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SF2 Disassembly Tool Suite

General thread for quick links, status reports and support

Discussion about this classic Genesis/Mega Drive game.

Re: SF2 Disassembly Tool Suite

Postby Earl » Sun Oct 01 2017 5:25pm

Oh, that would be fantastic. Getting the weapon to sit properly in a hand without a preview is such obnoxious trial and error : D
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Re: SF2 Disassembly Tool Suite

Postby Wiz » Wed Oct 04 2017 4:33pm

WARNING: SPOILER!

EDIT : Nevermind, just found out ! Battlesprite frame value $0F means you keep using the same Battlesprite frame from previous animation frame.

Here are BNC's notes about battlesprite animations :
EDIT : updated with my discoveries
Code: Select all
------ Ally Battle Sprite Animation Format

Byte 0      number of frames in attack anim
Byte 1      frame # to start spell anim idx
Byte 2      spell anim idx to play during attack, FF for none
Byte 3      whether or not to terminate spell anim when battle sprite anim finishes
Byte 4      weapon sprite frame for idle animation frame 1
Byte 5      weapon sprite z-index for idle animation frame 1
Byte 6      weapon sprite x offset for idle animation frame 1
Byte 7      weapon sprite y offset for idle animation frame 1

Frame Entries
First entry can be idle anim frame 2 if current battle sprite has one.
(Some battlesprites seem to have an idle frame 2 even when it's identical to idle frame 1 !)

    Byte 0      battlesprite frame idx (if value $0F, then keep using battlesprite frame from previous animation frame)
    Byte 1      number of display frames to display (60 frames per second)
    Byte 2      battle sprite x offset
    Byte 3      battle sprite y offset
    Byte 4      weapon sprite frame (0 = up, going clockwise, up to 3; 0x10 = flip horizontally, 0x20 = flip vertically)
    Byte 5      weapon sprite z-index (1 = under character, 2 = over character)
    Byte 6      weapon sprite x offset
    Byte 7      weapon sprite y offset
   
Note : Weapon sprites offsets are relative to current battlesprite position.


In any case I'll release a W.I.P. version of SF2BattleSpriteAnimationEditor tonight for people to play with it and help me figure out the remaining unknown bits.

Earl you'll be glad to know that the preview feature is quite effective, with immediate update for any property change. :)

Edit :
Got to manage a thing or two (allies with no weapons, preview animation ...) and I'll do a first 0.1.0 release.
Enemy animation will have to wait a bit ! :)

Last edit for tonight :
OK, here it is, supposedly fully operational for ally battlesprites.
I'll work on enemy battlesprites next, and maybe a GIF export feature for fun.

https://github.com/ShiningForceCentral/SF2BattleSpriteAnimationEditor/releases/latest

Image

Also included in SF2DISASM now, in the intended folder : disasm\data\graphics\battles\battlesprites\.

Feedback is welcome, please tell me if anything is unclear or wrong.
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Re: SF2 Disassembly Tool Suite

Postby DiegoMM » Thu Oct 05 2017 1:29pm

This frame for starting spell actually works? I see the logic here but I think in game the spell animation is always the same as attack animation.
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Re: SF2 Disassembly Tool Suite

Postby Wiz » Thu Oct 05 2017 2:38pm

Indeed the game seems to use the same battlesprite attack animation for a simple attack or a spell cast.
I believe it may be a matter of context :
- if it's an attack, then ignore spell-related properties.
- if it's a spell (or a special attack, I guess), then apply spell properties.

But I'll have to look further into it, I still don't know where the animations are linked to ally/enemy data.


EDIT :
New release with enemy support :
https://github.com/ShiningForceCentral/SF2BattleSpriteAnimationEditor/releases/tag/1.1.0
Image

Also included in SF2DISASM's last revision.

That should be enough for this tool now, I'll check what else I can do in terms of graphics-related tools before switching to map-related work.
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Re: SF2 Disassembly Tool Suite

Postby Wiz » Mon Nov 20 2017 11:51pm

Thanks MXC !

And quick news just to let you guys know that I'm making progress in the map department :

Image

http://img110.xooimage.com/files/6/f/d/screenshot-2017-1...23.36.34-53798a2.png

Blocks and map layouts (with exploration flags) can now be decompressed and recompressed properly, so the technical ground is here and waiting to be used to its full potential with a proper GUI editor.

So I think the next step now is for me to literally copy BNC's nice map layout editor from The Caravan. :shifty:


EDIT 24/11 :
Basic editor features are implemented :
- Similar to The Caravan, left and right clicks act as block slots taken from the blockset and applied to the map.
- Middle click on the map allows to copy selected map block's graphics AND flags (obstructed, stairs, warp ...)
- Undo button which is quite convenient, I hope to find the way to implement a ctrl+z shortcut ASAP.
This is already a lot of fun to play with and I can't wait to release something with every flags managed properly ! :)
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Re: SF2 Disassembly Tool Suite

Postby greyskies » Fri Nov 24 2017 6:47pm

Yes yes yes! This is looking great!
.
Check out Return to Grans - A Shining Force II hack which features a completely
reworked story, numerous visual improvements, and tons of balance changes.

Also available as storymode hack only.
.
Check out Return to Grans - A Shining Force II hack which features a completely
reworked story, numerous visual improvements, and tons of balance changes.

