ff3:ff3us:util:ff6lece:readme

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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] (current)
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 This version of FF6LE Rogue allow many expansion: Tilemaps, Tilemaps max space, max Locations (maps),  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 +NPC max space, Exits max space, Event Triggers max space, Chests max space, Chests SRAM bits and  
-of FF6LE does not add any of the mentioned data (except blank tilemaps and location data to have working new maps), it only allow +Message Names. This version of FF6LE does not add any of the mentioned data (except blank tilemaps and  
-to have more of the said data in your project. +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).  +The default L1 tilemap ID ($15F) on maps $19F to $1FF is shadow's dream (256x256 black map with  
-Tilemaps $15F to $1FF are all the same, they take $1A bytes of space each.  To make the map bigger, you select your new  +layer 1 only). Tilemaps $15F to $1FF are all the same, they take $1A bytes of space each.  
-tilemaps ID(s) (L1, L2 and L3 if neccesary). Then you resize the layers (from 256x256 to 1024x1024 as an example) and set  +To make the map bigger, you select your new tilemaps ID(s) (L1, L2 and L3 if neccesary).  
-the other map properties. Then you can either import tilemaps (which should cover the correct layers sizes) or hand draw.+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.
  
  
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 2.1 SETTING WINDOW 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", +To access expansion, you must load a ROM first. You can select a setting file path. When you  
-the setting file is created. Map expansion give access to Chests expansion. Both expansion have an ASM validation that will +click "Expand Maps", the setting file is created. Map expansion give access to Chests expansion.  
-prompt a warning message if a ASM change does not have the expected value at its offset.+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 +If you were using Zone Doctor+ or FF6LE+ before, you must check the checkbox before expansion.  
-all your data will be carried on from your project.+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 +If you want to use a "vanilla" ROM with this editor, blank out the setting file path and click "Apply" 
-expansion on a new ROM, change the filepath name or choose another directory for your XML file 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  +Once your ROM is expanded, you can increase the number of banks for tilemap space if at some point  
-originally input.+you are at the limit of the size originally input.
  
  
 2.2 SETTING FILE 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 +The settings are stored in a XML file. This file is read at editor loading to see if the project has  
-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 +expansions done. It is therefore important to have a valid setting file path in the setting window.  
-names. Doing otherwise if you are not sure of what each setting does could limit or crash the editor depending on the ROM loaded.+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 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, +You can change the names of the maps in the editor. This is mainly to name new maps. This feature  
-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  +doesn't change anything in the ROM, it was made to make map edit easier and to know which map is what.  
-ROM doesn't have the map expansion done. The [$XXX] string starting the name is trimmed in setting file and in the editor textbox.  +Location names are saved in the setting file. This feature is disabled if your ROM doesn't have the  
-It is applied automatically.+map expansion done. The [$XXX] string starting the name is trimmed in setting file and in the editor  
 +textbox. It is applied automatically.
  
  
 2.4 MESSAGE NAMES 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.+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 ! ? : \ ' - . , ; # + ( ) % ~ Allowed characters are A-Z a-z 0-9 ! ? : \ ' - . , ; # + ( ) % ~
  
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 2.5 OTHERS 2.5 OTHERS
  
-Maximum Event offsets for Event Triggers and Entrance Events are now $35FFFE ($FFFFFE) instead of $2FFFF ($CCFFFF).  +Maximum Event offsets for Event Triggers and Entrance Events are now $35FFFE ($FFFFFE) instead  
-This allow to put directly events outside the $CA0000-$CCFFFF range. This feature was not possible for NPC event offsets  +of $2FFFF ($CCFFFF). This allow to put directly events outside the $CA0000-$CCFFFF range.  
-since the NPC data only allow 18 bits for the event (and not 3 full bytes).+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).
  
  
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 3.1 EXIT ID BUG 3.1 EXIT ID BUG
  
-When setting a location for an exit, value higher than 100 does not have the first digit cutoff anymore.+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 3.2 L2 & L3 TILEMAP IMPORT
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 3.3 COMPRESSION OVERFLOW 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.  +Some vanilla tilemaps gives an error when recompressing. This only occur if your force all  
-I suspect those tilemaps generally not edited does not fit the compression algorithm of FF6LE. Some arrays overflow checks were put in +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. the compression function. However I have never seen an edited tilemap giving that saving error.
  
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