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Main - Posts by Moppy |
Moppy |
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Red Paragoomba Level: 18 Posts: 21/53 EXP: 29203 Next: 694 Since: 09-22-08 From: Syracuse, NY Last post: 2917 days Last view: 2909 days |
Lots and lots of debugging, mostly. This is the first I've heard of JPEG being used in an SNES game as well; I was quite surprised when I compared the SOM algorithm I had already traced 75% of the way through and they matched up almost exactly.
"Handle" is a flexible term I suppose.. it does take it around 20 seconds to generate the full image. It starts decompressing when the Squaresoft logo is up. Notice when the screen first comes up, it opens a little window to part of the background--the part it's managed to decompress so far. Once it's done, the music picks up and it opens the rest of the way. Wouldn't be surprised if they stylized it this way just to hide the fact that their algorithm takes so long to generate the background. |
Moppy |
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Red Paragoomba Level: 18 Posts: 22/53 EXP: 29203 Next: 694 Since: 09-22-08 From: Syracuse, NY Last post: 2917 days Last view: 2909 days |
Writing the code to import other images for the title background should be .. interesting, to say the least.
I do have to finish the loading, first -- the only thing I'm missing is the paletting. The version I'm showing there is the raw decompressed 24-bit version, which the game does indeed load in that form; unfortunately the platform lacks the capability to display it, so their last step after decompression is to palette it. How this happens is still a bit of a mystery until I get around to tracing through more code :3 Once that is set I should be able to generate optimum palettes for replacement images you import. Re-compression shouldn't be too difficult, my main concern is the need to rewrite some of the existing code to allow the image to be moved or split if needed. I do this automatic code-rewriting already for everything else that is writable and of variable size, but the code they use to read this image in is largely runtime-generated and run out of the 7E RAM bank, so there's really just an extra step I have to deal with before everything can work the way that I like. |
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Red Paragoomba Level: 18 Posts: 23/53 EXP: 29203 Next: 694 Since: 09-22-08 From: Syracuse, NY Last post: 2917 days Last view: 2909 days |
Posted by Scrydan That thing.. is another story. I haven't gotten around to looking at it yet, but yes, it is horribly slow and largely useless as a map to begin with. Fun fact: if you modify the world map with the current version of my editor, then open that map, it crashes. :3 |
Moppy |
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Red Paragoomba Level: 18 Posts: 24/53 EXP: 29203 Next: 694 Since: 09-22-08 From: Syracuse, NY Last post: 2917 days Last view: 2909 days |
Hmm, apologies for a long absence, as seems to be a pattern for me, but for those who are interested, there is a new build. Among the changes are preliminary sprite rendering for maps, faster map rendering algorithms, expansion up to 48 megabit, and the ability to pull sections off into different windows.
http://somedit.blogspot.com/ has the link and the full release notes. Feel free to drop bugs here, though many are known. |
Moppy |
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Red Paragoomba Level: 18 Posts: 25/53 EXP: 29203 Next: 694 Since: 09-22-08 From: Syracuse, NY Last post: 2917 days Last view: 2909 days |
This is a known issue with rendering a tile's color 0 vs. rendering as the map background color. It happens on a bunch of maps. Not sure how to resolve it just yet, but it's.. on the pile of stuff to fix. |
Moppy |
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Red Paragoomba Level: 18 Posts: 26/53 EXP: 29203 Next: 694 Since: 09-22-08 From: Syracuse, NY Last post: 2917 days Last view: 2909 days |
Peculiar. Can you guys check if build 0201 still does this? |
Moppy |
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Red Paragoomba Level: 18 Posts: 27/53 EXP: 29203 Next: 694 Since: 09-22-08 From: Syracuse, NY Last post: 2917 days Last view: 2909 days |
It's something that was planned, but it wasn't high priority. Maybe I could sneak it in sooner. Not all maps render 100% correctly yet either. |
Moppy |
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Red Paragoomba Level: 18 Posts: 28/53 EXP: 29203 Next: 694 Since: 09-22-08 From: Syracuse, NY Last post: 2917 days Last view: 2909 days |
Just to give this thread a little bump, I was always a little disappointed with "Sword of Mana" and thought an SD1 (Final Fantasy Adventure) remake in the SOM engine might be an interesting idea.
