Releases: Supremekirb/EBME
EBME 1.0.0
This major release of EBME adds the Tile Editor and Palette Editor, collision mode, foreground graphics, and more. The major version bump to 1.X.X indicates that EBME can now replace EBProjEd in regular hacking entirely!
New
Tile Editor
The Tile Editor allows you to edit the graphics that make up the map. Mostly similar to the old interface, but with some changes:
- All subpalettes are displayed at once
- Collision is now based off a user-specified preset system, instead of typing 16 bytes of raw hex for each tile
- Minitiles can be dragged and dropped to rearrange their order in the tileset
- Tools for managing foreground graphics and rendering images of the tileset and minitiles
Palette Editor
While you can edit palettes in the Tile Editor, the Palette Editor exists for more advanced changes. It can do things like this:
- Compare and copy between two subpalettes
- Add, remove, and edit event palettes
- Add and remove palettes
- Import and export palettes as ".ebpal" files (same format as palettes in .fts files)
- Tools for seeing what any tileset looks like with any palette and rendering images of the palette
Other Fresh Goodies
- EBME is now "licensed" under the Unlicense.
- You can view png2fts's license when using that tool too
- Foreground graphics that display in front of NPCs same as it works in the real game (can be disabled)
- Collision Mode, with the ability to edit collision for tiles by painting it directly on the map
- The preview character in game mode can get stuck on solid collision when "Obey collision" is checked
- NPCs and the preview character will obey foreground collision flags
- Triggers that aren't placed over collision that supports them will have a warning in the sidebar and a button to fix it
- Tile scratch space, a window where you can place tiles for future reference, and shift+click to select them in the map or tile editors.
- Please let me know what you think of it and how you use it! It was a requested feature so I want to make sure I got the implementation right.
- Significant performance improvements. Expect at least halved loading times and much faster scrolling around the map!
- Binaries for Linux are now available both on release and for every commit
- The preview NPC in Game Mode animates as the mouse moves
- Improved error messages for failed project loads
- You can right-click a colour button/display to copy its hexadecimal colour code
- Undo/redo for the entire program is global (meaning the map music editor's changes can be undone even after closing it)
- There is also a bar along the bottom of the program which displays the undo stack's current contents (can be disabled)
- NPCs stack based on their Y value, same as in-game
- Added a Help menu item to begin writing a new issue on GitHub
- Increased the default size of the window
- Wayland users get a desktop entry created automatically (otherwise the program's icon will not display)
- Added some icons
- Bumped to Python 3.12.7
- Made png2fts a submodule in the repository
Fixed
- After a failed project load, a "program is saving" warning is displayed when trying to close EBME (untracked)
- Double-right-click does not select contiguous sectors in Tile Mode (untracked)
- Can't Ctrl-right-click to select multiple sectors in Tile Mode (untracked)
- Files containing characters from other languages may not open due to encoding errors (untracked)
- Some possible settings bugs on Linux (untracked)
- A failed tile render on the map editor's rendering pass causes the entire pass to stop (untracked)
- Now, tiles that failed to be rendered will show a warning symbol in their place. If this happens, check the debug output
- Projects with an unknown CoilSnake version ID don't load (even though they should, just with a message) (untracked)
- Hotspots resize strangely when resizing from the left or top (untracked)
- Possible memory leak when loading lots and lots of projects (untracked)
- Enemy tile colours on the map potentially don't change when a new project is loaded (untracked)
All changes: 0.2.1...1.0.0
EBME 0.2.1
This version of EBME adds a new menu to edit map music, makes a bunch of tweaks to the interface and controls, and fixes a few bugs.
New
- Map music editor
- Paste NPCs and triggers at the mouse
- There is an option to disable this behaviour
- Deselect with ESC or Ctrl+D
- This also cancels operations such as setting a door's destination
- Flag input fields use a checkbox for inversion
- Scroll horizontally by holding Alt
- Option to zoom with the mouse wheel without holding Ctrl
- With this enabled, Ctrl+scroll will scroll the map instead
- Selected sectors have an animated yellow tint that fades in and out
- The selected tile in the sidebar will have a yellow tint
- Click and drag to select multiple sectors
- Find and goto dialogues remember the last type used
- Using "Edit CCS" on an address displays a hint about decompiling the script
Fixed
- Possible to select less than 1 sector (untracked)
- Comments on warps do not save (untracked)
- Sector attribute changes cannot be undone after importing a png2fts map (untracked)
- Trigger destination icon uses a wrong shade of white (untracked)
- Goto for enemy tiles does not work (untracked)
All changes: 0.2.0...0.2.1
EBME 0.2.0
This version of EBME adds a new mode to edit warps and PSI teleports, a few miscellaneous features, and several bug fixes.
Some compatibility issues with EBProjEd are also addressed.
New
- "Warp & TP" mode
- Unique grids per mode (eg. Trigger mode has an 8x8 grid)
- Tools for clearing the map (including tiles, sectors, NPCs, triggers, and enemy tiles)
- Hotspots can be summoned to the mouse with right click -> "Move hotspot here..."
- This functionality also exists for warps and teleports
- Enemy tiles can have custom colours
- Holding Ctrl and scrolling zooms in anchored at the mouse cursor
Fixed
- Projects that have not been opened in EBProjEd at least once cannot be loaded. (#1)
- Hotspot colour values saved as tuples cause incompatibility with EBProjEd (untracked). They are now saved as hex colour codes.
- Projects with colours saved as tuples will be automatically upgraded. Please save the project again in the new version.
map_tiles.map
expects a newline at the end of the file (untracked)- NPC table cannot be loaded if the project was created in CoilSnake development versions >4.2 (untracked)
- Context menus don't open on some systems (untracked)
- Grid cannot be disabled once enabled on some systems (untracked)
- No sector is loaded at initialisation, but the data fields can still be edited (untracked)
All changes: 0.1.0...0.2.0
EBME 0.1.0
The initial public release of EBME. Thank you for waiting all this time!