigger, and<br />
fix processing for "Special event" trigger type.<br />
- Add "Save to PNG" for composite maps. Note that not all maps<br />
look exactly right yet.<br />
- Add fast forward toggle-button for music playback.<br />
- Fix alignment of song names and update some of the names.<br />
- Fix divide by zero exception for empty song channels.<br />
- Add placeholders for changing the total number of certain things.<br />
- Change method of output to project file and external files for <br />
composite maps. Now stored as human-readable/modifiable properties <br />
file. Old file type still supported for compatibility. Similar <br />
changes to come for other data types.<br />
- Probably a bunch of other shit I forgot about it's been a while.<br />
<br />
The big thing here is maps should be more easily editable due to positionable triggers. This works in part due to a pile of new snescode I wrote to redesign the way they handle triggers, and it hasn't quite been tested to the extent it should be, so if anything seems horribly broken, do let me know.<br />
<br />
<a href="https://dl.dropboxusercontent.com/u/19968993/som/FileListing.html">https://dl.dropboxusercontent.com/u/19968993/som/FileListing.html</a> <br />
<br />
<a href="https://dl.dropboxusercontent.com/u/19968993/som/build%200211/somedit0211.rar">https://dl.dropboxusercontent.com/u/19968993/som/build%200211/somedit0211.rar</a><br />
<br />
<a href="https://dl.dropboxusercontent.com/u/19968993/som/release_notes.txt">https://dl.dropboxusercontent.com/u/19968993/som/release_notes.txt</a>Mophttp://www.blogger.com/profile/16833181645096153780noreply@blogger.com1tag:blogger.com,1999:blog-3536495660286011626.post-72287297319500536572014-05-10T23:35:00.002-04:002014-05-11T01:34:45.357-04:00:3A nice remix of the Mana Beast theme.<br />
<br />
<iframe src="http://www.youtube.com/embed/7PlSghia7KI?fs=1" allowfullscreen="" frameborder="0" height="344" width="459"></iframe>
<br />
<br />
Cleaning up for a release, I think I've fixed maps 257 and 258. I am sure there are still problems, but at the moment all the new trigger stuff SEEMS to work.
<br />
<br />
Edit: christ, blogspot makes it a giant hassle to just embed a youtube video that you already have the link to. I have no desire to pick through your crippled search results. I already have the goddamn link.Mophttp://www.blogger.com/profile/16833181645096153780noreply@blogger.com1tag:blogger.com,1999:blog-3536495660286011626.post-39258115455456119642014-05-09T23:57:00.000-04:002014-05-09T23:57:03.459-04:00Exit DoorsI think they're place-able now!<br />
<br />
It may still not work perfectly, but a test on map 257 worked:<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiR3DFzM2I23ggPjjIh0kT3OtHrQfytGLbY3RmvdqSB1AIOwiy3z01cH4XUE7PZZg4U4phtxZH9oRvzEgn5l59wu33-zfg8ev5GS5_P6UIalHCr7yPGb6hhc-HcLvvvXsIAn7amTN28tLo/s1600/map_257_edited.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiR3DFzM2I23ggPjjIh0kT3OtHrQfytGLbY3RmvdqSB1AIOwiy3z01cH4XUE7PZZg4U4phtxZH9oRvzEgn5l59wu33-zfg8ev5GS5_P6UIalHCr7yPGb6hhc-HcLvvvXsIAn7amTN28tLo/s1600/map_257_edited.png" height="428" width="640" /></a></div>
<br />
Notice I moved the right-side exit-doorway block up to that corner with the shadow.<br />
<br />
Here's an in-game shot of the screen fading out as I step on that tile. Not really sure how else to show it working. But it does lead me back out to where I came from.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiNKmwCLg5LtPB1ybhXHgX7b02tUXGuEUFRSQ3f1OInUQRhtMThqhMS56VLkaPDDiFPNeWtQNKGVA6qmX2eroW7spZk_rHzVpcHhdRvfd1l1zWv7-sAV83o1QWjgwfKuaIUTBRBDzgHkO8/s1600/map_257_fadeout.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiNKmwCLg5LtPB1ybhXHgX7b02tUXGuEUFRSQ3f1OInUQRhtMThqhMS56VLkaPDDiFPNeWtQNKGVA6qmX2eroW7spZk_rHzVpcHhdRvfd1l1zWv7-sAV83o1QWjgwfKuaIUTBRBDzgHkO8/s1600/map_257_fadeout.png" height="309" width="320" /></a></div>
<br />
