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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by Geiger
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Geiger

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Since: 03-15-04
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Posted on 11-25-04 04:44 AM, in Temporal Flux Release Link
Originally posted by Dcahrakos
I cant seem to make solid tiles Walkable, only make walkable solid, and stuff like that.


I was using some incorrect bit math there. It has been fixed.

(old link) (120k)

---Evil Peer


(edited by Evil Peer on 11-24-04 07:50 PM)
(edited by Evil Peer on 12-13-04 04:38 PM)
(edited by Evil Peer on 12-16-04 05:12 PM)
Geiger

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Posted on 11-25-04 07:34 AM, in Temporal Flux Release Link
you can paint anything solid by selecting solid in the tile properties, you can only do it by right clicking an already solid tile

Yes, it seems I was using what I thought the value for solid use to be (and not what I think it is now).

(old link)

Do we still need to write to memory to save stuff?

Yes. Very early on I had to decide if the program was going to automatically save everything the user did or save only when the user explicitly told them to. I chose the latter, mostly because it works as a rudimentary undo feature when combined with a revert command.

There are only two items I can think of that do not require "writing to memory" before saving in the entirety of the editor. Strings and exits. There is also no means of reverting either (short of re-opening the ROM) which is a bit of a problem.

---Evil Peer


(edited by Evil Peer on 11-24-04 10:34 PM)
(edited by Evil Peer on 12-13-04 04:38 PM)
(edited by Evil Peer on 12-16-04 05:12 PM)
Geiger

Buster Beetle
Level: 34

Posts: 164/460
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Since: 03-15-04
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Posted on 11-25-04 09:30 AM, in Temporal Flux Release Link
Originally posted by xZeaLitYx
Alright; I've made some areas and changed some dialogue. Just the event stuff remains to be learned...


Good luck. That is the hardest part to do. It took about 20 hours to put the teaser together, and it was largely an event hack.

---Evil Peer
Geiger

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Posted on 11-25-04 10:12 AM, in Temporal Flux Release Link
Originally posted by xZeaLitYx
when I change instruments for a song in the Music editor, scroll to another song and then return to the one I changed, the values I changed are replaced by (3C-FF Invalid).


You will have to give me an example; I was not able to reproduce this error.

---Evil Peer
Geiger

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Posted on 11-25-04 02:00 PM, in Temporal Flux Release Link
something to show which tile is currently selected on the Tile panel, perhaps a grid?

There are issues with the two main ways I can think of to draw a grid. For now, just pay close attention to the coordinates in the lower right. I will try to come up with a feasible solution.

continuos painting with Mouse Down.

Until GDI+ is integrated with DirectX or I have time to change all of the drawing routines to DirectX (which someday, I really ought to learn), it is really not feasible to respond to Mouse Down instead of Mouse Up.

Mouse Down continuously fires, meaning the map will be continously refreshing and redrawing. Even taking into account whether the current tile has been changed or not, a simple Mouse Down over more than a couple of tiles would issue an incredible slowdown as the software renderer tries to update multiple times per second.

For now, I can only suggest using Area Select judiciously. I have been working in my head on a means of doing an Area Fill feature, so that may appear at some point to alleviate this problem as well.

---Evil Peer
Geiger

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Posted on 11-25-04 08:20 PM, in Temporal Flux Release Link
Well, you could always draw only the modified tile above the map.

No, I could not. Snes layering prevents that option, unless I want to draw an extra two to three layers for just modified tiles. That would not save speed or memory.

Besides, I am not updating the whole map everytime a tile is painted, only that one square.

i'd rather have a square that follows the mouse

I have not looked at either program, but the idea sounds like it might be doable.

---Evil Peer
Geiger

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Posted on 11-25-04 08:24 PM, in MMX3 Level Editor beta release... Link
Originally posted by elixirnova
im converting it to C++ for ease\reliability\funcionality


If you are going to have to learn Visual C++ to do it, I would recommend you convert to C# instead. C# is better for managed code anyway and it is closer to VB than VC++ is.

But if you already know VC++, ignore my comments.

---Evil Peer
Geiger

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Posted on 11-26-04 04:12 AM, in Temporal Flux Release Link
is there a way to see what strings are from where in the even editor

Look for a command near the top called StringIndex. That tells you where the base pointer is. Then add the specific string's index number multiplied by 2. This will tell you where the pointer for the string is in the ROM.

In short, no. But the information in the event editor can help you figure it out.

How long have you been working on this in secret?

About one year.

I think he should concentrate on features such as being able to edit the gfx

While this may be added eventually, it is like the absolute last thing on the list. There are about a bazillion editors that do it way better than anything I would write up. I am not in the market to compete with Photoshop.

I dont get that area select

Try reading the manual for that. As I recall, it explained it pretty well.

a select option would do the job.. just to tell you which tile is currently selected.. and where is the cursor on the map

Well, the coordinates are available in the lower right corner. Are you talking about something like what Knuck suggested?

---Evil Peer
Geiger

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Posted on 11-26-04 04:15 AM, in MMX3 Level Editor beta release... Link
Originally posted by MathOnNapkins
I personally think C++ will be way more of a headache, but then again C# requires those runtimes. (But I guess those are finally being standardized?)


All managed code requires the .NET Framework, despite what language it is written in. As for standards, C# has been one for awhile now.

---Evil Peer
Geiger

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Posted on 11-26-04 04:53 AM, in Temporal Flux Release Link
well basically, I meant a way to easily edit, and reinsert the edited tiles,sprites, etc, back into the rom...

