I know that you are focusing right now on a super awesome day and night system, but I would just like to make a request for when you start working on the over world sprites. In some maps, there are more then one sprite / event on top of each other. This has been a source of confusion and annoyance in Advance Map all through the years for me. And now that I have been going through Emerald looking for flags it has become a more serious issue. Sometimes you are accustomed to seeing 'different' kinds are sprites (which are actually two or more sprites dumped on top of each other) but it is easy to miss things, particularly when the sprites are exactly the same or you are doing a large amount of work. Perhaps you could consider having some sort of visual indication that there is more then one sprite at a particular location on the map? If you know what I mean?
I'm not using this program, yet, but I am watching its progress closely and I just have to say thank you for working to make awesome rom hacking more universal and open to everyone! :)
Yeah, this definitely seems to be an issue. I'll have to look into something like that. And thank you for the compliments and support. :)
Hiya~
I figured I might as well give some input for the project, seeing as how being a bystander is just missed opportunity.
Consider the following image:
I want to point out the area of grass that I outlined with water. I was thinking it might be a neat idea to have a 'fill' function to where you can select a tile and 'fill' in an area of one type of tile (for example the square of grass) with another tile (for example water). It would be extremely handy and time-saving to have something like this. Then I wouldn't have to spend five minutes outlining/filling in an ocean with water tiles one-by-one.
EDIT: I'll also suggest having this function work with movement permissions as well. Filling in the tiles is one thing, filling in the movement permissions
for the tiles in another.
Editing improvements like undo/redo and various tools are definitely planned, so no worries there.
Ive seen this new map editor, and like always Shiny Quagsire has amazed me again. I cant wait to see this map editor in its full on glory when its finished!
Thanks!
Just something that popped up; Would you please be able to add in a grid for the Map, Movement Permissions, and Events tab? That has been a lifesaver in AM.92. Maybe just not as thick as the ones in AM? That would make the fanfreaking-tastic MEH even better.:meow:
I did notice that the wild pokemon tab does not allow for a wild pokemon repoint to allow maps to add a grass section...Just saying
Oh, by the way, have you had a chance to implement a way for Hacks with extended pokedex's to add in the pokemon without having to use the extrenuos way trhough AM.95? Just checking as that process takes forever.
Thank you again Shiny!!!
Grid lines are simple, and I'm still working on finding a fix for extended pokedex support. I have a setting in the INI but supposedly there's something bugged with the current implementation.
Exceptional work!
This will save me dozens of headaches and hundreds of hours!
Reading through these 10 pages of posts I found many features that I would absolutely love to see implemented at some point in the future. The most important being the Overworld Editor and along with it an option to add additional regions/overworlds.
As much as I'd like to do an overworld editor, I probably won't considering most overworld editors are working just fine (NSE is a very nice open-source overworld editor, as well as NSE 2.x). And additional regions cannot (unfortunately) be added so easily. I do plan on making a world map editor though so perhaps a way to edit which maps correspond to which region map (if on Fire Red) would be viable.
As for other suggestions (I haven't yet attempted to use this program, apologies if these features have already been implemented)
*Variable Time System - A DNS that would allow for custom clocks and/or custom time progression (eg1. 16 hour clock instead of 24; eg2. 1 minute real time = 1 hour in game)
This is actually a planned feature of Wizard, which I will be getting to next.
*A Preview (Play) option - I realize this is nearly impossible, but I thought I would suggest it and see what feedback I received.
A feature similar to this was suggested by knizz which would allow you to make edits to the ROM in real time while it is running in an emulator. Not sure how to go about it but it was suggested so I could see.
*Optional Themes - While not impossible, it will be of little use. Just a bit of eye-candy after all priorities have been handled.
Unlikely but considered. To be honest I'm actually thinking of redoing the UI for a graphic-accelerated OpenGL rendered UI. But at the moment it's only an idea.
*Translation to common languages - I only speak English, but I know several PokeFans that speak Spanish, German or Dutch. Maybe this could be handled by someone later, after a suitable release.
