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.

Monday, November 22, 2010

Map decompression

Map decompression is now 100% working as far as I can tell. There were a few stray cases I wasn't covering that were causing some maps to not look right. It was my second or third "Why the fuck would they code it this way?" moment so far. More to come, I'm sure.

I've also been changing how I read in background tiles. Some tiles that didn't show up at all on maps before now show up. There are issues with the palettes that still need to be worked out. Also, there are some flags on the "composite maps" that are not being interpreted correctly yet.. these determine the rendering order of the BG layers, transparency settings, layer movement effects, etc.

Bottom line: Maps still have issues, but they're being worked on.