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May 23, 2013, 8:16pm




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Topic Summary
Posted by xproject on Nov 28, 2011, 3:26pm
can you tell us when does came the feature "Export to ROM..."?
I would like to test it in the game even if only minor changes are possible at times ;D
Posted by Mop on Nov 28, 2011, 6:35pm
It's being worked on right now. Some of the stuff is "working" and some is not. Tilesets are being worked right now - their compression is actually a big pain in my ass but it should be done soon. I also want to write a new way of allocating space for "expanded" data in the resulting ROM.

The following stuff "works" last I knew:
- Music
- Music samples (not perfect re-compression yet, but it sounds alright)
- Events
- Map pieces (generally re-compresses a little larger than the original maps, but no big deal for now since there's plenty of ROM space)

And the rest of the stuff hasn't been implemented yet:
- 8x8 tilesets (shouldn't be terribly difficult)
- 16x16 tilesets (somewhat annoying due to really strange compression method. currently being worked)
- Tiles (should be easy)
- Composite maps (should be easy)
- World map (should be fairly easy.. simple RLE compression)
- Font (easy)
Posted by Mop on Nov 29, 2011, 10:02pm
Before I lose/forget this, here's the docs on the tileset16 compression (tilesets found at B4000). This was the one really major thing slowing down "Export to ROM," and as of tonight it's fully documented. It looks simple, but you should see the fucking code they use to process these things.

*************
Tileset16 commands

00: copy last tile entirely
01: 8-bit increment on tile index value of last tile
10: 8-bit decrement on tile index value of last tile
1111 xxxxxxxx xxxxxxxx: Specify entire tile data
110 xxxxxxx: Add 7-bit signed value xxxxxxx to previous tile's tile index, and use that
1110 xxxx yyyyyy: Change tile flags with xxxx as follows, and add 6-bit signed value yyyyyy to previous tile's tile index.
0ppp: Change palette to ppp
1fff: Change flags (vflip, hflip, alt bg)
Posted by Mop on Nov 30, 2011, 9:55pm
Tileset8 and Tileset16 re-compress routines were written today. They have yet to be tested.
Posted by Mop on Dec 2, 2011, 12:17am
Modifying tiles works and they can be exported back to rom. Just tested. Looked OK in ZSnes.
Posted by xproject on Dec 2, 2011, 12:48pm
COOL great work, ;-)
It is great to hear that everything is going so fast forward
Posted by Mop on Dec 2, 2011, 8:01pm
Tileset16 re-compression: tested in ZSnes and working. There is an issue with writing them back to the same section of the ROM (probably since it's not one fucking contiguous section) but for now they write (and read) fine at the end of the ROM.

Edit: Nevermind, I think I fixed it.
Posted by Mop on Dec 3, 2011, 9:04pm
Maps now re-compress to the ROM!
Posted by enixd on Dec 4, 2011, 1:50pm

Dec 3, 2011, 9:04pm, Mop wrote:
Maps now re-compress to the ROM!


All of them? Sweet ;)
Posted by Mop on Dec 4, 2011, 2:47pm
It's still quite buggy, the compression is not perfect, and the editor has to inject some code to allow them to exist in banks where they're not normally found, but yes.. I was able to modify the waterfall map, export it back, and see it modified in ZSnes.

Palettes also work now.

Next is events, I think, then the world map.

When everything that's currently editable is also exportable, I'll put out another build.

Also see blog for updates, and dropbox for builds/other files. ***** NOTE: please use the following board for SOM hacking discussion from now on: ACMLM Secret of Mana Hacking Board *****
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