ff3:ff3us:util:ff6lece:readme

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

ff3:ff3us:util:ff6lece:readme [2016/10/06 07:56]
madsiur created
ff3:ff3us:util:ff6lece:readme [2019/02/12 10:09]
Line 1: Line 1:
-==== FF6LE Rogue CE readme.txt ==== 
  
-<code> 
-FF6LE Rogue CE 0.8 
------------------- 
-1.0 Expansions 
-2.0 Changes 
-    2.1 Setting window 
-    2.2 Setting file 
-    2.3 Location names 
-    2.4 Message Names 
-    2.5 Others 
-3.0 Bug Fixes 
-    3.1 Exit ID bug 
-    3.2 L2 & L3 Tilemap Export 
-    3.3 Decompression overflow 
-    3.4 Checksum 
-4.0 Links 
- 
- 
-1.0 EXPANSIONS 
--------------- 
-See ROM_map.txt for details 
- 
-This version of FF6LE Rogue allow many expansion: Tilemaps, Tilemaps max space, max Locations (maps),  
-NPC max space, Exits max space, Event Triggers max space, Chests max space, Chests SRAM bits and Message Names. This version 
-of FF6LE does not add any of the mentioned data (except blank tilemaps and location data to have working new maps), it only allow 
-to have more of the said data in your project.  
- 
-The default L1 tilemap ID ($15F) on maps $19F to $1FF is shadow's dream (256x256 black map with layer 1 only).  
-Tilemaps $15F to $1FF are all the same, they take $1A bytes of space each.  To make the map bigger, you select your new  
-tilemaps ID(s) (L1, L2 and L3 if neccesary). Then you resize the layers (from 256x256 to 1024x1024 as an example) and set  
-the other map properties. Then you can either import tilemaps (which should cover the correct layers sizes) or hand draw. 
- 
- 
-2.0 CHANGES 
------------ 
- 
-2.1 SETTING WINDOW 
- 
-To access expansion, you must load a ROM first. You can select a setting file path. When you click "Expand Maps", 
-the setting file is created. Map expansion give access to Chests expansion. Both expansion have an ASM validation that will 
-prompt a warning message if a ASM change does not have the expected value at its offset. 
- 
-If you were using Zone Doctor+ or FF6LE+ before, you must check the checkbox before expansion. This will ensure 
-all your data will be carried on from your project. 
- 
-If you want to use a "vanilla" ROM with this editor, blank out the setting file path and click "Apply". If you want to allow 
-expansion on a new ROM, change the filepath name or choose another directory for your XML file and click "Apply". 
- 
-Once your ROM is expanded, you can increase the number of banks for tilemap space if at some point you are at the limit of the size  
-originally input. 
- 
- 
-2.2 SETTING FILE 
- 
-The settings are stored in a XML file. This file is read at editor loading to see if the project has expansions done. It is therefore 
-important to have a valid setting file path in the setting window. I would suggest to not change settings in this files other than location 
-names. Doing otherwise if you are not sure of what each setting does could limit or crash the editor depending on the ROM loaded. 
- 
- 
-2.3 LOCATIONS NAMES 
- 
-You can change the names of the maps in the editor. This is mainly to name new maps. This feature doesn't change anything in the ROM, 
-it was made to make map edit easier and to know which map is what. Location names are saved in the setting file. This feature is disabled if your  
-ROM doesn't have the map expansion done. The [$XXX] string starting the name is trimmed in setting file and in the editor textbox.  
-It is applied automatically. 
- 
- 
-2.4 MESSAGE NAMES 
- 
-In-Game map names can also be edited. Expansion allow 255 entries and max space is also expanded. Max length for a name is 37 characters. 
-Allowed characters are A-Z a-z 0-9 ! ? : \ ' - . , ; # + ( ) % ~ 
- 
- 
-2.5 OTHERS 
- 
-Maximum Event offsets for Event Triggers and Entrance Events are now $35FFFE ($FFFFFE) instead of $2FFFF ($CCFFFF).  
-This allow to put directly events outside the $CA0000-$CCFFFF range. This feature was not possible for NPC event offsets  
-since the NPC data only allow 18 bits for the event (and not 3 full bytes). 
- 
- 
-3.0 BUG Fixes 
-------------- 
- 
-Those bugfixes are original FF6LE bugfixes 
- 
-3.1 EXIT ID BUG 
- 
-When setting a location for an exit, value higher than 100 does not have the first digit cutoff anymore. 
- 
-3.2 L2 & L3 TILEMAP IMPORT 
- 
-The map is now correctly updated when importing a Layer 2 or Layer 3 tilemap. 
- 
-3.3 COMPRESSION OVERFLOW 
- 
-Some vanilla tilemaps gives an error when recompressing. This only occur if your force all tilemaps compression by changing the code.  
-I suspect those tilemaps generally not edited does not fit the compression algorithm of FF6LE. Some arrays overflow checks were put in  
-the compression function. However I have never seen an edited tilemap giving that saving error. 
- 
-3.4 CHECKSUM 
- 
-Checksum and reverse checksum is now correctly calculated and written in the ROM.  
-Editor will also show a "(OK)" value for checksum when reloading the ROM. 
- 
- 
-4.0 Links 
---------- 
-Source code: https://github.com/madsiur/FF6LE-CE 
-Previous versions: https://github.com/madsiur/FF6LE-CE/releases 
-Wiki Entry: http://www.ff6hacking.com/wiki/doku.php?id=ff3:ff3us:util:ff6lece 
-Forum Thread: http://www.ff6hacking.com/forums/showthread.php?tid=3327 
- 
-Contact: themadsiur@gmail.com 
-http://madsiur.net 
- 
-Big thanks to: 
-Warrax, B-Run and James White for testing different builds! 
- 
-Last updated: 2016/10/06 
- 
- 
- 
- 
-</code> 
  • ff3/ff3us/util/ff6lece/readme.txt
  • Last modified: 5 years ago
  • (external edit)