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Shining Force 2 Editor Release

Discussion about this classic Genesis/Mega Drive game.

Re: Shining Force 2 Editor Release

Postby SFJake » Thu Jul 12 2012 7:45pm

Yes, thanks a lot.
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Re: Shining Force 2 Editor Release

Postby VenomMagus » Fri Mar 02 2018 11:32pm

Hey, this has been dead ...years now, but is anybody still using this program and/or offering support? I downloaded fine, and the lists seem intact, but going to edit anything gives me an error :( :(

Hoping for some assistance, ...from somewhere.
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Re: Shining Force 2 Editor Release

Postby loveshining » Wed Jan 02 2019 9:14am

Convert smd to bin file then edit the bin file
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Re: Shining Force 2 Editor Release

Postby Space King » Wed Jan 09 2019 1:03am

VenomMagus wrote:Hey, this has been dead ...years now


I'm still alive, at least~

As loveshining said, we're trying to get away from interleaved Super Magic Drive files. This utility has a built in SMD -> BIN function in it, so you shouldn't have to even download anything else if that's causing your issue.
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Re: Shining Force 2 Editor Release

Postby Stordarth » Wed Jan 09 2019 1:08pm

Holy shit. Good to see you Space King. How goes it?

Code: Select all
Dice Codes
Attack/Marked Target: /roll 8d100
Damage Variance (Rebels): /roll d18 [Blake with Blade], /roll d26 [Other cases.]
Damage Variance (Emissaries): /roll d16 [Zuberi with Blade], /roll d21 [Rain with Katana, Thrald with Blade], /roll d26 [Other cases.]
Magic: /roll d26
Status Effects: /roll d100
Level-Ups (No/Fixed MP): /roll 4d11
Level-Ups (Has MP): /roll 5d11

---
SFCW-A: Durandar
Sunken Castle: Fintan Kahn

Code: Select all
Dice Codes
Attack/Marked Target: /roll 8d100
Damage Variance (Rebels): /roll d18 [Blake with Blade], /roll d26 [Other cases.]
Damage Variance (Emissaries): /roll d16 [Zuberi with Blade], /roll d21 [Rain with Katana, Thrald with Blade], /roll d26 [Other cases.]
Magic: /roll d26
Status Effects: /roll d100
Level-Ups (No/Fixed MP): /roll 4d11
Level-Ups (Has MP): /roll 5d11

---
SFCW-A: Durandar
Sunken Castle: Fintan Kahn
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Re: Shining Force 2 Editor Release

Postby FfuzzyLogik » Wed Jan 09 2019 7:43pm

Hello there !

As you're here for a new time Space King, I'd like to say you a "hello" because in few days I've read many things about your work...

If you came back and intend to continue to make it better, it shall be a very good new for the (few) modders are here. According to the things I read, I have a suggestion who may be of use for some modders. Would it be possible to change the limit of "3" for range to let your editor apply the range to higer rates (some mods make it possible but values can't be changed over the old limits with your tool if I'm right). Siel who looks a promising and efficient "hex editer" made some patches and with some accuracy. Some of his work could probably be placed on your editor as "options". These are just suggestions for sure !

If you just came to say hi, I'm pretty sure the old ones will be also pleased.
As a very newcomer here, I'd just thank you because your tool is "easy to use" and helps a lot for the beginners who wants to give a try to mod this old but very nice game.

I hope you enjoyed making it as much as I enjoy the discoveries of possibilities of your tool.
Have a nice day,
FfuzzyLogik.
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Re: Shining Force 2 Editor Release

Postby Space King » Wed Apr 03 2019 3:59pm

FfuzzyLogik wrote:Would it be possible to change the limit of "3" for range to let your editor apply the range to higer rates


Okie. Min and max range cap for items and spells is now 255. You can get the updated version at Romhacking. Let me know if I forgot some other place that has range.

(I think that ranges above 3 cause a hardlock in the default game, but I might be mistaken and it might revert to 0 range. It's been over a decade since I've tested this after all.)

Sorry I took so long for this minor request. I especially regret I didn't do it two days ago.

--

I've always provided the source so anyone who wants to can create their own fork and version of the utility. In practice.... that... barely ever happened.

In the past few years I had entertained ideas of making the thing more flexible, such as:

* Being able to let users create their own form layouts, able to edit arbitrary bytes.

* Having an "apply"+"remove" hack feature.

But I've decided these aren't realistic. The first one has the same problem as sharing the source did - only technically inclined users would make modules, and, honestly the feature would be strictly worse than a community-managed editor.

