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4_14_2025

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@Shadowth117 Shadowth117 released this 14 Apr 08:30
· 56 commits to main since this release

It's been a little bit. I'd meant to do a release sooner, but kept getting sidetracked.

Since before, a lot more models have gotten loading and we've gotten a lot more functionality.
For one thing, models for some things actually load now and they change properly when you change the object values, if they have that enabled. Many things are still missing, but the framework is in place.

We have a few nice new editor functions. Settings have been moved to a settings menu and in addition to the pre existing day night and world transform options, you can now disable teleporting your camera when selecting objects. Note that for orbit camera mode, due to its nature you will still teleport.

There is now a Display menu which for now lets you toggle display of the visible terrain model and toggle display of the collision model. You can use both at once or separately.

The Edit menu now has options for copying object data and pasting various parts of it across other objects. Note that copying from one object type to a different object type (e.g. enemies to set objects) will only copy transform settings, position and rotation. However set objects and set design are the same under the hood so you can copy all data between those freely.

You can also find 'Drop Object To Nearest Solid' under Edit, which allows you to automatically put an object directly on top of the nearest floor or other object under it. The idea is this would help smooth out more natural object placement. The game is a little nicer than some games and will try to push some objects out of the floor, but not all.

Most maps will also load in their correct lighting for objects, though not all. Boss rooms still need to be mapped and sand ruin day needs to be double checked.

Collision data is color coded (though currently the lighting hitting it is colored and distorts this). But overall, it should be fairly easy to understand. Dark gray is a typical death plane, gray is normal collision, light gray is snow. Slides are an orange-yellow, water is blue, lava is red,

Lots of internal changes as well to ease in other changes, but not much to say past that.

As far as usage, opening the .nrc file for the first time will create a 'ModProject' directory and a 'BackupFiles' directory. The editor will try to backup files if it realizes you've edited them and has an option to restore these. Edited files, and the project file itself, will be stored in the ModProject folder. You can actually move the ModProject folder anywhere after it's created and rename it whatever you see fit. When hitting Apply Project Files To Game Folder, all game files will be copied from the ModProject folder to the game folder and you can even use files that weren't edited by OverEasy for this (though any files not edited by OverEasy must be manually backed up).

Speaking of files not edited by OverEasy, my other tool, Aqua Toolset , supports editing a few more things:
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Eventually these will just be put in OverEasy, but for a jist, Events control parameters for the stage like if the music that plays, if it should load certain special objects, if there should be a blizzard effect, if it's night or day at the start, etc. BGMRegular.bin assigns ids to the background music so you can use it in the Event files. .bin text files control messages and dialogue. .lnd is stage terrain models and .mc2 is stage collision. The archives are pretty self explanatory, but egg.gpl is what contains the egg textures used in stages and you'll find it inside amem_boot.arc.

Controls:
-left click selects and repeatedly clicking will select through all objects beneath the cursor in depth order
-right click will let you rotate the camera perspective
-middle click toggles between orbit and freecam mode
-wasd move the camera in forward, back, and side to side, e and q move the camera up and down respectively.
-holding shift will increase camera speed
-holding ctrl will decrease camera speed

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