So.. a release might be soon now that I THINK all trigger types are easily movable.Mophttp://www.blogger.com/profile/16833181645096153780noreply@blogger.com4tag:blogger.com,1999:blog-3536495660286011626.post-55280595197752437612014-05-08T20:36:00.003-04:002014-05-08T20:36:54.603-04:00Map 258Figured out how the "Special Event" triggers work. The 0x02 bit that I was ignoring from map header byte[3] is part of it, and the two bits together indicate the index of the tile in the collision layer that executes the special event.<br />
<br />
This fixes map 258, the elder's house in potos:<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh0yUGQjITBhMyGeu0HXS5qp7cHSaZiGBq7yQb417H9AgO5am-T_MRdl32fooUV1dFfX8JcjTb6HGeMA3tevINiJFhKe1eEaw4GbzqwLY6iJvX6ak8cEq2b_DJOyDNpXftaz5pZh6-Pa6Q/s1600/eldershouse.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh0yUGQjITBhMyGeu0HXS5qp7cHSaZiGBq7yQb417H9AgO5am-T_MRdl32fooUV1dFfX8JcjTb6HGeMA3tevINiJFhKe1eEaw4GbzqwLY6iJvX6ak8cEq2b_DJOyDNpXftaz5pZh6-Pa6Q/s1600/eldershouse.png" height="436" width="640" /></a></div>
<br />
For now I'm indicating them with yellow squares. With two bits, you can pick either tile 0xC0 (which is out of range, and indicates no special event), 0xBF, 0xBE, or 0xBD for the special event trigger. These can be useful if you want a bunch of tiles in a row to execute the same event without putting in multiple triggers. SoM also uses them in maps with whippable posts to execute the event that shoves your party together to prepare for a whip transfer thingy.Mophttp://www.blogger.com/profile/16833181645096153780noreply@blogger.com3tag:blogger.com,1999:blog-3536495660286011626.post-33709936888244054262014-04-30T21:08:00.001-04:002014-04-30T21:10:02.594-04:00TriggersMoving triggers confirmed working.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://dl.dropboxusercontent.com/u/19968993/triggerxy_1.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="536" src="https://dl.dropboxusercontent.com/u/19968993/triggerxy_1.png" width="640" /></a></div>
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://dl.dropboxusercontent.com/u/19968993/triggerxy_2.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://dl.dropboxusercontent.com/u/19968993/triggerxy_2.png" /></a></div>
<br />
<br />
<br />
You can see the green box outline where the trigger used to be. This is a collision type that used to indicate a door. You can still place them, but they don't do anything anymore.<br />
<br />
Coincidentally, this also makes maps load a little faster (in-game) since they don't have to search through the whole fucking thing for certain tiles assigning x/y positions anymore .. the new (much simpler) code just pulls from a table of positions I added.<br />
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I really just need to support all the other weird trigger types still, and then maps will be .. much more editable.Mophttp://www.blogger.com/profile/16833181645096153780noreply@blogger.com4tag:blogger.com,1999:blog-3536495660286011626.post-13408028697613708082014-04-29T23:07:00.001-04:002014-04-29T23:07:56.421-04:00Doors... are being worked, slowly.<br />
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I have the "exit" type doors (a la map 257) and what appears to be some sort of same-map A<->B door type pair (also map 257) importing as place-able trigger types now (as opposed to being assigned based on tile collision types.. what were you thinking Nasir). </-><br />
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Not exporting to ROM yet - that will be a major rewrite of their code .. an unfortunate but necessary thing to make doors easily editable.<br />
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Also on map 257 (holy fuck, this map) there is the door into the elder's house that appears to just not be there in any form that I've been able to find, yet somehow it works in game. So there's that.Mophttp://www.blogger.com/profile/16833181645096153780noreply@blogger.com1tag:blogger.com,1999:blog-3536495660286011626.post-802521159246907182014-02-27T00:13:00.000-05:002014-02-27T00:13:09.319-05:00BrainlordNo, this has nothing to do with Secret of Mana, but goddamnit, I've been wondering what's in this room on 2F of Platinum for years.<br />
