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SF1Edit by rubixcuber

SF1Edit by rubixcuber SF1Edit v3.4.4

Steve updated SF1Edit by rubixcuber with a new update entry:

SF1Edit v2.12.7

SF1Edit v2.12.7 - 5/25/2018
[Characters]
* Extended characters should use their proper promoted battle sprites now
* Debug option added to reset promoted battle sprites
[Items]
* When using extended items, non-extended items should not be destroyed because of the 'Sell to Deals' flag being set
[Scripting]
* New 'Check Force for Item' nodes should save properly
[Maps]
* Saving in the map editor after having saved dialog scripts should no longer lead to npc crashes[/URL]
Read the rest of this update entry...
 
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I’ll have to test this on SFGU and see how far it’ll go before it crashes again. Nice thing is if it works, I can remove alef, torasu and Adam from joining promoted.
 
How functional/issue free is the Expanded Characters feature by now?

Are we able to save ingame?
Is there a list of issues already fixed?

(Sorry for just asking and not testing it myself. :oops:)
 
I haven’t tested as far as saving in game but so far everything seems to work as intended
 
I’ve made that cube Force and it seems functional
 
@Erikin84 Are you using the Gens emulator? RC has confirmed that unfortunately most other available emulators are not able to properly run ROMs that have been modified via the new editor version.
 
Right now I use kegs fusion, but I wouldn’t mind using another emulator if it works with the 6mb
 
I remember expanding the rom before to 6mb and kega refused to load it, saying there’s no way it’s a genesis game. (Since 4mb was the norm)
 
Hats off the press: @Erikin84 has done some hardcore stress testing of just how much artwork can be jam-packed into a 6MB expanded ROM produced by the current Discord pre-release Editor version. All credit to Erikin84:

Total unique portraits before issues occur: 127
Total unique map sprites before issues occur: 249
Total unique Force member battle sprites before issues occur: 79
Total unique enemy battle sprites before issues occur: 79

That's a heckuva improvement over what was previously available.
 
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So far though, this number may change due to when all sprites are loaded the game currently crashes after talking to the king
 
Steve updated SF1Edit by rubixcuber with a new update entry:

SF1Edit v3.0.1

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...

Read the rest of this update entry...
 
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Steve updated SF1Edit by rubixcuber with a new update entry:

SF1Edit v3.0.4

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

Read the rest of this update entry...
 
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Steve updated SF1Edit by rubixcuber with a new update entry:

SF1Edit v3.1.0

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...

Read the rest of this update entry...
 
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Steve updated SF1Edit by rubixcuber with a new update entry:

SF1Edit v3.2.0

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...

Read the rest of this update entry...
 
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Steve updated SF1Edit by rubixcuber with a new update entry:

SF1Edit v3.2.1

rubixcuber said:
Fairly large update. There were some big behind the scenes changes in progress on the scripting sections. I think I tracked down all of the bugs there, but if you are going to be doing scripting changes I recommend making a copy/backup and testing saving the script changes just in case.

v3.2.1 - 6/19/2018

[Scripting]
* Added a title for the current script set
* New check nodes don't reverse their labels after saving and loading
* Option to disconnect just the inputs...

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Steve updated SF1Edit by rubixcuber with a new update entry:

SF1Edit v3.3.0

rubixcuber said:
Trying a new release. There's some massive changes to the scripting engine and I think I've worked out most of the bugs finally, but if you're going to edit scripts keep an eye out and maybe keep an extra backup!

v3.3.0 - 6/22/2018

[Scripting]
* New script section for Battle Start scripts
* New 'Check Event' nodes don't reverse their labels after saving and loading
* Nodes can have loops or multiple incoming connections and properly save and load those connections
*...

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