SF1Edit by rubixcuber

SF1Edit by rubixcuber SF1Edit v3.2.1

rubixcuber said:
v3.2.0 - 6/14/2018

[Scripting]
* New script section for Chapter Start scripts
* Changed the description for the Set Speaking Sound
* Added the Set Text Sound node from the dialogue scripting to the battle end scripts
* Corrected some mismatches on the voice labels

[Graphics]
* When saving the map sprite voices, should apply more universally to other scenes where they previously may not have been used

[Battles]
* AI regions should not get scrambled in certain situations when dragging terrains
rubixcuber said:
[Scripting]
* Set text sound nodes are clearer and display the name of the chosen sound effect

[Graphics]
* Added 24 new graphics to the cutscene section
* Added a selection menu for sprite text sounds

[Maps]
* Added a selection menu for music
* Added two advanced tile pointer settings

[Battles]
* Added a new sub editor that can edit the terrain and entrances for some maps that couldn't be edited with the normal battle editor
* Added a selection menu for music

[Scripting]
* Labeled the 'Set Portrait Version' node and added it to battle end scripting
rubixcuber said:
v3.1.0 (Discord Pre-release)

[Scripting]
* Set text sound nodes are clearer and display the name of the chosen sound effect

[Graphics]
* Added a selection menu for sprite text sounds

[Maps]
* Added a selection menu for music

[Battles]
* Added a new sub editor that can edit the terrain and entrances for some maps that couldn't be edited with the normal battle editor
* Added a selection menu for music

[Scripting]
* Labelled the 'Set Portrait Version' node and added it to battle end scripting

Oh, but you'll probably get a popup message when you load, ignore that
rubixcuber said:
v3.0.4 - 6/10/2018
[Battles]
* Can't reduce the number of force members below 0
* New force members are forced into the battle area so they shouldn't be hard/impossible to locate

[Scripting]
* Numerous check nodes that wouldn't work if added as new nodes should now work
* When connecting a new branch, its label is displayed
rubixcuber said:
Quick hotfix update

v3.0.3 - 6/8/2018
[Graphics]
* Fixed an issue where it forgets how many map sprites you've added upon multiple saves

[Animations]
* Can backspace to 0 frames to allow typing single digit frames
rubixcuber said:
* Version number displayed in title

[Maps]
* Can edit five groups of special entrance/spawn tiles

[Mechanics]
* Fixed default evasion rate issue with the new muddle option
* Fixed crash/conflict with extended classes

[Animations]
* Fixed issue where you could get a negative number of frames while typing
rubixcuber said:
v3.0.0 - 6/4/2018

[Graphics]
* Expanded graphics are available to make use of the full 6MB expansion for more graphics space
* Portrait animations can be imported and exported via clipboard

[Scripting]
* The 'Branch on Yes/No' node should have it's branches labeled correctly when added as a new node
* Labeled two of the unknowns in the Battle Exit scripts
* Delayed loading removed. This should resolve a handful of inconsistant map related bugs

[Battle]
* New force member starting spaces should no longer stack up, making them difficult to locate
* Enemy number of selected enemy displayed

[Characters]
* Can no longer select extended classes from the dropdown menu even when they aren't there

[Mechanics]
* With 'Jogurt Levels' set, Jogurt increases stats for starting level properly even if Expanded Characters aren't used
* With 'Jogurt Levels' set, the Jogurt character slot should be able to promote properly
* Option to fix the muddle effect, giving the character an accuracy and evasion debuff

[Classes]
* When using expanded classes the max level uses the unpromoted class if the class has a promotion set, otherwise it uses the promoted cap

[Characters]
* Can set the 'promoted at' level for characters, affecting EXP gain
rubixcuber said:
Small hotfix update. Save in Graphics Editor to apply

v3.0.1 - 6/5/2018

[Maps]
* When editing HQ slots, can only select 0-29

[Graphics]
* Fixed occasional crash when loading spell graphics with the Expanded Graphics
rubixcuber said:
[Graphics]
* Expanded graphics are available to make use of the full 6MB expansion for more graphics space
* Portrait animations can be imported and exported via clipboard

[Scripting]
* The 'Branch on Yes/No' node should have it's branches labeled correctly when added as a new node
* Labeled two of the unknowns in the Battle Exit scripts
* Delayed loading removed. This should resolve a handful of inconsistent map related bugs

[Battle]
* New force member starting spaces should no longer stack up, making them difficult to locate
* Enemy number of selected enemy displayed [Characters]
* Can no longer select extended classes from the dropdown menu even when they aren't there [Mechanics]
* With 'Jogurt Levels' set, Jogurt increases stats for starting level properly even if Expanded Characters aren't used
* With 'Jogurt Levels' set, the Jogurt character slot should be able to promote properly
* Option to fix the muddle effect, giving the character an accuracy and evasion debuff

[Classes]
* When using expanded classes the max level uses the unpromoted class if the class has a promotion set, otherwise it uses the promoted cap

[Characters]
* Can set the 'promoted at' level for characters, affecting EXP gain
rubixcuber said:
[...] This should be the new proper test editor for 6MB stuff. Usual disclaimers, testing version only, fresh ROMs etc etc. I tested it just now and it didn't crash, so we'll see.

[...] Just don't use it on a real ROM until it's released maybe, just in case, heh

But if I've got the right one this time I think it's pretty good now
(6MB ROM expansion public test release)