SECRET OF MANA EDITOR RELEASE NOTES
questions to umokumok@gmail.com
or http://somedit.proboards.com
or http://somedit.blogspot.com
or MSN umokumok@hotmail.com (MSN only - I don't read these emails)

------------------
--- KNOWN BUGS ---
------------------

 - ** If the Secret of Mana Editor does not run, run with "debuglogging"
   as a single command-line parameter.  It should write something to a
   somedit.log file.  Send me this file and we'll figure out what happened.
 - Some maps' collision sets are all wrong - particularly those with
   tileset 4, like map 263.
 - There are minor display issues with some maps; need to figure out
   how and when to draw the tile BG color.
 - "Animated" palettes (like those used in Ice Country) are not
   supported yet, and editing them may have unexpected results.
 - Bosses except for Mantis Ant do not display correctly.  Also,
   static parts of boss sprites (like the crying kid on the mantis
   ant map, or the background on the mana beast map, 253, do not
   display yet)
 - Map 256 does not display correctly - the log is missing.
 - Sprites don't show at the exact right spot on maps.
 - Writing a particularly long song may cause your sound effects or
   SPC in general to bug out.  I need to do some re-org on how
   SOM manages SPC memory.
 - Map 406 etc has an issue where layer 1 uses FG, layer 2 uses BG,
   and the collisions are not correct.

-------------
--- TO-DO ---
-------------

 - A bunch of event commands are still unsupported.
 - A bunch of music commands are still unsupported.
 - Need to figure out how best to manage sprite animations, etc.
 - Importing for Title screen background (tree JPG)
 - Support the extra line of world map data, that is used
   to replace the line of purple stuff when the lost continent or
   whatever that thing is called is raised.
 - Support FuSoYa-style variable width fonts.
 - Spell editing & graphics.
 - Item editing & graphics.
 - Weapon editing & graphics.
 - Menu editing & graphics.
 - ExHiROM Testing
 - Support a bunch of additional numeric stuff.
 - Patch to fix P2/P3 sticking problems.
 - Finish editing for events.


Changes:

******************
*** build 0213 ***
******************
 - Add support for DTE for text compression, for incoming ROMs and outgoing ROMs.  This
   saves about 20K of space in the US ROM, which is the only one NOT to use DTE in its
   original form.
 - Move offsets and other version-variable numbers out to a set of properties files,
   which in this first release grant support for the following ROM versions:
     - US Version 0
     - French Version 0
     - German Version 0
     - PAL English Version 0
   Other ROMs will not load, but support will be added later for them.
 - Write out all ROMs with version 0x0F, so the editor won't try to load them back in
   (and fail horribly)
 - Fix a couple issues in Event parsing, one of which caused the treasure chest "shaking"
   animation to disappear.
 - Don't write out SPC samples unless you changed one.  Whoops.
 - A few bosses look better now.  I still have a lot of research to do on these.
 - Partial French and German translations, and they're probably not very accurate.  For now
   this was really just a test to make sure the properties files were working correctly.  These
   will be finished/fixed soon, by .. someone who speaks those languages, as soon as I finish
   moving all my strings out to properties files.


******************
*** build 0212 ***
******************
 - Add "Export to PNG" for World Map.
 - Rearrange a lot of GUI strings so translations can function better.
   This is not complete yet.
 - Fix glitch that caused walk-on events and special events to be processed
   incorrectly for a few maps.
 - Disallow loading of foreign language ROMs until they can be processed
   correctly. US ROM only for now!


******************
*** build 0211 ***
******************

 - Make triggers positionable, add "Return" type trigger, and
   fix processing for "Special event" trigger type.
 - Add "Save to PNG" for composite maps.  Note that not all maps
   look exactly right yet.
 - Add fast forward toggle-button for music playback.
 - Fix alignment of song names and update some of the names.
 - Fix divide by zero exception for empty song channels.
 - Add placeholders for changing the total number of certain things.
 - Change method of output to project file and external files for 
   composite maps.  Now stored as human-readable/modifiable properties 
   file.  Old file type still supported for compatibility.  Similar 
   changes to come for other data types.
 - Probably a bunch of other shit I forgot about it's been a while.


******************
*** build 0210 ***
******************

 - Change "Doors" checkbox to "Triggers" on Composite Map Editor.
 - Fix issues with display of Tileset 8 flags.
 - Add checkbox to view 3BPP tiles as second half of palette in
   raw tiles editor.
 - Add/implement some new edit linkages between tileset screens.
 - Fix issue where flipping to the Tileset16 editor from the
   composite map editor would not update the selected tile16 index
   and such correctly until you clicked on them.


