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Update README.md
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README.md
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README.md
@ -50,20 +50,6 @@ files to their original state, simply delete those files and run `make rip`
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again, as it will only create files that do not exist and will not affect
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existing files.
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All ROM data will also be decoded and saved to a json file in the root
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directory called either ff6-en-data.json or ff6-jp-data.json. Data in these
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files can be modified and then encoded into source files when a ROM is
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assembled. Editing the data file will eventually be done with the FFTools
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editor, which is currently in development
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(<https://github.com/everything8215/fftools>).
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It is also possible to change simple things like text and monster HP
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by editing the json file. A top-level object called `"obj"` contains all of
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the data objects. After editing an object, find the corresponding entry in the
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top-level object called `"assembly"` and add the following property:
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`"isDirty": true`. This will notify the encoding script that the assembly
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file containing this object's data needs to be updated. This procedure will
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be automated by FFTools, but for now it needs to be done manually.
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### Assemble and Link ROM File
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Run `make <version>` to make the version of the ROM that you want, where
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@ -138,9 +124,9 @@ Each of the modules described above is in a separate directory. This mimics
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my best guess as to how the original source code was organized based on e.g.
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the Playstation releases where each module had a directory named after the
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main programmer for that module ('NARITA', 'YOSHII', etc.). Each directory
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contains all of the source code and data as well as a GNU Makefile to assemble
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everything into a single object file. The root directory contains a Makefile
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to link all of the object files together to create the ROM.
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contains all of the source code and data. The root directory contains a
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Makefile to assemble each module and link all of the object files together to
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create the ROM.
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### Naming Conventions
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