Well, this isn't really an official post, but it's pretty cool so I thought I'd share it. Today has been a pretty busy day and it just going to get worse later so I wanted to make sure I got atleast SOMETHING in. But anyway, what I added today is pretty sweet. Basically, ZOLE can write the decompressed VRAM (base tileset) graphics and supports loading them raw. A custom ASM script is added to support loading completely uncompressed VRAM data, and it's pretty fun to mess with. The editor makes sure it writes to an address where the right 4 nybbles are unset so it appears fine in a tile editor (such as TLP) to edit. Here's something I made for testing.
So there's everything. Before the tiles were completely unrecognizable compressed. This feature isn't complete though, as I have to make it do the same for the unique and 'tileset' tiles. Then, I have to make the tileset configuration editable (Note all of these will require another ASM script to make things easier for the user and me), and finally something that will dump and import other tiles, mainly for swapping Ages and Seasons graphics, since I wanna add a Subrosia area in Ages instead of the ugly underwater (Gosh that was a long sentence). But anyway, just a heads up of what to expect in the next couple posts. See ya later!
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