Not sure who I'd use as P2 and P3 though; SD1 swaps out P2s pretty frequently... I don't think any of them make sense to keep around for the length of the game without some story rewriting. Maybe I could have a way to swap in and out P2 sprite sets. |
Moppy |
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Red Paragoomba Level: 18 Posts: 29/53 EXP: 29203 Next: 694 Since: 09-22-08 From: Syracuse, NY Last post: 2917 days Last view: 2909 days |
Looks like the sound effects loader isn't clearing the old samples out before it loads again, and getting a duplicate key exception, then it never proceeds with the rest of the load. That's been fixed, but there might be other similar, less-visible issues. Will check it out.
Edit: Okay, I think I resolved all of the "Trying to add a second set of X to memory when you load another project" issues. Fix will be in 0202. |
Moppy |
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Red Paragoomba Level: 18 Posts: 30/53 EXP: 29203 Next: 694 Since: 09-22-08 From: Syracuse, NY Last post: 2917 days Last view: 2909 days |
Map 256 is a special case that I don't support yet.. the log bridge thing is on layer 3, where 99% of maps are layer 1 & 2 only. Another exception is 253, which is where you fight the mana beast - the "background" here is on the sprite layer and actually part of the mana beast itself (note where the collision layer is cut out, but no graphics are there).
I haven't done very extensive testing of the "new game" map.. it's possible that values over 255 don't work, but I thought I wrote code to handle that. There are palettes that cycle colors, the only example that comes to mind is the winter one that you speak of -- the trees there change colors. Editor doesn't support displaying this yet. |
Moppy |
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Red Paragoomba Level: 18 Posts: 31/53 EXP: 29203 Next: 694 Since: 09-22-08 From: Syracuse, NY Last post: 2917 days Last view: 2909 days |
That's something I've thought about as a solution to being able to "chain-cast" to pretty much wipe out any boss without really fighting it. I haven't had a chance to play with it yet, but I would guess that doing both sets of processing every frame might indeed slow things down a bit. We'll see! |
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Red Paragoomba Level: 18 Posts: 32/53 EXP: 29203 Next: 694 Since: 09-22-08 From: Syracuse, NY Last post: 2917 days Last view: 2909 days |
I run XP. You shouldn't have to run as administrator, but it probably wouldn't hurt. It should run without FMOD and just report that the DLL is missing. I really need to work on better logging for situations like this.
Does the process hang around in the running processes list (task manager)? Or terminates immediately? |
Moppy |
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Red Paragoomba Level: 18 Posts: 33/53 EXP: 29203 Next: 694 Since: 09-22-08 From: Syracuse, NY Last post: 2917 days Last view: 2909 days |
Trying to remember to keep working on this thing. |
Moppy |
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Red Paragoomba Level: 18 Posts: 34/53 EXP: 29203 Next: 694 Since: 09-22-08 From: Syracuse, NY Last post: 2917 days Last view: 2909 days |
I generally test with ZSNES 1.42 and Geiger's Snes9x with the debugger.
European versions do not work yet due to differences in dialogue text handling but support for them is on my list of stuff to do. The Japanese version, Seiken Densetsu 2, has some additional differences that would need to be handled. I'd call it low priority. I don't think most of the data formats changed significantly in any version, so things like maps should be interchangeable, particularly since the formats I write out to importable files are intended to be generic and are unencoded/uncompressed. I thought I had a map piece search! But yeah, if it isn't there, it will be. Enemies and treasures are objects on composite maps. Currently you can add/edit/remove these, but not all the details are perfect. The event editor needs work, and I plan to have a set of help pages for trickier stuff eventually. Composite map size is determined by the size of the map pieces used on that map. It will automatically loop around when it hits the edges. I think the max size is 128x128. You can resize the map pieces in their editor screen. At the moment, doors and maps can't be "created" (only modified) but you can use the same door reference from multiple map triggers, which can be added on the composite map screen. The display settings determine how the layers fit together, what shows up transparent, what the background color is, etc. There are only like 64 of them and each composite map has a reference to which one it uses. There may still be pieces missing here, like how some maps have scrolling layers. Confused a little by your map saving question but if you file/save the project, and reopen it, it should have your changes. If not, contact me and I'll take a look at your project. Only create projects with a vanilla US SOM ROM - i potentially make a lot of changes to the organization of the ROM when I write it back out, and these aren't supported for re-import. Hope this helps~ |
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Red Paragoomba Level: 18 Posts: 35/53 EXP: 29203 Next: 694 Since: 09-22-08 From: Syracuse, NY Last post: 2917 days Last view: 2909 days |
Yep! Some new working stuff, and a bunch of new broken stuff, as always.
