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11-02-05 12:59 PM
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Acmlm's Board - I2 Archive - Rom Hacking - F-Zero X | |
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BGNG

Snifit
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Posted on 06-25-05 04:45 AM Link | Quote
It'll work like Adobe software, where you can close the different pallets/swatches/windows and re-open them later via the "Window" menu... Except there are so few of them, that you can toggle them on and off with buttons in the toolbar.
__________

But that's beside the point. What I'm wanting to achieve is a general look for the windows and buttons. What colors to use, where to use transparency, etc... Not any layout.
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
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Posted on 06-26-05 10:50 AM Link | Quote
Am I the only one who thinks you should just stick to the regular Windows GUI? I doubt anyone's going to care when they're using the first known N64 level editor. Functionality before beauty. I use Firefox for hours at a time and I don't care that its GUI is plain. Hell I'd rather have something simple than something that hogs up all my resources just for pretty graphics; that's why I use the Classic skin in XP in the first place.
BGNG

Snifit
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Posted on 06-26-05 11:16 PM Link | Quote
Hmm... Here I was thinking that I couldn't use the Windows GUI because of the way I've got things set up with the graphics. I was about to say "I could use a Windows-esque GUI, but it still has to be rendered in the 3D pipeline," but... Truth to tell, there doesn't really look like there's any reason NOT to use the standard Windows GUI...

I could do something along the lines of MetEdit: have the main editing window, then the other toolboxes just pop up and have that "Always On Top" attribute set. The whole thing could be MDI to contain it all in one parent window... And making the GUI independant from the rendering loop will certainly cut down on polygons...

Okay, well... change of plans, then.

The new thing will be as I described: MDI, everything "Always On Top" but the 3D window, and it'll all use standard Windows GUI API calls.

So now I'ma go research using the Toolbar control from the API. I've only done it with ActiveX in the past (MSCOMCTL.OCX), but who needs some ol' OCX file laying around?
Kyoufu Kawa
I'm not bad. I'm just drawn that way.
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Posted on 06-27-05 01:02 AM Link | Quote
Best thing I can suggest is studying the samples from MSDN... I failed at the first attempt though... I learned one thing then; don't try the whole coolbar in your first try
BGNG

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Posted on 06-27-05 09:16 PM Link | Quote
Oh, no worries. I've already found what I need. And I do have experience with them funky common controls; I've just not done it from the API yet.
__________

EDIT:
The API version works great. But I don't want to use it as-is because it's kinda difficult to work with. So I've taken the opportunity to upgrade it a little bit. What I've ended up with is a compromise between my funky graphics tastes and a true-blue Windows GUI control. I call it the BGNG Bar.

The upgrades include the capability for an OPTIONAL background gradient, OPTIONAL rounded edges, flat and raised styles, and 32-bit icons. It has the ability to look the way I like, or look EXACTLY like the standard Windows Toolbar control. Here's what I've got so far:



So I'll be working more on this tomorrow. Those icons are tentative icons for the some of the editor's toolbar buttons.
Kyoufu Kawa
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Posted on 06-27-05 09:35 PM Link | Quote
Toolbar's looking smooth, B.
BGNG

Snifit
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Posted on 07-03-05 04:08 AM Link | Quote
An update, but not related to the program. I've spoken with PiccoloCube at MFO, who unexpectedly has the Expansion Kit as well, and he's willing to copy the course data for me. He has more time available to do so than Heian-794, so the courses should all be available before too long.

Heian-794, keep an eye out, but don't worry about doing the data for now; as PiccoloCube will be able to do so. Thank you for your help, however. I have one Silence 3 more than I would have without you.



Also, would someone be so kind as to remove the "(Heian-794)" from the title of this thread? Or perhaps someone tell me the name of someone I can contact and ask them to do it?
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
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Posted on 07-03-05 05:36 AM Link | Quote
blackhole89, BMF54123, DahrkDaiz, these people, these people, and these people can.
BGNG

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Posted on 07-03-05 05:46 AM Link | Quote
Alright. Thanks, HyperHacker, for the references. And thanks, DahrkDaiz, for the title change.
Heian-794

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Posted on 07-03-05 12:25 PM Link | Quote
BGNG, I've got the next DD track's data for you. Long and detailed, so check your PMs.

