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SF1 Editor

Updated 7/8/17 (v2.12.5)

Discussion about the original classic Genesis/Mega Drive game. Posts about the GBA remake belong in the forum below.

Re: SF1 Editor

Postby Wulfunruh » Mon Aug 07 2017 8:19pm

And I would be down for such testing! Has there ever been talk of a potential vs mode implemented?

Also, how nuts would it be to be able to assign points instead of random generated? How do the level up values work even?
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Re: SF1 Editor

Postby monkbarron » Tue Aug 08 2017 1:35am

Now that would be interesting. I could see the game becoming absolute hell needing 999 exp. to level up.
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Re: SF1 Editor

Postby ShininGeek » Tue Aug 08 2017 2:33am

I think he meant more along the lines of you being given a set amount of points every level up to distribute among stats as you see fit
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Re: SF1 Editor

Postby DiegoMM » Tue Aug 08 2017 3:22pm

I did not post much here, but im always amused in this topic. The progress of the editor is awesome! Hope someday we will something similar with Sf2
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Re: SF1 Editor

Postby monkbarron » Tue Aug 08 2017 6:18pm

ShininGeek wrote:I think he meant more along the lines of you being given a set amount of points every level up to distribute among stats as you see fit


Hmm, that would also be nice. I'd probably use all the points to give a mage more ATT rather than MP. But i think being able to change how much exp. per level would also be nice.
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Re: SF1 Editor

Postby demanson » Thu Aug 10 2017 1:16am

I have found a new bug or well I don't think anyone else has noticed this one yet. On the map screen when you add a chest, click to add event and click the event dropdown for chest the item choices do not show extended items there is no clickable box to show the extended items database only the original and gold of course.
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Re: SF1 Editor

Postby monkbarron » Thu Aug 10 2017 3:18pm

demanson wrote:I have found a new bug or well I don't think anyone else has noticed this one yet. On the map screen when you add a chest, click to add event and click the event dropdown for chest the item choices do not show extended items there is no clickable box to show the extended items database only the original and gold of course.


Hey there buddy, I have one thing to say for you in binary, so I hope you're ready to translate;
01001101 01100001 01110000 00100000 01100101 01100100 01101001 01110100 01101001 01101110 01100111 00100000 01101001 01110011 00100000 01100010 01110010 01101111 01101011 01100101 01101110 00101100 00100000 01111001 01101111 01110101 00100000 01110111 01101001 01101100 01101100 00100000 01110011 01101001 01101101 01110000 01101100 01111001 00100000 01100111 01101100 01101001 01110100 01100011 01101000 00100000 01101111 01110101 01110100 00100000 01111001 01101111 01110101 01110010 00100000 01100111 01100001 01101101 01100101 00100000 01101001 01100110 00100000 01111001 01101111 01110101 00100000 01100101 01110110 01100101 01101110 00100000 01110100 01110010 01111001 00100000 01110100 01101000 01100101 00100000 01110011 01101100 01101001 01100111 01101000 01110100 01100101 01110011 01110100 00100000 01100101 01100100 01101001 01110100 01101001 01101110 01100111 00101110
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Re: SF1 Editor

Postby demanson » Thu Aug 10 2017 9:32pm

monkbarron wrote:
demanson wrote:I have found a new bug or well I don't think anyone else has noticed this one yet. On the map screen when you add a chest, click to add event and click the event dropdown for chest the item choices do not show extended items there is no clickable box to show the extended items database only the original and gold of course.


