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05-29-24 12:46 PM
Acmlm's Board - I3 Archive - - Posts by T.Geiger
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User Post
T.Geiger

Goomba


 





Since: 11-18-05
From: Indianapolis, IN, USA

Last post: 6319 days
Last view: 6311 days
Posted on 12-15-06 11:41 AM, in ZII Game Editor Link
If you want a Windows version of my prog, right now there's essentially two ways : learn to program and do it yourself. Or ask Arthus, the author of the "Sword" project...

Er, I personally am far too busy programming stuff to actually spend any time using an editor. Sides, I think its great that there are people making editors for the Mac.

Actually, I wish I had access to a Mac. I would love to know if my .NET apps work with the latest version of Mono.

---T.Geiger
T.Geiger

Goomba


 





Since: 11-18-05
From: Indianapolis, IN, USA

Last post: 6319 days
Last view: 6311 days
Posted on 12-22-06 05:57 PM, in Temporal Flux v2.50 Release Link
Temporal Flux v2.55

Continuing my somewhat disturbing trend of only releasing updates once per year, usually around the holidays, here comes the latest version of the most versatile Chrono Trigger editor. While not quite as big of an update as v2.00, it still has some significant new features.

This release requires v2.0 of the .NET Framework, which you can get from Windows Update and other locations on Microsoft's site.

From the release notes:
v2.50
New
- Japanese ROM support . Full read / write support. Normal editing only, not a translation tool.
- Beta ROM read-only support . Many packets have different formats which have not been fully figured out yet.
- Locations . Treasure Chest editing. Relocatable and upto 0x80 per Location.
- Locations . Explicit Pasting. Now specify which layers (and properties) you want to paste. Even to another window when using "Most Recent Copy".
- Loc Events . Addresses in banks 00 and 01 are now translated to known address names
- Loc Exits . Relocatable and upto 0x80 per Location.
- Events . Directly editable without accessing the associated map
- Strings . Relocatable closing credits
- Misc . New (and much better) docking library
- Misc . Startup Location patch
- Compression . Compression dialog now displays packet statistics in status bar

Fixed
- Locations . Changing subtiles when tilesets are invalid caused an exception
- Locations . Maps beyond C8 were not set to "compressed", and were not being saved.
- Locations . Event spinner was not limited to 201 packets
- Loc Events . Commands not saved in ArbC in last object
- Loc Events . Paste failed when no objects present
- Loc Events . Rename Epoch did not update properly
- Loc Events . Crash on change command or category when no node selected
- Loc Events . Crash on edit command 5D. Was classified as "Unused" which is no longer valid
- Loc Exits . Half Tile Up & Left were swapped
- Maps . Subtile updates caused program to hang if there were a large number of tiles to update
- Overworlds . Crash when tileset set too high
- Overworlds . Palette Shift did not work for most Overworlds
- Overworlds . Tile properties value not saved
- Overworlds . Not using correct Exit index
- Overworlds . Not refreshing for Exits, Tile Props, or Music Transition
- OW Events . Decrement Until Zero did not update its label properly, potential crash
- OW Events . AddObject crashed game
- OW Events . Could not edit comments
- OW Events . Deleted comments may not have been cleared when saving.
- OW Events . Crash on edit music set to 0xFF
- OW Exits . Crash on edit exits after saving
- Import / Export . Strings were lost when importing Location Events, leading to game crashes and possible ROM corruption
- Import / Export . Null error on saving imported Overworld Events
- Strings . Special character 12 now distinguishes between tech and monster
- Strings . Wrong space character was used for Table 2
- Strings . Display not updated when opening ROM
- Strings . Crash on forward-duplicates
- Saving . Crash on write to read-only file
- Saving . Checks for "not enough space"
- Music . "No Music" set to "Invalid" on lost focus
- Music . Set to Silence on new window

