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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 Runesamurai » Sun Apr 15 2018 7:43pm

I'm seriously worried. I mean what if rubixcuber doesn't return?
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Re: SF1 Editor

Postby Tyadran » Sun Apr 15 2018 7:54pm

Then "oh well". We work with what we have. It's not the end of the world.
Tyadran - Modding Sega Genesis games since 2013.
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Re: SF1 Editor

Postby Runesamurai » Mon Apr 16 2018 5:47am

Tyadran wrote:Then "oh well". We work with what we have. It's not the end of the world.

That's easy for you to say. I really wanted extended characters to be completed so I can make and use my own characters and finally be able to edit map sprites.
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Re: SF1 Editor

Postby Tyadran » Mon Apr 16 2018 6:50am

You can already edit map sprites. You don't need extended characters for that.

As a side note, I've got spell randomization working for Mages now. Considering how worthless Muddle is in SF1 I'm thinking I'll remove that from the spells possible for them to learn since I don't see anyone really wanting to end up with that.
Tyadran - Modding Sega Genesis games since 2013.
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Re: SF1 Editor

Postby MangekyoSaiyan » Mon Apr 16 2018 7:25am

Runesamurai wrote:
Tyadran wrote:Then "oh well". We work with what we have. It's not the end of the world.

That's easy for you to say. I really wanted extended characters to be completed so I can make and use my own characters and finally be able to edit map sprites.

Even if he doesn't come back who's to say we can't find a fix ourselves? I have full confidence we could pull through if we have too.
 
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Re: SF1 Editor

Postby Tyadran » Mon Apr 16 2018 7:41am

Biggest problem is I'm not sure how to disassemble/assemble the ROM. If someone could work that out I'd take a look at fixing Extended Characters - I've done some assembly work on Kid Chameleon, but for that a disassembly and assembler were already prepared.
Tyadran - Modding Sega Genesis games since 2013.
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Re: SF1 Editor

Postby Wiz » Mon Apr 16 2018 1:40pm

Just in case:

This may not be as advanced as SF2DISASM, but a few years ago I initialized the same process for SF1 :
https://github.com/ShiningForceCentral/SF1DISASM

Only a few binary data types have been split :
https://github.com/ShiningForceCentral/SF1DISASM/blob/master/split/sf1splits.txt

But that could be a good alternative way of building ROMs if necessary, and motivated people can even use IDA Pro and project SF1RE to make progress with more binary/ASM splits for more flexibility :
https://github.com/ShiningForceCentral/SF1RE
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Re: SF1 Editor

Postby Tyadran » Mon Apr 16 2018 1:51pm

Wiz wrote:Just in case:

This may not be as advanced as SF2DISASM, but a few years ago I initialized the same process for SF1 :
https://github.com/ShiningForceCentral/SF1DISASM

Only a few binary data types have been split :
https://github.com/ShiningForceCentral/SF1DISASM/blob/master/split/sf1splits.txt

But that could be a good alternative way of building ROMs if necessary, and motivated people can even use IDA Pro and project SF1RE to make progress with more binary/ASM splits for more flexibility :
https://github.com/ShiningForceCentral/SF1RE


You've mentioned this before, but the problem is I'd like to work from rubix's added code, since it's almost functional. The only problem is it doesn't move through the array of sprite IDs properly, which should be a relatively easy fix if I had it disassembled.

I'd rather not rewrite the entire Extended Characters code if I don't have to, since everything besides the sprite pointer works.
Tyadran - Modding Sega Genesis games since 2013.
Check me out on YouTube.
Tyadran - Modding Sega Genesis games since 2013.
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Re: SF1 Editor

Postby Runesamurai » Mon Apr 16 2018 10:03pm

MangekyoSaiyan wrote:
Runesamurai wrote:
Tyadran wrote:Then "oh well". We work with what we have. It's not the end of the world.

That's easy for you to say. I really wanted extended characters to be completed so I can make and use my own characters and finally be able to edit map sprites.

Even if he doesn't come back who's to say we can't find a fix ourselves? I have full confidence we could pull through if we have too.

Hopefully someone just as capable will end up taking over if he doesn't come back. How long should we give him?
Tyadran wrote:You can already edit map sprites. You don't need extended characters for that.

As a side note, I've got spell randomization working for Mages now. Considering how worthless Muddle is in SF1 I'm thinking I'll remove that from the spells possible for them to learn since I don't see anyone really wanting to end up with that.

I couldn't agree more. What does Muddle even do in SF1?
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