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SF2 Disassembly Tool Suite

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Discussion about this classic Genesis/Mega Drive game.

Re: SF2 Disassembly Tool Suite

Postby Wiz » Mon Jun 03 2019 10:10pm

Hey RockyGateway,
I have finally been able to provide a solution for your needs (to display all animation frames of a map).

First I took the occasion to re-work the way map data was formatted, and this is what took me quite some time :
Most of map data is now formatted into ASM files for better editability, with the exception of compressed data, naturally (blockset and layout).

Tools have been updated to take the new ASM format into account as the new default format.
I insist on the "default" format :
Previous BIN format still is supported, and anybody can import their work on BIN files to export them into ASM files and go on with this new format.

Now for the animation data :
If you update you SF2DISASM workdir you'll find a new tool :
disasm\data\maps\SF2MapAnimationEditor-1.0.0.jar
This tool is a stripped-down fork of SF2MapEditor with a specific way to load map data, in order to generate images for each animation frame.
Now you can select a frame in the animation table to display it, and then export it into PNG format.

Theoretically you should also be able to edit data from this editor and see the result on the map in real time, but at the moment this is a real mess : too many use cases not properly taken into account, and I won't spend much more time on it for now. Use it at your own risk ! :shifty:
So my advice is to edit the animation data ASM file from a text editor, and then reload it in SF2MapAnimationEditor whenever you need to see the result.

Hope that will be OK for your needs.

I'll continue working on map-related tooling next I think, most probably an attempt to generate map layouts, blockets and tilesets from a simple image ... but I'm still not sure of the feasibilite, we'll see. ;)


Jordanelias, I'm sorry about not being able to help you, as I've never really made such modifications in the game engine myself. Also, I must say I don't get the assembling error ... maybe you should declare the SPELL_WEAKEN constant in sf2enums.asm first ?

In any case, hopefully more map-related news soon !
Wiz

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Re: SF2 Disassembly Tool Suite

Postby RockyGateway » Sun Jun 09 2019 8:17am

Hey, thanks a lot for the effort. I'll give it a try sometime soon.
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