Update README.md

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everything8215 2023-01-11 09:16:23 -05:00
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@ -50,20 +50,6 @@ files to their original state, simply delete those files and run `make rip`
again, as it will only create files that do not exist and will not affect
existing files.
All ROM data will also be decoded and saved to a json file in the root
directory called either ff6-en-data.json or ff6-jp-data.json. Data in these
files can be modified and then encoded into source files when a ROM is
assembled. Editing the data file will eventually be done with the FFTools
editor, which is currently in development
(<https://github.com/everything8215/fftools>).
It is also possible to change simple things like text and monster HP
by editing the json file. A top-level object called `"obj"` contains all of
the data objects. After editing an object, find the corresponding entry in the
top-level object called `"assembly"` and add the following property:
`"isDirty": true`. This will notify the encoding script that the assembly
file containing this object's data needs to be updated. This procedure will
be automated by FFTools, but for now it needs to be done manually.
### Assemble and Link ROM File
Run `make <version>` to make the version of the ROM that you want, where
@ -138,9 +124,9 @@ Each of the modules described above is in a separate directory. This mimics
my best guess as to how the original source code was organized based on e.g.
the Playstation releases where each module had a directory named after the
main programmer for that module ('NARITA', 'YOSHII', etc.). Each directory
contains all of the source code and data as well as a GNU Makefile to assemble
everything into a single object file. The root directory contains a Makefile
to link all of the object files together to create the ROM.
contains all of the source code and data. The root directory contains a
Makefile to assemble each module and link all of the object files together to
create the ROM.
### Naming Conventions