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Releases: KernelEquinox/SotN-Editor

SotN Editor 0.0.3

06 Mar 01:27
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Merged Pull Requests

Changes Since 0.0.2

  • Added support for various polygon types
  • Implemented more accurate blend modes
  • Better shortcut handling in macOS
  • Added convenience tooltip for viewing polygon data
  • FG polygons no longer extend past the room boundaries
  • Better texture handling
  • More accurate entity transforms
  • VRAM: Expanded map VRAM section
  • VRAM: Expanded room VRAM additions
  • GTE: MVMVA now handles Mx=3 (garbage matrix)
  • MIPS: Skips some early PSX init functions (avoid hangs)
  • MIPS: Saving and loading of MIPS emulator states
  • Documented collision types
  • Documented more entity data
  • Fixed a bug in lowercase filename handling

New Contributors

Full Changelog: 0.0.1...0.0.3

SotN Editor 0.0.2

02 Nov 05:01
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Fixed a few bugs and introduced some new functionality.

A few of the changes include:

  • Added automated Windows/Mac/Linux builds
  • Added instructions for building on each platform
  • Added sprite rotation functionality
  • Added the ability to copy entity properties to the clipboard
  • Renamed a few entity properties to better reflect their actual purpose
  • Map loading now takes place in a separate thread to prevent the program from hanging
  • RBO5 no longer crashes the program due to null sprites
  • POLY_GT4 struct detection is now more accurate
  • Simplified building steps on Windows

Full Changelog: https://github.com/KernelEquinox/SotN-Editor/commits/0.0.2

SotN Editor 0.0.1

22 Oct 21:40
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This is the first initial release of SotN Editor.

Known issues include:

  • RBO5.BIN crashes due to a null pointer dereference related to mishandled sprites
  • Some rooms overlap each other
  • Some sprites utilizing POLY_GT4 structs display on top of other rooms
  • The lever in NO1 (Outer Wall) has a mismatched CLUT
  • Room 9 in DAI (Royal Chapel) has weird texture/POLY_GT4 oddities
  • More accurate POLY_GT4 handling is required
  • Oddities in ST0 need to be analyzed (no breakables in Room 1 or Room 3, weird Richter thing, etc.)
  • Rocks in WRP don't show up