DD-3 is interesting -- the width of the course varies, but this time it's within a pipe. Logically I was expecting something like the 'undulating' parts in "Port Town: Long Pipe" as in GX, but you don't notice the bumps at all when driving on DD-3's pipe. Maybe the pipe, the width of which goes from 10 up to 30, needs to have more variation.
BGNG

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Posted on 07-04-05 04:36 AM Link | Quote
(EDIT: July 09, 2005: I've left Acmlm's Board and gone to MFO for the time being. Don't expect any timely replies in this thread)



The old post is below. This is an UPDATE!.. kinda.

(EDIT: PiccoloCube has also provided Big Foot)

Thanks to Heian-794 and PiccoloCube, we're two steps closer to bringing the F-Zero X Expansion Kit onto the internet. New course files have been created for Devil's Forest 4 and Fire Field 2. In fact, some videos have been recorded as well!

df4_bgng_emu_154336.mpg (19 mb)
BGNG gets a time of 1'54'336 on Devil's Forest 4 with Blue Falcon. (This video's music is superimposed)

ff2_bgng_emu_141638.mpg (18 mb)
BGNG gets a time of 1'41"638 on Fire Field 2 with Blue Falcon, then has difficulties registering his name



The old post:

Of course, you meant to say DD-1 3, which is Devil's Forest 4... not DD-3... But I got the picture.

Anyways, I've reconstructed the course with your data. Thank you VERY MUCH for that info. However, you said that the track texture alternated between a few points, when in fact there were some spots where it was two darks, or two lights, etc. I've cleared it out now, but make sure you pay VERY close attention to the track textures if you decide to provide some more data.


(edited by BGNG on 07-04-05 05:41 PM)
(edited by BGNG on 07-04-05 05:42 PM)
(edited by BGNG on 07-05-05 01:51 PM)
(edited by BGNG on 07-09-05 07:24 PM)
Heian-794

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Posted on 07-13-05 01:18 PM Link | Quote
BGNG, check your PMs; I've sent you DD-1 Course 5 (I inadvertently called it DD-5 in the PM).

Working on Port Town 4 next; this is a fun course.

Edit: Another PM with DD2-3 is headed your way. Lots of traps, obstacles, and course width variations this time.


(edited by Heian-794 on 07-13-05 05:09 AM)
BGNG

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Posted on 07-14-05 12:03 AM Link | Quote
Yeah, I responded to those PMs. Turns out that PiccoloCube actually gave me the data for all them courses by 12:15 AM yesterday, in the wee hours of the morning, and I hadn't gotten around to PMming you about it yet. Well... I appreciate your providence, but I'm afraid the data is no longer needed.



Now that all the courses are in, I have an offer to you, Heian-794: Would you like the next alpha version of the editor when it's ready? It should be available by next week. It's not open to the public, so this is a special offer for you only.

What WILL be open to the public on Saturday, however, is this:

firemaker

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Posted on 07-15-05 02:10 PM Link | Quote
OMG Your releasng it 2morrow. (Firemaker faints!!) good hpefully u can start working on another F-zero game.
Heian-794

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Posted on 07-15-05 03:22 PM Link | Quote
BGNG, I PM'ed you my address but if you've got a URL a download would be good too. Can't wait!
richyawyingtmv

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Posted on 07-15-05 04:28 PM Link | Quote
Holy shit.

Now I can finally play the expansion kit courses................

You, BGNG, are officially a legend.
BGNG

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Posted on 07-16-05 12:17 AM Link | Quote
firemaker:

Sorry. This is only a patch. The level editor is coming later... Couple months at least, most likely.



richyawyingtmv:

Why wasn't I a legend before this patch? NO PATCH FOR YOU!!!!1
RT-55J

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Posted on 07-16-05 02:47 AM Link | Quote
I <3 BGNG.
richyawyingtmv

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Posted on 07-16-05 05:16 AM Link | Quote
You were a legend before.........I was just making sure everyone knew..........apparently.
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
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Posted on 07-17-05 01:58 AM Link | Quote
Well, since you insisted I ask here... Any chance your editor will edit textures?
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