This isn't yet a full list, just what comes to the top of my head. However, if you have another thing that requires it that Atrius has told you he can't do until we get it, let me know and I'll add it to the list. So far, here's what I've got:
Damage Formulas
Item Types
Shop Types (and which items go to which shops)
Element types
Battle animations
Effect editing
Custom ASM Editing Support
Music editing. Not inserting midis, but simply switching music. There's quite the decent documentation on it (http://forum.goldensunhacking.net/index.php?topic=1418.0). We can do it via hex editing anyways.
We should also add in changing ability type values to change things to Eddy, EPA, etc... Salanewt documented it.
Both are documented and fully customizable with a tiny bit of hex editing, so it should be an easy convenience to implement in the editor.
Not really ASM heavy, but nice.
Added, thanks. Anyone else?
New Feature!!
Gerbil Catching!!
You press a button and the editor catches a Gerbil. And it says how many Gerbils you've caught.
I know, not a serious feature, but it was the pinnacle of the YI editor - Eggvine!
Lishy, do please take this topic seriously. I don't appreciate it when people spam in serious topics with nonsensical things.
QuoteWe should also add in changing ability type values to change things to Eddy, EPA, etc... Salanewt documented it.
Actually, Teawater documented it; I just posted the information here. Even then, the ability type values are not ASM. Their effects are though, so possible editing of those would be interesting.
Oh, animation editing!
You know, you could download my chart if you need help with ASM; it would make it easier on Atrius if people were to try alternatives instead of relying on the editor for every little thing. Just saying it out loud, and it is only an opinion-based statement. I mean, we are kind of lucky that Atrius has even made an editor for us to work with.
Does animation editing actually require ASM? Or is it just battle animations you're talking about? I was under assumption that animated sprites were something we'd be able to do in 0.5...
Battle animations, animating regular sprites is probably something that Atrius is going to give us.
Well, there's event and effect editing.
Yeah, we totally need Gerbil catching for teh lulz!
Seriously though, it was fun as hell in the YI editor.It might as well be done here if Atrius gets bored.
Or we can have the source to do all the cool things like Gerbils which Atrius wont!
> mfw lishy
/list of things atrius should get to thread
An actually useful one would be editing the tables to allow for more unique entries; for example, allowing for more shop dialogues, like you said, but other tables could use it.. A pretty general one actually.
Care to elaborate a bit more on this one? Not sure what you mean by that.
Basically a game has tables to define its arguments; in most games they have ones that can just be filled with different numbers for different values. A lot of things in the editor edit these values.
However some don't and use ASM instead, and what I'm suggesting is filling empty areas in a table with offsets to "blank" sets, which would just require something like an offset (like with shop text data) or perhaps even something as ambitious as attack animation or particle effects. Basically, using freespace to set up little templates.
That is, if said values rely on tables. Many do though, so we should be cool.
Also I highly suggest that if we're going to do a lot of this stuff we should probably expand the rom to 32MB. I know IPS doesn't support 32 MB but there's some patchers that do. I know Hackmew made one so I'll have to ask her if its okay to distribute it here, since its very useful.
Oh, so it'd be a utility for the editor, rather than a specific feature. I see.
I'm still not sure I understand Charon's suggestion.
Music replacement/addition does not require ASM hacking, it requires a .midi to GBA audio format converter. The music that maps use can also be editing through the data rather than ASM as well.
Attack animations are coded in ASM, sprite animations are not.
Gerbil catching requires an overdose on methamphetamine, or copious amounts of alcohol.
I personally prefer putting a muzzle on anyone who suggests it.