Saturday, March 27, 2010
Lalala
Feh. I've been ignoring this thing for too long. I think it's time to start working on it again soon!
Thursday, June 11, 2009
Well..
Good news and bad news. The hard drive(s) is(are) fucking up on my main somedit computer. However, I had a feeling it was going to happen and moved a copy of somedit to this computer this morning. Also, a few updates:
- MIDI importer is working better. Most of the MIDIs I have actually work now... of course it takes some work to get them sounding decent with SoM's (or custom) samples, but the timing is (nearly) correct now. The one major remaining thing is to figure out what the deal is with MIDIs that seem to have only one track with all the events crammed on it. These... do not import well just yet.
- Fixed a bug in the world map loading routine, and I think I wrote a recompressor for it too. But it hasn't been tested yet. Oh, and I found the set of daytime (earlier in the game) palettes for the world map (as opposed to the purple-tinted nighttime ones near the end of the game that I was using before). You can now display/edit both.
- Started adding a number of right-click convenience menus that I plan to have all over. For example, you can rightclick a spot on a map and choose to edit the tile, map piece, object, etc. at the clicked position. This should greatly reduce the amount of time you spend searching around for shit, particularly tiles.
- I wrote a recompress routine for map pieces. Also hasn't been tested yet. I'm missing a couple compression "commands" in the load routine, which explains why a few maps here and there have always looked screwy. This will be fixed soon enough...
- Probably some other stuff I don't remember.
- MIDI importer is working better. Most of the MIDIs I have actually work now... of course it takes some work to get them sounding decent with SoM's (or custom) samples, but the timing is (nearly) correct now. The one major remaining thing is to figure out what the deal is with MIDIs that seem to have only one track with all the events crammed on it. These... do not import well just yet.
- Fixed a bug in the world map loading routine, and I think I wrote a recompressor for it too. But it hasn't been tested yet. Oh, and I found the set of daytime (earlier in the game) palettes for the world map (as opposed to the purple-tinted nighttime ones near the end of the game that I was using before). You can now display/edit both.
- Started adding a number of right-click convenience menus that I plan to have all over. For example, you can rightclick a spot on a map and choose to edit the tile, map piece, object, etc. at the clicked position. This should greatly reduce the amount of time you spend searching around for shit, particularly tiles.
- I wrote a recompress routine for map pieces. Also hasn't been tested yet. I'm missing a couple compression "commands" in the load routine, which explains why a few maps here and there have always looked screwy. This will be fixed soon enough...
- Probably some other stuff I don't remember.
Sunday, February 15, 2009
Somedit not dead!
It's just sleeping for a bit.
One of these days it will pick back up.
Mop's open projects include...
SoM Editor
Light Ages server for MMORPG Darkages
Darkages Map Editor (For Light Ages)
CPNP
SNES memory editing assistant
Ray tracer / experimental renderer
Lagoon Castle map for UT3
Plus I have a bunch of games to finish playing...
Mass Effect
LOTRO
Fear2
Mother3
etc.
Plus work and "life" (lol). So there hasn't been a whole lot of time for Somedit.
Once this thing is finally done, though, I was pondering playing with either Zelda: OOT or FF7 for my next editor.
One of these days it will pick back up.
Mop's open projects include...
SoM Editor
Light Ages server for MMORPG Darkages
Darkages Map Editor (For Light Ages)
CPNP
SNES memory editing assistant
Ray tracer / experimental renderer
Lagoon Castle map for UT3
Plus I have a bunch of games to finish playing...
Mass Effect
LOTRO
Fear2
Mother3
etc.
Plus work and "life" (lol). So there hasn't been a whole lot of time for Somedit.
Once this thing is finally done, though, I was pondering playing with either Zelda: OOT or FF7 for my next editor.
Saturday, October 25, 2008
Resizable map view
Wednesday, October 1, 2008
Brief hiatus
I'll be moving fairly soon which is why this hasn't been touched in a while.
Soon after, work should re-commence on the som editor.
Soon after, work should re-commence on the som editor.
Sunday, September 21, 2008
16x16 Tileset Editor
Progress
I'll edit this list as progress is made...
These are just quick estimates but should give a decent idea what still needs to be done...
Composite Maps - collection of map pieces, objects, and doors making up a single SOM map
Loading: 60%
Editing: 10%
Writing: 0%
Map pieces - reusable map fragments that are combined to form maps
Loading: 60%
Editing: 0%
Writing: 0%
8x8 Tiles - graphics used for maps
Loading: 90%
Editing: 0%
Writing: 0%
8x8 Tilesets - collection of 256 8x8 tiles for use on a map
Loading: 95%
Editing: 0%
Writing: 0%
16x16 Tilesets - collection of 384 16x16 tiles for use on a map; 192 for background and 192 for foreground
Loading: 90%
Editing: 50%
Writing: 0%
Map palettes - palettes used for maps
Loading: 75%
Editing: 20%
Writing: 0%
Collision tiles - definitions for how the player interacts with a particular 16x16 tile
Loading: 65%
Editing: 0%
Writing: 0%
World map - mode 7 map shown when flying on flammie
Loading: 85%
Editing: 50%
Writing: 0%
World map tiles - 256 8x8 tiles used to render world map
Loading: 85%
Editing: 85%
Writing: 0%
World map palettes - palettes used on world map
Loading: 100%
Editing: 40%
Writing: 0%
Misc world map info - Sky graphics, flammie graphic, haze effect, etc
Loading: 0%
Editing: 0%
Writing: 0%
Character animations - collection of sprite tiles making up a number of character animation frames
Loading: 30%
Editing: 0%
Writing: 0%
Character stats - character stats for each level; other misc character-related info
Loading: 75%
Editing: 50%
Writing: 0%
Enemy animations - enemy animation frames
Loading: 0%
Editing: 0%
Writing: 0%
Enemy stats - Enemy stats, element weaknesses, names, etc
Loading: 75%
Editing: 25%
Writing: 0%
NPC animations - npc animation frames
Loading: 0%
Editing: 0%
Writing: 0%
Enemy AI definitions - flags for spells cast, attack type, splitting into more enemies, etc.
