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ff3:ff3us:util:ff6lece:readme [2016/10/06 07:56] madsiur created |
ff3:ff3us:util:ff6lece:readme [2019/02/12 10:09] |
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- | ==== FF6LE Rogue CE readme.txt ==== | ||
- | < | ||
- | 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' | ||
- | 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 " | ||
- | 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 " | ||
- | expansion on a new ROM, change the filepath name or choose another directory for your XML file and click " | ||
- | |||
- | 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' | ||
- | 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' | ||
- | 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 " | ||
- | |||
- | |||
- | 4.0 Links | ||
- | --------- | ||
- | Source code: https:// | ||
- | Previous versions: https:// | ||
- | Wiki Entry: http:// | ||
- | Forum Thread: http:// | ||
- | |||
- | Contact: themadsiur@gmail.com | ||
- | http:// | ||
- | |||
- | Big thanks to: | ||
- | Warrax, B-Run and James White for testing different builds! | ||
- | |||
- | Last updated: 2016/10/06 | ||
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- | </ |