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As it turns out... not a whole lot. A little engrish snippet about the wind shoes, but no shoes, and no apparent way out or in.<br />
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As for the SOM Editor, do I feel like picking it back up again? Maybe soon. I've been poking at a lot of random little romhacky projects lately, none of which have gone anywhere. A gameplay bot or some decent variation on the "twitch plays" theme would be particularly interesting, but I haven't quite found the right game/setup for it yet. It worked well enough for Pokemon but that's already been played out to death.<br />
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We'll see, I guess.<br />
Mophttp://www.blogger.com/profile/16833181645096153780noreply@blogger.com12tag:blogger.com,1999:blog-3536495660286011626.post-65850698423831777342013-07-28T21:25:00.002-04:002013-07-28T21:25:46.965-04:00Music stuffThis should be an amusing experiment, when I get around to it.<br />
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<br />Mophttp://www.blogger.com/profile/16833181645096153780noreply@blogger.com15tag:blogger.com,1999:blog-3536495660286011626.post-12771860439495907882013-07-25T21:49:00.000-04:002013-07-25T22:33:45.787-04:00God damnit, Secret of Mana.So, I figured out the reason map 258's collisions look wrong. Some maps are set to use layer 2 for collision data instead of layer 1. This is all well and good, except the bit that controls this isn't on the map, it's on the DOOR LEADING IN. So theoretically, a map could have either state. I'm hoping none do, because the collision data is what's originally used to determine where doors are.<br />
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So to determine the right collision state for a map, now I have to pick through all the doors leading to it, and see what the value of this bit is.<br />
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Edit: I ran a quick loop, and there are no two doors leading to the same map with different collision flags. Why the fuck store this on the door then, when it's clearly a property of the target map. Another thing for me to move to make everything properly editable...<br />
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Oh, and on a completely unrelated note, as a child I always thought there was something secret in this door in Northtown that I could never figure out how to get to:<br />
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Turns out, there isn't even a trigger on that spot. More disappointment.Mophttp://www.blogger.com/profile/16833181645096153780noreply@blogger.com6tag:blogger.com,1999:blog-3536495660286011626.post-67490162387689240362013-07-24T22:06:00.006-04:002013-07-25T00:32:33.014-04:00Positionable Composite Map TriggersThe first draft of this is in, with a few hundred new bytes of som-code generated by the editor if you change the composite maps. Triggers can now be placed freely, rather than dealing with tile types. After hours of crashing, it plays smoothly now and behaves at least somewhat like the original.<br />
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Waterfall maps work fine... I can play to Potos and kill the Mantis Ant.<br />
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Potos Inn takes me to Northtown.<br />
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Huh. Close enough?<br />
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Edit: Found what's causing this. Fix tomorrow. Mophttp://www.blogger.com/profile/16833181645096153780noreply@blogger.com16tag:blogger.com,1999:blog-3536495660286011626.post-33469991227352758442013-07-20T16:14:00.001-04:002013-07-20T16:14:19.758-04:00Build 0210More things.<br />