******************
*** build 0209 ***
******************

 - Fix failure to update scrollbar size for events list when window resizes.
 - Implement File->Exit that for a long time did nothing.  Oops.
 - Fix issue where spamming the mousewheel on the event editor would crash
   the application under Windows 7.
 - Fix issue where scrollable area less than the size of the scrollbar would
   sit at the bottom/right instead of top/left.
 - Fix issue where map piece width/height were not adjustable.


******************
*** build 0208 ***
******************

 - Fix some exceptions when changing tilesets on map pieces editor.
 - Remove outdated event editor options and add option to show dialogue
   and non-dialogue events with either in-game font or Courier New.
 - Change sprite exception that comes up often for non-working sprites
   to a debug log message so it stops spamming the messages area.
 - Fix exception if trying to "Open in another window" with nothing
   selected.
 - Tweak handling of horizontal scrollbar for music view; it should be
   a little more accurate now.
 - Fix positioning of text on samples screen about how sound effects samples
   don't work yet.


******************
*** build 0207 ***
******************
 
 - Fix miscalculation of code size for modified trigger data.
 - Fix issue where clicking a trigger would throw an exception.
 - Fix incorrect calculation of scrollbar maximums for composite maps.


******************
*** build 0206 ***
******************

 - Add options for detailed debug logging in somedit config.
   Detailed logging added for music and map pieces for now.
 - Fix bug that caused music to overwrite part of the world map.
 - Fix bug that caused an audio glitch in the town theme.
 - Fix bug in event editor where closing the popup with the "X"
   instead of the cancel button caused problems.
 - Fix bug that caused unknown/raw event editor to throw exceptions
   a lot when you cycle through the type.


******************
*** build 0205 ***
******************

 - Add debug logging to somedit.log if "debuglogging" is present
   in command-line parameters.
 - Expand events help a bit.


******************
*** build 0204 ***
******************

 - Weapon and armor stats can now be edited and written to the ROM.
 - Ring menu tiles can now be edited and written to the ROM.
 - Fixed a bug with misc settings showing the wrong values.
 - Added a "This doesn't work yet" message to enemy stats, which
   indeed don't work yet, and fixed the positioning of the one
   on the spell editor screen.


******************
*** build 0203 ***
******************

 - Title screen tiles, arrangements, text, and palette editing.
   These are probably pretty buggy so feel free to report problems.
 - Sprite tile and formation editing.  These are probably pretty 
   buggy so feel free to report problems.
 - Beginning of what will hopefully be complete help pages for the
   editor eventually.
 - Loading of spell graphics and some other stuff that isn't editable
   yet.
 - Fixed a bug with maps that have a walk-on trigger, but no other 
   triggers.
 - Probably a bunch of other shit that I can't remember.


******************
*** build 0202 ***
******************

 - Process "Special events" for maps.  This fixes inconsistent trigger
   lists with a number of maps (248, 265, 17) and allows you to edit
   what happens when you step on a "special event" tile.
 - Fix size of right tab on composite maps view when collapsing then
   restoring it.
 - Add collision types for the partially destroyed crystal things in the
   mana fort interior.
 - Fixed issue where loading a new file would.. merge the fonts from the
   two files together.
 - Clear the display and close all secondary windows when loading a new
   file to avoid keeping stale data up.
 - Fixed issue where loading another project would continue to add more
   tiles, tilesets, and palettes on top of the ones from the previous
   project.
 - Fixed issue where sound effects samples weren't clearing out properly
   for a new load.
 - If you go to create a new project, then cancel the first dialog, it
   will no longer open the second one.


******************
*** build 0201 ***
******************

 - You can now pass a .som project as a command-line argument, and it will
   open it (ie, associate the filetype in windows)
 - Added a collapse/expand button to the left-side tree.
 - Title screen tree graphic and organization of the logos and such are 
   loading, finally.  Curious whose bright idea it was to use JPEG
   compression for that tree graphic and spend 20-30 seconds decompressing 
   it.  Later I'll make it so you can import your own and compress it back;
   it's just for show for now.
 - Add graph and function input for character stats editor.
 - Add an "Edit" palette button on the Tileset16 screen.
 - Add collision type for those little crystals in the mana fort that you
   have to slash a few times.
 - Fix minor hex/dec conversion issue with finding referencing events from
   the door editor screen.
 - Preliminary support for exporting to a 6 MB ExHiRom ROM (a la Tales of
   Phantasia).  This includes a number of SOM code mods that have probably
   not been tested thoroughly enough.  Will only happen if your ROM requires
   between 4 and 6 MB of space.  Also, it only expands as necessary now (not
   at all if you added nothing, to 3 MB, then to 4 MB, then to 6.)
 - Add menu item for exporting an IPS patch, which is not yet implemented.
 - Preliminary loading of sound effects, but these aren't editable yet.
   Before audio is fully editable/expandable/whatnot I need to do a bit
   of a re-org of how they store stuff in SPC700 memory.
 - Add ability to pull a section off into another window so you can work
   with two related sections side by side.
 - MIDI importer improvements; still not wonderful, but getting closer to
   what I want.
 - Fix an issue where the tileset editor wouldn't let you edit foreground
   tiles.
 - Preliminary support for sprite loading.  Some sprites render properly
   on maps.  Most bosses (Except Mantis Ant, who was my test subject for
   boss tile decompression) do not yet. Composite maps may show exceptions
   for displaying some sprites - these should not crash or otherwise affect
   stability.. debug-only.
 - Complete rewrite of map editors.. should be much faster and more
   stable now.  Removed OpenGL components.  Should no longer depend on
   OpenTK DLLs.
 - Fix bug where map piece filtering for the initial map (128) would be 
   blank until you switch maps.
 - Fix object directions - up and down were swapped.
 - More convenience shortcuts on various components.
 - Allow changing direction and "mobile" flag of objects.
 - Update selection in tileset view when eyedropper used to pick a tile
   from a map piece.
 - Fix bug where map filtering wouldn't work correctly when flipping
   through maps.