Also available as storymode hack only.
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Re: SF2 Disassembly Tool Suite

Postby Wiz » Mon Nov 27 2017 11:52pm

Here it is, first map-related tool for SF2 Disassemblies : SF2MapLayoutManager-1.0.0 ! :)

https://github.com/ShiningForceCentral/SF2MapLayoutManager/releases/tag/1.0.0

Image

This may not mean much to anybody since The Caravan already does all that, but considering this relies on 3 compression schemes at the same time (graphics, blockset and layout), I'm really proud and relieved to have achieved those technical steps, with a lot of future tools which will benefit from it. :)

I included a little "Help" section inside, this time. Here's the current explanation :
WARNING: SPOILER!


This is a lot of fun to use, especially with the "section copy" feature when you drag and release the middle-click button.
EDIT : I'm still struggling with my shitty Java GUI coding skills so only the "Undo" button works at the moment, no "Ctrl+Z" shortcut yet I'm afraid. :damnit:

This release is included in SF2DISASM's last revision in disasm\data\maps\. (Download link)
Please, play with it and tell me if anything goes wrong.
Any feedback will be appreciated !
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Re: SF2 Disassembly Tool Suite

Postby Corsair » Tue Nov 28 2017 2:13am

Any idea if it'll handle the maps that, if edited in caravan make the game screwy?
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Re: SF2 Disassembly Tool Suite

Postby Wiz » Tue Nov 28 2017 1:41pm

Theoretically there should be no problem as these bugs were specific to The Caravan, I believe.

Let's have fun and make some checks !

Reminder of Stordarth's great research :
WARNING: SPOILER!


So according to Stor's summary :

1. Modified map 65 (intro cutscene castle map) with no problem :
WARNING: SPOILER!


2. Modified secret village map 23 ... and export crashes ! Woah :shock:
From a first quick analysis, it looks like this map's blockset has some blocks which point to a VDP tile outside from the map tilesets range ! It actually points to the last tile of the game's base tileset, just before the beginning of map tilesets, hence the "-1" value which neither The Caravan or SF2MapBlockManager could process properly.
Even without modification, producing the original blockset crashes.
I'll just make my code more secure for the moment, let's see ... OK, quick-fixed, I could save and re-open some edits making secret places more accessible.
I didn't test it ingame though, as I don't know how to visit the secret village quickly. Any suggestion is welcome !
WARNING: SPOILER!


3. Editing, saving map 25 and re-opening it works with no problem, though I can't quickly access Ketto to verify in game.

4. Same for map 38 which was ok with my edits, save and re-open.


Looks like all is OK now, I'll release a new version 1.0.1.
Let me know if something else is wrong with map 23, as I really don't know why such blocks would have any good reason to point to that empty last tile from the base tileset, and my quick-fix might not be the most robust solution to handle this map's particularities.

1.0.1 : https://github.com/ShiningForceCentral/SF2MapLayoutManager/releases/tag/1.0.1

SF2DISASM also updated.

Thanks for the good question, Corsair. ;)


EDIT :
I opened/edited/saved more than 25 maps and discovered a similar bug that I fixed.
I also decided to change the way input paths are organized to avoid having to input the same map id several times when all you need is to put it once and work in that same directory for everything. Now this is quite simple and efficient.

I built an expanded ROM with all the new maps, and everything seems to work like a charm, though I could only go check maps which are quickly available at the beginning of the game.

Hence, new release 1.1.0 !
https://github.com/ShiningForceCentral/SF2MapLayoutManager/releases/tag/1.1.0

EDIT : Tested on real hardware, no problem.
Next test : edit first battle map and see if Caravan still allows to edit the battle properly.

EDIT : It works ! The Caravan is able to edit battles of a disassembly build !
BNC, if you read this, well done for making The Caravan dynamic enough for such use case. :)
WARNING: SPOILER!


EDIT :
Fixed and polished file path management to process both absolute and relative paths seamlessly.
https://github.com/ShiningForceCentral/SF2MapLayoutManager/releases/tag/1.1.1

EDIT 07/12 :
I'm now making progress on SF2MapEditor which should allow to edit anything from the map entry structure : layout, exploration, block copies, items and animations.
Only items and animations remain to be implemented before I make my first release, hopefully in a few days.
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Re: SF2 Disassembly Tool Suite

Postby MXC » Fri Dec 08 2017 7:57pm

Don't forget that you can bump this topic after 24 hours of no additional response (you won't be able to again until someone else posts though) or that you can send me a Slack message to bump this thread :)
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Re: SF2 Disassembly Tool Suite

Postby Wiz » Mon Dec 11 2017 1:36am

Thank you for the tip MXC, I didn't know that !

Well, that should do for the moment with SF2MapEditor, I believe it to be operational-enough for me to share it and wait for possible bug-reports while I think about what to do next.
So here it is, release 1.0.0 !
https://github.com/ShiningForceCentral/SF2MapEditor/releases/tag/1.0.0

Image

As usual, also included in SF2DISASM's last revision :
https://github.com/ShiningForceCentral/SF2DISASM/archive/master.zip

I find it quite fun to use and I hope to have some feedback to make sure this is properly working for everybody. ;)
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Re: SF2 Disassembly Tool Suite

Postby greyskies » Mon Dec 11 2017 9:55pm

I will definitely try this out as soon as I've got some free time!
.
Check out Return to Grans - A Shining Force II hack which features a completely
reworked story, numerous visual improvements, and tons of balance changes.

Also available as storymode hack only.
.
Check out Return to Grans - A Shining Force II hack which features a completely
reworked story, numerous visual improvements, and tons of balance changes.

Also available as storymode hack only.
greyskies

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