You can do that to some extent using the arbitrary compression tool. See the manual.

ok, I dont get how you get where the string is...

When you provide examples, make sure to mention the location it is in. Fortunately, I just happen to know where that is at (Loc 002 - Chrono's Room).

Near the top of the event packet is the command:

[0286] StringIndex(F70000)

That means this event packet is getting all of its string pointers from the pointer table located at F70000 (which is file offset 370000).

The specific string you mentioned has an index of 12. Double 12 to 24. Add to 370000. That gives you file offset 370024. That is where the local pointer is for the string in the ROM.

If you just want to jump to the string in the editor though, open the string editor and select "Dialogue (0x370000)" from the combobox. Look for 12 in the first column.

---Evil Peer


(edited by Evil Peer on 11-26-04 09:26 PM)
Geiger

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Posted on 11-26-04 06:29 AM, in Temporal Flux Release Link
Originally posted by Nebetsu
Can someone please post some screenies?


I posted 5 screenshots in my first post.

---Evil Peer
Geiger

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Posted on 11-27-04 06:07 AM, in Temporal Flux Release Link
The closed gate npc for some reason covers Crono's sprite when i walk near it

Try messing around with the HideSprite command. Value 3B paints a sprite over everything. 22 gives a sprite normal priority. 00 Hides it behind everything. I am not sure about other values. If that does not do it, you may need to change the order of objects in the file. I have only had limited success with the latter though.

---Evil Peer
Geiger

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Posted on 11-27-04 11:23 AM, in Temporal Flux Release Link
I've tiled over a good half of the map, but the bottom third simply cannot be drawn over in Layer 2. Layer 1 works fine, however. What's wrong?

I would have to find which Location originally used map 3, but my guess would be that Layer 2 is a scrolling layer (thus smaller than Layer 1). When you are trying to paint tiles in the lower portion, TF is detecting that it is outside the bounds of the map for that layer and ignoring your input.

Three things to note.

Temporal Flux does not yet support Map expansion (I know how to do it, I just have not written the code).

Location 1FF is (at least for the Overworlds) a special value that does not translate to a real location. And I would not suggest using anything higher than 1EF (I would guess that the 1F0 range is reserved for Overworlds).

And finally, when you are editing map 3, you are editing it for every location that uses it. I think map 3 is somewhere inside the Black Omen (IMS).

---Evil Peer
Geiger

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Posted on 11-27-04 12:28 PM, in Temporal Flux Release Link
Is there any easy way to locate and decompress certain tiles, edit them outside TF, and then insert them back into the ROM?

The only means of exporting and importing them right now would be to use the arbitrary compression dialog.

---Evil Peer
Geiger

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Posted on 11-28-04 05:38 AM, in Temporal Flux Release Link
Originally posted by xZeaLitYx
I'm wondering how to make Events apply to certain tiles when activated; for instance, I'd like to have the Minibar give the party 10 Tonics when activated, and his radio play the racing theme. So far, I understand how to make the actual activation command, but I'm lost on how I should make it function when the player hits the A-button while facing a certain tile.


It works the same way as talking to an NPC, except you do not load a sprite.

---Evil Peer
Geiger

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Posted on 11-28-04 08:40 PM, in Temporal Flux Release Link
how do you edit what music plays on a map? Do you do it through the music option or through Events?

Either. Both.

If you do it through the music panel, it will serve as the default music for the map. Write to memory after your change. If you do it in the event packet, it will override the map's music, once the command is executed.

Note also that there is a difference between silence and no music set. Silence is just what it sounds like. There will be no music playing. No music set (value FF) will continue to play whatever music is already playing.

---Evil Peer
Geiger

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Posted on 11-29-04 04:24 AM, in Temporal Flux Release Link
I would LOVE for the next version of TF to be able to put the header back in

This is something I will not do. ROM headers are pointless; serving only to make editing more difficult and to take up hard drive space.

I (very) seriously considered removing header support in PST, and may yet do it.

I made this post so that everyone will know I am unyielding on this point. I strongly encourage others to take the same approach.

---Evil Peer


(edited by Evil Peer on 11-28-04 07:29 PM)
Geiger

Buster Beetle
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Since: 03-15-04
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Posted on 11-30-04 06:25 PM, in WWE Thread Link
I guess this post might be considered a SPOILER. Maybe.




I would not bet on the title situation remaining confused for very long. I smell a rematch and yet another victory lap for TCH.

---Evil Peer
Geiger

Buster Beetle
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Posts: 180/460
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Since: 03-15-04
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Posted on 12-01-04 01:42 AM, in An alternative to Romhacking Link
Ah, but uniqueness is measured only in its relativity. So if one rather unlikely random number is slightly similar to an equally unlikely number, even just a little, one will appear to be a one-off (or cheap imitation) of the other, despite their mathematical uniqueness.

Keep this in mind the next time you play yet another Final Fight engine game.

---Evil Peer
Geiger

Buster Beetle
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Since: 03-15-04
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Posted on 12-01-04 10:50 AM, in WWE Thread Link
The last draw I remember was that incredible Raw match between Michaels and TCH, when Michaels fell on top of Trips with his shoulders down. It was also a bunch of bull, since Trips was in no way covering HBK at all, so the fact that his shoulders were down meant nothing.

---Evil Peer
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Acmlm's Board - I2 Archive - - Posts by Geiger


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