Release listing: https://dl.dropboxusercontent.com/u/19968993/som/FileListing.html Latest release: https://dl.dropboxusercontent.com/u/19968993/som/build%200203/somedit0203.rar Release notes: https://dl.dropboxusercontent.com/u/19968993/som/release_notes.txt Any problems can be reported here. Edit: and 0204 now too: https://dl.dropboxusercontent.com/u/19968993/som/build%200204/somedit0204.rar |
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Red Paragoomba Level: 18 Posts: 36/53 EXP: 29203 Next: 694 Since: 09-22-08 From: Syracuse, NY Last post: 2917 days Last view: 2909 days |
Posted by Davias The original "Final Fantasy Adventure" for the gameboy is definitely my favorite in the series. If I knew anything about gameboy games I'd have the editor double as an FFA editor. And Legend of Mana is weird, but has grown on me over time. I haven't really played many of the others beyond the two SNES titles, but I haven't heard good things past SD3 and LOM. Posted by Davias Weapon data is now editable :3 Posted by Davias The event editor has some issues, but dialogue editing should work if you highlight one of the blue sections and hit Edit Selected. Do other event types work? Mainly the "Unknown" events have problems at the moment. Changing the type seems to dump out some exceptions that I haven't picked through yet. Posted by RetroHelix. Which event did you have up? Mousewheeling should scroll up/down through the displayed event if your mouse is over the event display, otherwise it scrolls the focused component (which may be the ID list; this will cause it to go to the next event) Posted by RetroHelix. Closing with X must be handled differently than the cancel. I do see a null ref exception when I do it, though it lets me open another window. I'll check it out. Posted by RetroHelix. Try leaving in the "Use doorway 0x00" as well. This seems to transition you to the waterfall map. (check out doorway 00, it leads to map 256, the waterfall map. Without this command it's just going to stay on map 8, which is black.) Posted by RetroHelix. I'll see what I can do :p |
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Red Paragoomba Level: 18 Posts: 37/53 EXP: 29203 Next: 694 Since: 09-22-08 From: Syracuse, NY Last post: 2917 days Last view: 2909 days |
Posted by Otrebla2 This is being worked on. The end of the music sits up against the world map data, and it looks like the last song to fit into that area (before it expands to the 200000 region) is overrunning its space and writing over some world map tiles. I'm working on a fix for.. 0206? Is that the number I'm at now? As for the song timing, I should be handling all notes by assembling combinations of SOM notes, for which there are a variety of sizes and divisions. The MIDI importer in general needs work--even if the timing comes in correctly, it still gives you a very flat sound, because I'm not handling vibrato/tremolo/things like that yet. Your timing issue will probably be resolved when I get around to fixing all of this. Feel free to link the MIDI you're using and I'll take a look though. |
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Red Paragoomba Level: 18 Posts: 38/53 EXP: 29203 Next: 694 Since: 09-22-08 From: Syracuse, NY Last post: 2917 days Last view: 2909 days |
I'll add these to my list of things to check out. It's been a while since I've touched this thing, but I've been trying to put some work in on it recently. |
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Red Paragoomba Level: 18 Posts: 39/53 EXP: 29203 Next: 694 Since: 09-22-08 From: Syracuse, NY Last post: 2917 days Last view: 2909 days |
Yeah, I'm still alive, and I even released a build.
This one has the first drop of positionable triggers, with a bunch of new asmhacks that get injected to make the game handle them correctly. I tested a few maps around Potos, but it probably still has some issues, so let me know if anything breaks. http://somedit.blogspot.com/2014/05/build-0211.html https://dl.dropboxusercontent.com/u/19968993/som/FileListing.html https://dl.dropboxusercontent.com/u/19968993/som/build%200211/somedit0211.rar https://dl.dropboxusercontent.com/u/19968993/som/release_notes.txt |
Moppy |
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Red Paragoomba Level: 18 Posts: 40/53 EXP: 29203 Next: 694 Since: 09-22-08 From: Syracuse, NY Last post: 2917 days Last view: 2909 days |
Posted by RetroHelix. I suppose I always figured this was the case. It is 650 MB versus the final 2 MB, after all. I wonder if any of these materials are still around somewhere.. it would be fun to cobble together a version of "what Secret of Mana could have been." Sadly we'd probably much sooner find the half-finished dev copy of Earthbound 64 than any of this stuff. |
Main - Posts by Moppy |
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