Hey there buddy, I have one thing to say for you in binary, so I hope you're ready to translate;
01001101 01100001 01110000 00100000 01100101 01100100 01101001 01110100 01101001 01101110 01100111 00100000 01101001 01110011 00100000 01100010 01110010 01101111 01101011 01100101 01101110 00101100 00100000 01111001 01101111 01110101 00100000 01110111 01101001 01101100 01101100 00100000 01110011 01101001 01101101 01110000 01101100 01111001 00100000 01100111 01101100 01101001 01110100 01100011 01101000 00100000 01101111 01110101 01110100 00100000 01111001 01101111 01110101 01110010 00100000 01100111 01100001 01101101 01100101 00100000 01101001 01100110 00100000 01111001 01101111 01110101 00100000 01100101 01110110 01100101 01101110 00100000 01110100 01110010 01111001 00100000 01110100 01101000 01100101 00100000 01110011 01101100 01101001 01100111 01101000 01110100 01100101 01110011 01110100 00100000 01100101 01100100 01101001 01110100 01101001 01101110 01100111 00101110

Map editing is broken, you will simply glitch out your game if you even try the slightest editing.

I don't remember reading that map editing was that broken?
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Re: SF1 Editor

Postby monkbarron » Thu Aug 10 2017 10:55pm

demanson wrote:
monkbarron wrote:
demanson wrote:I have found a new bug or well I don't think anyone else has noticed this one yet. On the map screen when you add a chest, click to add event and click the event dropdown for chest the item choices do not show extended items there is no clickable box to show the extended items database only the original and gold of course.


Hey there buddy, I have one thing to say for you in binary, so I hope you're ready to translate;
01001101 01100001 01110000 00100000 01100101 01100100 01101001 01110100 01101001 01101110 01100111 00100000 01101001 01110011 00100000 01100010 01110010 01101111 01101011 01100101 01101110 00101100 00100000 01111001 01101111 01110101 00100000 01110111 01101001 01101100 01101100 00100000 01110011 01101001 01101101 01110000 01101100 01111001 00100000 01100111 01101100 01101001 01110100 01100011 01101000 00100000 01101111 01110101 01110100 00100000 01111001 01101111 01110101 01110010 00100000 01100111 01100001 01101101 01100101 00100000 01101001 01100110 00100000 01111001 01101111 01110101 00100000 01100101 01110110 01100101 01101110 00100000 01110100 01110010 01111001 00100000 01110100 01101000 01100101 00100000 01110011 01101100 01101001 01100111 01101000 01110100 01100101 01110011 01110100 00100000 01100101 01100100 01101001 01110100 01101001 01101110 01100111 00101110

Map editing is broken, you will simply glitch out your game if you even try the slightest editing.

I don't remember reading that map editing was that broken?


-Face-palms- OUT OF ALL POSSIBLE THINGS TO EDIT, IN ANY SF GAME, you can't edit the map unless you are some kind of coding/hex editing genius, or you have a very strict tutorial.
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Re: SF1 Editor

Postby ShininGeek » Fri Aug 11 2017 12:44am

The only thing he was saying was that there is an incomplete drop down menu for items. You don't need to blow up on him for that.

Also, map editing is not inherently broken. You can change tiles however you see fit. A few points of interest, however:

  1. On battle maps, the walkability check does not work. You will need to adjust the terrain in the corresponding battle editor in order to adjust where Max can walk outside of battle.

    An aside that is slightly related, the world map for Chapter 1 is finnicky and will not update to the battle walkability until after the first battle has been completed. This is because the map changes walkability between the first and second battles, with the new canyon coming in after the first battle concludes.

    A similar case occurs in the Chapter 2 world map. After the mayor sends you to Shade Abbey and the fence to the north of Rindo is opened. The map will revert to the vanilla walkability.

    This could also occur on the Chapter 4 map when Pao reappears on the map, but I have not tested it.

    In Chapters 1, 6, and 7, the world maps feature two battles each. Be sure that the terrain for both battles are identical to their corresponding battles, as the second battle's terrain will overwrite the prior's as soon as it is triggered.

  2. There are a set number of chests per map. You cannot increase this number, as far as I know. If you add another chest to the map and open it, It will give you an item, but will also set another chest as 'open' at the same time.

    For example, say there is a map that has 6 chests on it, with indexes 0-5. If you add a seventh chest, there is no place to add it to the list of chests, so if you open chest number seven, it will also flag chest 1 as open, and you will not be able to retrieve the item from chest number 1.