Loading: 10%
Editing: 0%
Writing: 0%
Items - item names, effects, armor/weapon strengths, etc
Loading: 0%
Editing: 0%
Writing: 0%
Spells - stats/effects for spells
Loading: 0%
Editing: 0%
Writing: 0%
Spell/item effects - spell effect animations
Loading: 0%
Editing: 0%
Writing: 0%
Music - songs and longer sound effects
Loading: 90%
Editing: 50%
Writing: 60%
SPC700 samples - raw samples used in music and sound effects
Loading: 80%
Editing: 60%
Writing: 60%
Sound effects - no idea where these are hiding just yet
Loading: 0%
Editing: 0%
Writing: 0%
Menu graphics - borders and such associated with menus
Loading: 20%
Editing: 0%
Writing: 0%
Title screen logo - gold text with "Secret of Mana"
Loading: 90%
Editing: 0%
Writing: 0%
Title screen background - 8bit graphic of mana tree and 3 characters
Loading: 0%
Editing: 0%
Writing: 0%
Events - pseudo-scripting system for events & dialogue
Loading: 75%
Editing: 50%
Writing: 0%
Font - font used in menus and dialogue
Loading: 95%
Editing: 30%
Writing: 20%
Total - weighing every item equally
Loading: 51%
Editing: 19%
Writing: 5%
These are just quick estimates but should give a decent idea what still needs to be done...
Composite Maps - collection of map pieces, objects, and doors making up a single SOM map
Loading: 60%
Editing: 10%
Writing: 0%
Map pieces - reusable map fragments that are combined to form maps
Loading: 60%
Editing: 0%
Writing: 0%
8x8 Tiles - graphics used for maps
Loading: 90%
Editing: 0%
Writing: 0%
8x8 Tilesets - collection of 256 8x8 tiles for use on a map
Loading: 95%
Editing: 0%
Writing: 0%
16x16 Tilesets - collection of 384 16x16 tiles for use on a map; 192 for background and 192 for foreground
Loading: 90%
Editing: 50%
Writing: 0%
Map palettes - palettes used for maps
Loading: 75%
Editing: 20%
Writing: 0%
Collision tiles - definitions for how the player interacts with a particular 16x16 tile
Loading: 65%
Editing: 0%
Writing: 0%
World map - mode 7 map shown when flying on flammie
Loading: 85%
Editing: 50%
Writing: 0%
World map tiles - 256 8x8 tiles used to render world map
Loading: 85%
Editing: 85%
Writing: 0%
World map palettes - palettes used on world map
Loading: 100%
Editing: 40%
Writing: 0%
Misc world map info - Sky graphics, flammie graphic, haze effect, etc
Loading: 0%
Editing: 0%
Writing: 0%
Character animations - collection of sprite tiles making up a number of character animation frames
Loading: 30%
Editing: 0%
Writing: 0%
Character stats - character stats for each level; other misc character-related info
Loading: 75%
Editing: 50%
Writing: 0%
Enemy animations - enemy animation frames
Loading: 0%
Editing: 0%
Writing: 0%
Enemy stats - Enemy stats, element weaknesses, names, etc
Loading: 75%
Editing: 25%
Writing: 0%
NPC animations - npc animation frames
Loading: 0%
Editing: 0%
Writing: 0%
Enemy AI definitions - flags for spells cast, attack type, splitting into more enemies, etc.
Loading: 10%
Editing: 0%
Writing: 0%
Items - item names, effects, armor/weapon strengths, etc
Loading: 0%
Editing: 0%
Writing: 0%
Spells - stats/effects for spells
Loading: 0%
Editing: 0%
Writing: 0%
Spell/item effects - spell effect animations
Loading: 0%
Editing: 0%
Writing: 0%
Music - songs and longer sound effects
Loading: 90%
Editing: 50%
Writing: 60%
SPC700 samples - raw samples used in music and sound effects
Loading: 80%
Editing: 60%
Writing: 60%
Sound effects - no idea where these are hiding just yet
Loading: 0%
Editing: 0%
Writing: 0%
Menu graphics - borders and such associated with menus
Loading: 20%
Editing: 0%
Writing: 0%
Title screen logo - gold text with "Secret of Mana"
Loading: 90%
Editing: 0%
Writing: 0%
Title screen background - 8bit graphic of mana tree and 3 characters
Loading: 0%
Editing: 0%
Writing: 0%
Events - pseudo-scripting system for events & dialogue
Loading: 75%
Editing: 50%
Writing: 0%
Font - font used in menus and dialogue
Loading: 95%
Editing: 30%
Writing: 20%
Total - weighing every item equally
Loading: 51%
Editing: 19%
Writing: 5%
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