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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' | + | 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 | + | 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 " | + | 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 " |
- | 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 " | + | 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 " | + | If you want to allow 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 | + | 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' | + | 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' |
- | ROM doesn' | + | Location names are saved in the setting file. This feature is disabled if your ROM doesn' |
- | 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. | ||