The second is inferior to a decently maintained forum post. It'd be nice if we had these small hacks consolidated in one place, but a utility without it being linked to a database would be kind of a dead squirrel. (And again, it's overkill versus how much use it'd see. It's not comparable to say Mario Multiverse levels. Dedicated hack authors can hunt these down better than any repository I personally could maintain.)

Stordarth wrote:Holy shit. Good to see you Space King. How goes it?


Starting to finally feel this "aging" thing, not looking forward to what the 40's have for us~

Given up on making games with graphics and music solo, seems that was an unrealistic dream to say the least. Have been considering learning Ruby and making some ASCii games, though.
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Re: Shining Force 2 Editor Release

Postby Wiz » Wed Apr 03 2019 9:03pm

Space King wrote:I've always provided the source so anyone who wants to can create their own fork and version of the utility. In practice.... that... barely ever happened.

Hey Space King, did you know that a few years ago I did this ? :shifty:
https://github.com/wizardwhosaysni/SF2EDITPOC

Here's a bit of explanation :

The more progress we make on project "SF2DISASM" (a split disassembly which builds back the game's ROM entirely, with an actual assembler which naturally re-computes all pointers), the more the resulting ROMs can become incompatible with what SF2Edit currently expects in terms of data location.
On 4MB expanded builds, structures are moved to make room for data expansion, and also code can be edited and moved, so hardcoded values are not in the same exact locations anymore.

That's why I wanted to update your editor, to keep it compatible with what we can build from the disassembly, by making it work on individual split binary files directly.

Now, a few years later, we're able to format most of the stats data structures into assembly text files instead of binaries, and also with macros for easier editability, proper versioning, etc., so the need for a global editor in such working environment makes a bit less sense.

But still, the idea of leaving behind your beloved editor is really sad, and I'd love to contribute in a way or another to ensure that our respective efforts can be combined in the best possible way.

When I see your ideas about how to make the editor more flexible, this is actually the kind of needs that are naturally answered by the disassembly approach, I think :
Space King wrote:* Being able to let users create their own form layouts, able to edit arbitrary bytes.

In the disassembly, since code and data is split into individual files, changes can be applied locally, on single data structures, by several tiny editing tools, instead of a single big one.
So anybody is free to create their own tools, in any language they want, to work on a specific part of the disassembly, contributing to the existing tool suite.
And even when tools are still not available, most data structures can be formatted as text files for direct editability. GUI tools can then focus on providing more ergonomic editability where needed only, when a text editor is not enough.
Space King wrote:* Having an "apply"+"remove" hack feature.

The more we rely on text files instead of binary files, the more we can rely on source code management with solutions like CVS/SVN and now Mercurial/Git, to keep a history of changes, and to export changes as single patch files, for instance.
Currently we're using GitHub to host all of our "disassembly-oriented" projects, and it's quite practical !
But I must say I've never used git patches yet, so I can't confirm that you can easily combine them without any merging issues, it may depend on the complexity of changes, obviously.
Instead of Git patches, I've preferred to provide tutorials for everybody to apply the needed changes to their own disassembly working directory.
But yeah more generally, SCMs are a good way to apply/revert sets of changes these days so that's a good thing we can re-create a whole development environment similar to what Camelot must have had (lots of individual code/data items built with an assembler), while benefiting from modern versioning solutions for collaborative projects.

Wow, sorry for the long post, I hope that's not too indigestible ...

I just wanted to share my thoughts on why I'd love to see modders keep using SF2 Editor on SF2 disassemblies when it's more practical than just text files. :)

In any case, you should know that your notes from SF2 Editor have been (and still are) a very precious source of information to continue to figure out code and data related to the stats engine, and I can't thank you enough for that ! :damnit:
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Re: Shining Force 2 Editor Release

Postby FfuzzyLogik » Fri Apr 05 2019 5:43pm

Whoops, and you told you're slow to answer !?
Just to place here some few poor words compared to Wiz's answer... I took more than a month... How pitiful I'm...
Sorry for that and thanks alot !
I made some face for Sir Hedge, you'd like some for your icon ? (For Space King and Wiz too but I haven't reworked Chaz's face for now). Tell me whitch one to do (a rework of SFII's unit).
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Re: Shining Force 2 Editor Release

Postby Volcannon » Thu Jun 06 2019 3:41pm

So is there any details on the Bonus Shop and if anyone has actually located it?
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