Known issues:
 - Having issues getting the right scrolling range on the scrollbars I use
   on stuff like the map editors and the music editor.
 - As mentioned, many sprites do not look right yet.


******************
*** build 0107 ***
******************
 
 - Fix issue where overlapping map pieces would be rendered incorrectly.
 - Added ability to filter displayed map pieces and objects based on state 
   of event flags.
 - When you right-click on a stack of objects, they'll all come up in the
   list now.

Known issues:
 - Maps render better now, but certain things still don't work (like the hole 
   in Potos) and it is quite slow.  I'll be addressing these things soon.


******************
*** build 0106 ***
******************
  
 - Fix exception on drawing some map pieces.
 - Fix tile view on raw tile editor when changing palettes.
 - Remove some unused FMOD-referencing code.
 - Fix rightclick menu for certain maps where it was not showing up.
 - Fix maximum for width and height on map pieces editor.
 - Implement double click for event search results.
 - When jumping to an event in search results, also jump to the line in question.
 - When searching for event flags, return map piece results.
 - Fixed crash on map 243.
 - Add Ctrl+Z key shortcut for undo on map pieces and world map editors.
 - Add more editable event types.  Event editor is still buggy, but it's being worked on.
 - Remove debug logging in event editor.
 - Added "Misc Settings" editor with various code-change-related options.
 - Fixed handling of config file when it doesn't exist.
 - Make door transition type editor usable.
 - Fix bug with exporting doors and change description for collision-related bit,
   which was causing trouble.
 - Add ability to search for doors the lead to the selected map.
 - Implement the missing controls in door editor.
 - Fix issue with map 180 where pieces > 888 would screw up the tree view.
 - Fix issue where if event text was too wide for the picturebox, it wouldn't
   render at all, instead of clipping.


******************
*** build 0105 ***
******************

 - What were previously "doors" on maps are now "triggers" since walk-over events are
   encompassed in the same data.  "Doors" are now the warper data referenced by values
   0x800 to 0xBFF in this data set.
 - Add editor for composite map "display settings" and "doors."  Change how composite maps
   are rendered to use display settings, which makes a lot more maps look correct.  
   Fix reference to doors in event descriptions.
 - Fix issue where first time editing a map piece, drawing wouldn't work until you picked
   a tile or made a selection.
 - Fix issue where simply clicking to place a tile on map piece editor would not do 
   anything until you moved the mouse.
 - Use OpenGL rendering for map pieces to speed things up.
 - Implement eyedrop picker thing for map pieces.
 - Fix display of animated tiles in map piece editor tileset view.
 - Add ability to overlay other map pieces from a selected composite map in map piece editor.
   Not sure how useful this will be, but I suppose it can be tweaked to look better in time.
 - Fix problem with exporting event types x10 and x20 (jump and jump subroutine to events 
   from 0x00 to 0xFF) back to ROM.  Previously resulted in "Oh fuck," exception stack trace, 
   and broken ROM.
 - Add handling for walk-on events for maps.
 - Fix background color handling for maps.
 - Implement right-click on object -> "edit object" and "edit trigger," for maps.
 - Fix bug where "Edit BG piece" wouldn't do anything the first time.
 - Added a little preview of the tile you'd be editing in the rightclick -> Edit 16x16 tile
   menu.
 - Fixed some issues with maps where layer 1 uses the foreground layer and layer 2 uses
   the background layer (like Matango/146).
 - Fixed opening a project when you already have a project open.
 - Fixed some bugs in event editor and added more editable event types.
 - Added various search features for events, and removed the old half-assed search box.
 - Fix bug where every event is written to project file instead of only modified ones.
 - Can now export composite map data to ROM.

