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February 3, 2014 at 8:10 am in reply to: Destiny of an Editor (permanent beta test mode active) #53439
Niahak
ModeratorNice work!
Yeah, the load time seems a little rough. I’m not sure what can be done about it, though. As long as it isn’t causing pain / additional work for users, it seems like the right way to go.
Don’t worry about the explanations. It was an interesting problem to solve over the weekend. I did get a bit frustrated, but hopefully that didn’t come through too much here.
Next question is – where are towns stored, and are we loading in town/cave graphics properly? If it’s in a similar enough format to the world map it should be really easy to get going.
February 2, 2014 at 7:02 pm in reply to: Destiny of an Editor (permanent beta test mode active) #53432Niahak
Moderator
Still need to colorize things… but I think the interface for that is TBD anyway!
All of this stuff (aside from categories) is loaded from the ROM now. I can get rid of the images in the maptiles subfolder.
The other tilesets are loading in in the background, but aren’t selectable yet.
I might not have time to work on this tomorrow, so I’ll check-in what I have. MiDKnighT, if you’d like to work on it any more or look over what I’ve done, feel free.
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This reply was modified 12 years, 3 months ago by
Niahak.
February 2, 2014 at 5:40 pm in reply to: Destiny of an Editor (permanent beta test mode active) #53430Niahak
ModeratorWhew! I figured it out after a while. Thanks for bearing with me.
I figured out that the X1, Y1 stuff wouldn’t be relevant except *within* a tile. Once I got past that, I got most of it.
So, the next question: I’ve successfully loaded bank 2 by mistake. How is the processing different for bank 1 (e.g. if the control code is different)? I didn’t see that detail included in the explanation.
February 2, 2014 at 2:43 pm in reply to: Destiny of an Editor (permanent beta test mode active) #53424Niahak
ModeratorI think the biggest barrier for me is that I don’t understand assembly language.
I understand the transformation from 0xc0 to 0x00 and 0x07.
I think I understand the lookup table (it starts at 0x3d9c6, so the world map category is 0x80, inn/house is 0x8D, etc).
What confuses me is the Y, X and Y1,X1 values and how $1C and $1E are derived from them.
Where do Y1 and X1 come from?
Can you describe (mathematically) how $1C and $1E are set and how Y is set from them?What is happening in the final step (where the lookup value goes from 0x8700 to 0x8800)? I tried looking up the assembly command descriptions, but none of them seem to use Y. X is being used, but what matters seems to be what’s in $F6BA.
Thanks!February 2, 2014 at 12:31 pm in reply to: Destiny of an Editor (permanent beta test mode active) #53413Niahak
ModeratorI understand where the graphics are, and I have them loading in…
The issue is how to stitch the 8×8 tiles together to make 2_192, for example. Where does the game store what 8×8 tiles make up 2_192?
For example, this image:

Where is the knowledge that the tile 02_192 is made up of
B0 A1 A2 A3
B0 B1 B2 B3
C0 C1 C2 C3
D0 D1 D2 D3?/edit: Ah, I think I see where it happens now. The order of entries was throwing me off.
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This reply was modified 12 years, 3 months ago by
Niahak.
February 2, 2014 at 11:10 am in reply to: Destiny of an Editor (permanent beta test mode active) #53408Niahak
ModeratorThanks!
I have the editor loading in the small tiles (the 8×8 ones). Do you know where the information of what each tile type is, is stored?
In the “Build the map tiles” section, you have an example of loading a tile, but I don’t see any information about where tile 2_192 is actually defined in the ROM.
If I can understand that format, I think I can load the world map graphics 100% dynamically and then loading cave / town / etc graphics should be comparably a piece of cake.
February 2, 2014 at 10:07 am in reply to: Destiny of an Editor (permanent beta test mode active) #53405Niahak
ModeratorColors2.tbl is missing, too, but that won’t keep me from doing some work on the mapping today.
February 2, 2014 at 8:43 am in reply to: Destiny of an Editor (permanent beta test mode active) #53398Niahak
ModeratorI’m not seeing the update in source control. Did you by chance forget to commit the changes?
/edit: Also missing in source control:
DoaEditor\Villager.cs
DoaEditor\portraits\icon.ico-
This reply was modified 12 years, 3 months ago by
Niahak.
January 31, 2014 at 7:16 am in reply to: Destiny of an Editor (permanent beta test mode active) #53377Niahak
ModeratorI’ll be busy until Sunday sometime, so feel free to take an initial stab at the map stuff. If you get stuck, I can pick things up in a couple days.
My gut feeling is that this won’t be too bad as long as we take things one step at a time. I don’t expect people to drastically change the map (by e.g. adding new regions) yet, so we can probably just load all of the existing ones from known locations and don’t have to worry about new ones. That should mean you can just add the new regions and you’ll have some mapping capability (though the tile palette might be wrong). We can cannibalize some of the portrait loading logic to figure out the bit format for images. Stitching together the tiles might be a bit of a pain, but it’s something we did along the vertical axis for portraits, so again we have an example to work from.
January 29, 2014 at 4:50 pm in reply to: Destiny of an Editor (permanent beta test mode active) #53348Niahak
ModeratorHey MiDKnighT,
What’s the planned feature you’re looking at next? Loading in graphics for the map tiles, or is the long-term plan to have every map section in the game editable?I’m not super familiar with how the graphics work (been a long time since I imported the portrait data!) in terms of palette selection. I can definitely help out with the mapping code, though. It has been a couple years since I touched it, so I might be a bit rusty.
Niahak
ModeratorAccording to theHelp Page they do accept public DropBox submissions. I haven’t tried making a public DropBox file or anything, so I’m not sure if it costs anything.
Niahak
ModeratorYikes, starting with 10 soldiers? Guess we gotta work our way back up from the bottom.
August 22, 2013 at 12:08 pm in reply to: Destiny of an Editor (permanent beta test mode active) #27647Niahak
ModeratorYeah, the issue is that the tactics are loaded up in such a way that any change to an officer will trigger a crash :/
August 22, 2013 at 12:35 am in reply to: Destiny of an Editor (permanent beta test mode active) #27644Niahak
ModeratorLooks like it's related to the highest tactic items The conversion was changed — it used to be a special value I called a "Code" (byte with a string value that is useful to the user) but it's been converted so that the new Tactic Profiles can be used.
It's a little bit messy to fix, and I'm not sure I'm comfortable doing it without MiDKnighT's involvement since he wrote the new stuff. If he doesn't turn up for a couple days I can probably take a look, though.
July 10, 2013 at 10:28 pm in reply to: Destiny of an Editor (permanent beta test mode active) #27620Niahak
ModeratorMore details?
As far as I can tell this could only have happened if you had an officer profile of 128, but I'm not familiar enough with the new content to really know if that's possible…
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This reply was modified 12 years, 3 months ago by
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