Tuesday, June 25, 2013

Minor update

Character/enemy tiles (except for bosses, yet) and their palettes can be written back to the ROM.  Like most things, the editor interface is not great yet, and I'll probably end up adding some sort of export/import to/from BMP/GIF/PNG feature.  I guess when you import them it will just have to match against the closest color of the palette you're currently displaying with, or maintain indexes in a paletted file (like a GIF).  Maybe in the end you could color it however you want and it would convert your colors into a new palette (assuming you use less than 16).  I guess I can play around with this later to see what's most useful.

Next up is the character sprite data (again, not bosses yet, since with the exception of the Mantis Ant those don't even read in properly) and maybe after that I'll drop a release, since I've added a bunch of shit since the last one.

I wanted to add an in-editor help feature as well, but I'm having trouble finding a good format to do it in.  HTML was my first idea, except that referencing embedded images from embedded HTML seems to be impossible, and I prefer to have things wrapped up in the binary when possible.

Saturday, June 22, 2013

More title screen stuff

One thing at a time.  Almost got everything editable now!


This one was a bit of a pain, because to make it variable-length and not give myself a huge hassle on the rest of the data in this block, I had to move it to the end.  It's also stored with a few other strings like the four credits that fade in and out, and those had to be moved with it since the same code is used to load all of them.

Adding lines to this thing "works" but has issues.  Not sure why yet.

Edit: "issues":

I think all that's left is making those pink birds editable, and the tree graphic.  Tree graphic comes later.

Friday, June 21, 2013

Title screen palette

Man, who would have thought the palette would have been the bitch part of this.






This turned out to be one of those situations where I have no idea why they did what they did. 

Changing the palette worked fine until I noticed part of it just magically reverted itself a little way through the title screen.  Turns out to achieve the text fading and transparency effects they do with the text that rolls across the screen, they keep about a million fucking modified copies of four of the palette's colors, and swap them in and out over time.  Once I picked through all of this and started generating all of these in the ROM export, everything was good.


Triple compression on this thing.  Compressed tiles, referenced by a compressed block of data that lays them out, all processed by a compressed block of code, and then they throw this giant table of colors in here, presumably to.. make up for the space saved by compressing the whole thing, I guess.  Sigh.  Whatever, it works now.

Wednesday, June 19, 2013

Title screen arrangement

Well, this works now too.



Editing these things is pretty time-consuming at the moment, but oh well.  At least it works.  I'll work on a better interface later.

Monday, June 17, 2013

More things working


LZ77 recompression working.  This is used for these graphics, the assembly data of these graphics into their title screen formations (oddly), parts of the boss graphics, and probably some others, so this crosses a bunch of shit off my list.

JPEG tree graphic not recompressable yet.  That's going to be a big pain, and I'm leaving that for very last.

Sunday, June 9, 2013

Event Editor

Still working on making various shitty things less shitty.  Event Editor currently takes the cake.

Edit: a bunch less exceptions now.  Editing events works better.  I also added the ability to insert dialogue characters you generally don't have a keyboard key for:

Friday, March 1, 2013

Scrollbars

Working on making them less shitty.  The arrows at the ends work now for example.

Oh, and you can use the mouse wheel to scroll through them now.

I'd sort of like to implement a click & pull for panning around composite maps as well.