Known issues:
 - Not everything is editable for composite maps yet.  It's coming.
 - Composite map renderer is slow.  It's not using OpenGL rendering yet.  Will fix when I have time.
 - Now that some things render with OpenGL, you'll need the OpenTK DLLs OpenTK.dll and
   OpenTK.GLControl.dll with the exe or on your path to run the editor.  You can find these in
   opentk/Binaries/OpenTK/Release in the zipped package at:
   http://sourceforge.net/projects/opentk/files/opentk/opentk-1.0/2010-10-06/opentk-2010-10-06.zip/download


******************
*** build 0104 ***
******************

 - Map pieces view now resizes the image when you resize the window.
 - Fixed bug where some 3BPP tiles showed up in wrong palette in some tileset views.
 - When previewing a sample, add selection for what note to play.
 - Remove buttons from sample editor that didn't do anything.
 - Changed handling of animated tiles at the bottom of tileset8s.  All frames should
   load now and they are modified together as one set, since that's how they're stored
   in the ROM.
 - "Export to ROM" implemented for modified tile data, tileset16s, map pieces,
    map palettes, tileset8s, events/dialogue, game font, music, and samples.
 - Fix bug where map piece loaded from project data was not marked as modified.
 - Tileset palettes are now save-able and exportable/importable (as a whole, for now).
 - Fixed bug where a song loaded from an external file would be saved to the project as
   song 0.

 - Known issues:
   - ROM file written with "Export to ROM" will not yet be re-openable by the editor.
     Project files should only be created with the original game ROM for now.
   - "Composite Maps" will not export to ROM yet.  Still working on the data for these.


******************
*** build 0103 ***
******************

 - World map palettes are now editable.
 - World map "landable" definitions are now editable.
 - Fixed bug where world map tile editor didn't save palette changes.
 - Don't use crosshair cursor for world map tiles selectors.
 - Fixed some "Unknown" event types and added loading for additional events.
 - Added Undo button for map pieces editor.
 - Added Undo button for world map editor.


******************
*** build 0102 ***
******************

 - The following things should now be save-able, load-able, export-able, and import-able:
   - Music
   - Samples
   - Events
   - 8x8 Tilesets
   - 16x16 Tilesets
   - Tile data
   - Map pieces
   - Composite maps
   - World map data
   - Game font

 - Music editor correctly determines song width for scroll bar now.
 - Music editor sets scroll bar back to initial position when changing songs or channels.
 - Removed BG_ALT and FG_ALT checkboxes on composite map editor.
 - Fixed a bug where 8x8 tileset view on the 16x16 tileset editor sometimes didn't show tiles.
 - Fixed crash on palette set 127, palette 7.
 - Foreign characters should show up properly now, though there is still no real translation.
 - Fixed issue where value in numeric up/downs on 8x8 tileset editor would sometimes not change.
 - Removed more debug text


******************
*** build 0101 ***
******************

 - Fixed crash on minimize for composite maps.
 - Allow SOMEDIT to start and close cleanly if fmod.dll is not present, and disable audio playback.
 - Turn off debug logging.


******************
*** build 0100 ***
******************

Initial release.  This release is not overly functional and is really just something for everyone to play
around with and bugtest.  Supports editing the following things:
 - Maps
 - Tilesets
 - Events/Dialogue
 - Music samples
 - Music data
 - Font

Known issues:
 - This is a preliminary release; MANY things will not work, it is expected to be very unstable.  
   Please report problems to umokumok@gmail.com or post to 
 - Some maps still do not render correctly.  I'm still playing with finding the correct render ordering
   of the layers involved.
 - Not all event types are known.  "Unknown" types should still be editable.
 - Not all music commands are known.  "Unknown" types should still be editable.
 - Much of the GUI is not overly user-friendly, has threading issues, or just generally needs work. This
   will be resolved in time.  Getting all of the editor functionality working is my priority; after that I'll
   make it more stable and usable.
 - The MIDI importer is still very experimental.  Many MIDIs will not work yet.
 - If the FMOD DLL fails to load, the program won't come up.  For now, make sure you have the right one!
   There is a different DLL for x64.
 - The music playback does not sound perfect.  The timing on most of the commands is currently a best-guess.
   Also, not all commands are even supported by playback yet (like vibrato).
 - Most of the graphics are drawn with GDI and are rather slow.  This will be improved later.

Limitations:
 - Exporting data to a ROM is not yet supported, as a lot of the loading and editing is
   still imperfect.
 - Sample size cannot be adjusted yet.  However, imported WAVs can be resized to the size of the
   existing sample.
 - Not all events are editable yet.  This interface is being worked on.
 