    Additionally, battle chests are stored separately from map chests. In the map editor, under the chest tab, you will see a list of chests sorted by chapter. These are the battle chests, with the map number index relating not to the map at that index, but instead the battle of that number in that chapter.

    For example, in Chapter 1, if you set the map number index to 1, the chest will be located in the gate of the ancients battle, and can ONLY be opened during this battle. This was how the Valkyrie functioned in vanilla. The map chest that became available after the Tower of the Ancients battle was completed was flagged as empty, but the battle chest was flagged as the Valkyrie.

  3. DO NOT MESS WITH WARP POINTS. This is the only thing I have found to be universally dangerous to mess with, as some (like the Guardiana castle exit and the Guardiana entrance from the world map, which link to one of two maps depending on the story progression) will not function properly even if you copy and paste them.
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Re: SF1 Editor

Postby Wulfunruh » Fri Aug 11 2017 4:39am

Whoa. If an enemy grants exp, can it be so that certain special enemies could grant stat points? Like, a dragon in Chapter 4, and it grants 5 defense to whoever kills it?
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Re: SF1 Editor

Postby monkbarron » Fri Aug 11 2017 3:21pm

Wulfunruh wrote:Whoa. If an enemy grants exp, can it be so that certain special enemies could grant stat points? Like, a dragon in Chapter 4, and it grants 5 defense to whoever kills it?


That might be possible. But, while we're on it, where the heck is Rubix? I haven't heard from him since the beginning of July.
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Re: SF1 Editor

Postby Wulfunruh » Wed Aug 16 2017 4:55am

Fighting terror, it's likely.
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Re: SF1 Editor

Postby Lobo » Wed Aug 16 2017 12:00pm

He needs some time off, once in a while.

We can keep testing the editor and organizing our requests for the time he's back.

A decade project can't keep on if he (and each of us) don't have some fresh air from time to time. ;)
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Re: SF1 Editor

Postby monkbarron » Sun Sep 03 2017 2:22am

-Knock Knock- Anyone home?
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Re: SF1 Editor

Postby projectego » Mon Sep 04 2017 12:55am

Still here and checking in every day. I'm not going anywhere. :)

And still having a blast with the editor!
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Re: SF1 Editor

Postby monkbarron » Mon Sep 04 2017 12:30pm

Hey Steve. Haven't seen you since... well AGES. How's the art site coming along?
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Re: SF1 Editor

Postby Wulfunruh » Mon Sep 04 2017 5:49pm

^! Good question. You should open up a thread on the updates thereof.
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Re: SF1 Editor

Postby Lobo » Tue Sep 05 2017 10:55am

Hi, everyone!
Long time! :)

Steve, especificaly on Kane's attack sprites, got any updates on them?

Sorry for keep asking the same thing, but I may have an update soon after we get the sprites. :blush:

And what have you been testing in the editor lately?
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Re: SF1 Editor

Postby projectego » Sat Sep 09 2017 11:45pm

Sorry for the late response, guys! Been racing over these past few days to get some new ideas in place. I was hoping to have something ready for yesterday, but right now I'm just putting some final polish in.

@Lobo: Kane, Ramladu, Elliot and Darksol are all up for redesigns as of Monday. I've been putting them off for far too long, but now I feel that Dan and I are ready to tackle them. For what it's worth, Dan has done some incredible work on a ton of other Force characters and enemies. The Spirit of the Spring and King Bedoe were among the more recent tasks completed, and Spirit so far is my favourite design of Dan's; we were able to devise three pairs of two-frame attacks and I'm thrilled by all of them.

I've found a few new bugs in the Editor, but nothing terribly major. In truth, knowing that the weapon stats glitch in the HQ is still present still plays on my mind a little, but RC really has done an incredible job over the past year especially. I really want to make sure that the editor gets the support it deserves when he returns and hopefully we'll be able to see some more progress.

Keep up the hard work, gang!
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