Language support is something that will most likely be added eventually, either through INIs or another sort of format which would allow the various strings in the application to be exchanged between languages.
*Built-in Sprite Editor - Obviously, nowhere near a priority, but it might be a nice addition so users will not require an additional program for such. I guess this request comes from my desire of seeing a true All-In-One program for Hacking purposes. (And hopefully an Open-Source program, at that)
Again, probably won't do this unless I see an actual need for it, as NSE 2.x is quite a great program already.
Again I apologize if any of these features have already been added, and now that I think about it, a Variable Time System would most likely be on the scripting side of things.
I'm still quite new to hacking in general, but I look forward to using this program and making hacks worthy of the time I put into them!
Thank you for reading and have a nice day,
~Prixy
EDIT: Not sure if this has been addressed already but the Preferences button does not seem to work.
Also, I've been using XSE for editing scripts in A-Map but it won't load the scripts, not sure exactly what I'm doing wrong there.
Furthermore, I can't seem to click on (select) Person or Pokeball or Signpost events, but I can right click and delete them just fine.
I feel as if these issues are arising simply as a result of this program still being in Alpha, and if they simply haven't been implemented yet I apologize for wasting time. But if it's something I'm doing wrong I'd like to correct it, so any help is greatly appreciated.
Most issues are just because I've been working on the program's internals and I happen to break things on accident. The entire NPC editing code is a bit weird since it was actually done by interdpth and I haven't really touched it throughout all the modifications I've made. So a lot of things need work there. And suggestions are always welcome. :)
That being said, it's time again for a small update on things. This one being that Wizard is finally complete in it's full form in terms of the Fire Red version. The official feature list is as follows:
- Blending-based rendering system which allows for the use of more eye-friendly and customizable colors
- An RTC based on the original RTC posted by Zodiacdagreat which is byte compatible with primal's system (so no rewriting scripts for new offsets)
- If an RTC chip is not detected, it will use the game time as an RTC on a selectable time scale. The default is 4x, meaning it takes 6 actual hours to do 24 hours in-game. This is extremely useful for those playing on flash cartridges since the time cycle will actually be of use again, allowing them to catch the different Pokemon provided by the D/N Pokemon System, as well as the participation in time-sensitive events.
- Custom battle background palettes for each time of day (breaks existing system unfortunately)
- Color masking for maps! Specifically change various colors depending on the time of day. This allows for things like glowing windows at night or other time-sensitive adjustments
- A seasons byte to tell which season it is. At the moment there are no plans for seasonal tiles however.
- A time of day override byte, which will let you force a certain time of day for cutscenes and other applications. This also works indoors and overrides the usual palette, making it useful for forcing a night palette indoors for things which would involve lights going out or whatever.
- A specific time override byte which lets you choose one out of the 144 colors to use, specifically.
- 4 color override bytes, stored in a 32 bit little-endian ARGB word at 0203c010, which allow you to force the overlay of a certain color of your choice.
- Time adjustment for Fire Red! With this feature you can adjust the RTC like in RSE. To do this, a set of bytes at 0203c006 is allocated in the exact same format as the RTC bytes. The difference is that these bytes are added on top of the read RTC bytes, allowing you to change the time without changing your system time. This is particularly useful for the backup RTC system which uses the game's time due to the fact that a year, month, and day cannot be retrieved (although it does add to the existing number of days if the time lapses far enough).
As of now, there isn't a way to apply this to the ROM without compiling and ASM stuff. But, with this finally being finished, the source code for the project is going live at
https://github.com/shinyquagsire23/Wizard-DN if you want to examine it, make modifications to it, or try to insert it yourself. In the mean time, I'll be working on integrating it into MEH with an easy access patcher which can detect and replace other D/N systems and remove them and then install Wizard on top. It will also allow you to configure the colors used by the D/N system, the time scale for the backup system, and other things. Once the implementation into MEH is done, progress on the Emerald port will begin (shouldn't take as long as the Fire Red development though), then the Emerald implementation, and then more tuning and features for MEH.
With that said, I hope you're all as excited as I am for this, and happy hacking to all. :)