Changed
- Loc Events . TreeView is now always scrolled to top
- Loc Events . Max Locaton Event packet size of 1700 now checked for when saving
- Loc Events . "Touch" pointer added
- Events . Many more commands decoded and several corrected, expanded
- Maps . Drawing function stack rewritten so each function is independant of the others. Fewer things get done multiple times.
- Misc Settings . Manage Party split into separate Overworld and Location values
- Music . Updated list
- Internal Code . some internal code partially combined for a smaller executable and fewer code rewrites

Notes
- Import / Export . v2.00 is not forward-compatible with v2.50's Flux files



While this version can edit the Japanese ROMs, this is not a translation tool. It will not even accept non-Japanese characters for strings (or non-English characters for the NA release either). Translators will still want to use Bisqwit's chronotools utility set.

Mods, this appears to be the proper forum for releases. If this would be better placed in "ROM Hacking", feel free to move it there.

---T.Geiger


(edited by T.Geiger on 12-29-06 05:08 PM)
T.Geiger

Goomba


 





Since: 11-18-05
From: Indianapolis, IN, USA

Last post: 6319 days
Last view: 6311 days
Posted on 12-29-06 11:08 PM, in Temporal Flux v2.50 Release Link
Temporal Flux v2.55 (Update)

Temporal Flux has been updated to v2.55. You can grab the update above or the full version in the first post.

From the release notes:
v2.55
New
- Swatches . Contextual window activation and display

Fixed
- Loc Exits . Loc exits do not open properly when exits relocated
- OW Exits . Editing in same session as expansion caused a crash upon saving
- OW Tile Props . Old code updated to use new functions resulted in a north-south inversion
- Strings . Beta ROM substrings do not decompress
- Strings . Characters ending in 00 treated as null
- Swatches . Loc Prop panel does not horizontally resize

Changed
- Loc Tile Props . Stairs and ladders now displayed with solidity since they are mutually exclusive
- Loc Tile Props . Added masking background to wind display to make it more visible
- Loc Tile Props . Centered wind display



---T.Geiger
T.Geiger

Goomba


 





Since: 11-18-05
From: Indianapolis, IN, USA

Last post: 6319 days
Last view: 6311 days
Posted on 01-17-07 10:20 PM, in Minor Super Metroid graphic fix Link
If you are talking about that tiny dot below her left arm, that is probably supposed to be a finger / thumb. The reason it does not look connected is due to shadow over her palm.

---T.Geiger
T.Geiger

Goomba


 





Since: 11-18-05
From: Indianapolis, IN, USA

Last post: 6319 days
Last view: 6311 days
Posted on 01-19-07 08:20 PM, in Minor Super Metroid graphic fix Link
Her thumb is connected to the middle of her fore-arm and is as long as said fore-arm as well? Funny, I've never noticed that in any other pics of her I've seen before. Not to mention the lighting on her thumb being really bizarre - is her thumb some sort of half-circle clamp?

I'm picking up on your sarcasm.

After getting really close to my screen, I think I see what you are referring to. There are four darkly shaded pixels around the two pixels forming her thumb. In this case, I would say those are outlining pixels (like around her helmet), meant to enhance presence. It does look a bit odd, but mostly because they did not include a pixel or two between her thumb and hand.

I could go into a large debate about perspective here, but I would rather not sound like one of my arthouse friends. They annoy the hell out of me. Suffice that I think the original image is fine.

---T.Geiger
T.Geiger

Goomba


 





Since: 11-18-05
From: Indianapolis, IN, USA

Last post: 6319 days
Last view: 6311 days
Posted on 02-08-07 02:22 PM, in Lunar Compress issues Link
The error messages you are getting are usually caused by a lack of a linking reference to an external DLL. It is not enough to merely include the header file, you must also dig into the application settings and figure out where libraries are linked. I do not have a C compiler in front of me, so I cannot tell you exactly where to go, but compilation errors work really well in Google.
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Acmlm's Board - I3 Archive - - Posts by T.Geiger


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