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- Change "Doors" checkbox to "Triggers" on Composite Map Editor.<br /> - Fix issues with display of Tileset 8 flags.<br /> - Add checkbox to view 3BPP tiles as second half of palette in<br /> raw tiles editor.<br /> - Add/implement some new edit linkages between tileset screens.<br /> - Fix issue where flipping to the Tileset16 editor from the<br /> composite map editor would not update the selected tile16 index<br /> and such correctly until you clicked on them. <br />
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<a href="https://dl.dropboxusercontent.com/u/19968993/som/FileListing.html">https://dl.dropboxusercontent.com/u/19968993/som/FileListing.html</a><br /><br /><a href="https://dl.dropboxusercontent.com/u/19968993/som/build%200210/somedit0210.rar">https://dl.dropboxusercontent.com/u/19968993/som/build%200210/somedit0210.rar</a><br /><br /><a href="https://dl.dropboxusercontent.com/u/19968993/som/release_notes.txt">https://dl.dropboxusercontent.com/u/19968993/som/release_notes.txt</a>Mophttp://www.blogger.com/profile/16833181645096153780noreply@blogger.com2tag:blogger.com,1999:blog-3536495660286011626.post-60516771627328974512013-07-19T18:22:00.002-04:002013-07-19T18:22:36.762-04:00Build 0209Goddamn mouse wheel. <br />
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- Fix failure to update scrollbar size for events list when window resizes.<br /> - Implement File->Exit that for a long time did nothing. Oops.<br /> - Fix issue where spamming the mousewheel on the event editor would crash<br /> the application under Windows 7.<br /> - Fix issue where scrollable area less than the size of the scrollbar would<br /> sit at the bottom/right instead of top/left.<br /> - Fix issue where map piece width/height were not adjustable.<br />
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<a href="https://dl.dropboxusercontent.com/u/19968993/som/FileListing.html">https://dl.dropboxusercontent.com/u/19968993/som/FileListing.html</a><br /><br /><a href="https://dl.dropboxusercontent.com/u/19968993/som/build%200209/somedit0209.rar">https://dl.dropboxusercontent.com/u/19968993/som/build%200209/somedit0209.rar</a><br /><br /><a href="https://dl.dropboxusercontent.com/u/19968993/som/release_notes.txt">https://dl.dropboxusercontent.com/u/19968993/som/release_notes.txt</a>Mophttp://www.blogger.com/profile/16833181645096153780noreply@blogger.com3tag:blogger.com,1999:blog-3536495660286011626.post-83370417309310127682013-07-18T23:28:00.003-04:002013-07-18T23:28:53.101-04:00Build 0208A few more minor fixes.<br />
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- Fix some exceptions when changing tilesets on map pieces editor.<br /> - Remove outdated event editor options and add option to show dialogue<br /> and non-dialogue events with either in-game font or Courier New.<br /> - Change sprite exception that comes up often for non-working sprites<br /> to a debug log message so it stops spamming the messages area.<br /> - Fix exception if trying to "Open in another window" with nothing<br /> selected.<br /> - Tweak handling of horizontal scrollbar for music view; it should be<br /> a little more accurate now.<br /> - Fix positioning of text on samples screen about how sound effects samples<br /> don't work yet.<br />
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<a href="https://dl.dropboxusercontent.com/u/19968993/som/FileListing.html">https://dl.dropboxusercontent.com/u/19968993/som/FileListing.html</a><br /><br /><a href="https://dl.dropboxusercontent.com/u/19968993/som/build%200208/somedit0208.rar">https://dl.dropboxusercontent.com/u/19968993/som/build%200208/somedit0208.rar</a><br /><br /><a href="https://dl.dropboxusercontent.com/u/19968993/som/release_notes.txt">https://dl.dropboxusercontent.com/u/19968993/som/release_notes.txt</a><br />Mophttp://www.blogger.com/profile/16833181645096153780noreply@blogger.com4