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Author Topic: Cartographer  (Read 1 times)
Nightcrawler
Guest
« Reply #45 on: November 23, 2009, 11:36:53 am »

Ok. Two developments.

1 Cartographer apparently requires commands to be in a specific order or it complains.
2. It now dumps the whole desired range, but doesn't output any line breaks or line controls or anything. I just get a raw dump of the range. It's my understanding from the documentation it should stick line breaks in there or at least print (LINE). I've even tried the #LINE CTRL command. No difference.

Any ideas?

Code:
#GAME NAME: Tenshi No Uta (SNES)

#BLOCK NAME: Magic Names (RAW)
#TYPE: FIXED_STRING && FIXED_LINE
#STRING LENGTH: 6
#STRING END: No
#LINE LENGTH: 6
#LINE END: Yes
#LINE CTRL: 41
#METHOD: RAW
#SCRIPT START: $d6f00
#SCRIPT STOP: $d7640
#TABLE: tenshi8x16j.tbl
#COMMENTS: Yes //start first line with //
#END BLOCK //remainder of comment placement
//is handled by control codes
RedComet
Guest
« Reply #46 on: November 23, 2009, 05:40:53 pm »

How is the data stored? Something like this:

A name
B name
C name
(Each of these is a separate 6 character long string.)

And in ROM it looks like this:

A nameB nameC name

In other words, there's no end of string control code, right?
Nightcrawler
Guest
« Reply #47 on: November 24, 2009, 08:22:06 am »

Right. Man oh man, if we can't sort this out soon, I could have coded my own generic dumper by now! Tongue

In game:
AAAAAA
BBBBBB
CCCCCC
DDDDDD
EEEEEE
FFFFFF

In ROM:
AAAAAABBBBBBCCCCCCDDDDDDEEEEEEFFFFFF

Current Cartographer Output:
AAAAAABBBBBBCCCCCCDDDDDDEEEEEEFFFFFF

Desired Cartographer Output:
AAAAAA
BBBBBB
CCCCCC
DDDDDD
EEEEEE
FFFFFF
RedComet
Guest
« Reply #48 on: November 24, 2009, 09:29:12 am »

Code:
#GAME NAME: Tenshi No Uta (SNES)

#BLOCK NAME: Magic Names (RAW)
#TYPE: FIXED_STRING
#STRING LENGTH: 6
#STRING END: Yes
#END CTRL: [END]                //you can change this to whatever
#METHOD: RAW
#SCRIPT START: $d6f00
#SCRIPT STOP: $d7640
#TABLE: tenshi8x16j.tbl
#COMMENTS: Yes //start first line with //
#END BLOCK //remainder of comment placement
//is handled by control codes

Try that. The #END CTRL specifies a little string of text that you want output at the end of each string. This isn't an actual control code in the game. Rather it's just something I added that would end up in the script to make it easier to determine where individual strings end.

With the above your example should output like this:

AAAAAA[END]

BBBBBB[END]

CCCCCC[END]

DDDDDD[END]

EEEEEE[END]

FFFFFF[END]


The FIXED_LINE thing is really for Genesis games that don't specify line breaks instead leaving it up to the tilemap to insert them. Bare Knuckle 3 did this. It would stick all of the tiles in VRAM right after one another and the tilemap was changed separately.

Here's an example:

Code:
#GAME NAME: Tenshi No Uta (SNES)

#BLOCK NAME: Magic Names (RAW)
#TYPE: FIXED_STRING && FIXED_LINE
#STRING LENGTH: 12
#STRING END: Yes
#END CTRL: [END]                //you can change this to whatever
#LINE LENGTH:      6
#LINE END:         Yes
#LINE CTRL:         [LINE]                  //this can be whatever you want too
#METHOD: RAW
#SCRIPT START: $d6f00
#SCRIPT STOP: $d7640
#TABLE: tenshi8x16j.tbl
#COMMENTS: Yes //start first line with //
#END BLOCK //remainder of comment placement
//is handled by control codes

In ROM:
AAAAAABBBBBBCCCCCCDDDDDDEEEEEEFFFFFF

Output:

AAAAAA[LINE]
BBBBBB[END]

CCCCCC[LINE]
DDDDDD[END]

EEEEEE[LINE]
FFFFFFF[END]

Hope that clears things up.
Nightcrawler
Guest
« Reply #49 on: November 24, 2009, 04:01:53 pm »

Now I'm about right back to where I started. I tried your code. It only outputs 6 characters or 1 item again. It prints [END], however it doesn't bother dumping past the first item. Your program is as lazy as you are Red!  :laugh:

Output:
AAAAAA[END]

Is this a bug in your program?
RedComet
Guest
« Reply #50 on: November 24, 2009, 07:03:40 pm »

Yeah, that must be a bug. I dunno what the hell the deal is.  :huh:
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