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Main - Posts by Stifu |
Stifu |
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Cobrat Level: 56 Posts: 341/666 EXP: 1362012 Next: 36164 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by Naulahauta It worked for me. |
Stifu |
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Cobrat Level: 56 Posts: 342/666 EXP: 1362012 Next: 36164 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Why would you need Wine, rather than just Mono?
On a side note: 7z > rar |
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Cobrat Level: 56 Posts: 343/666 EXP: 1362012 Next: 36164 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by Chris Err, Chris, if you want to fix this issue, I already posted the solution earlier. Look for AutoScale* properties in the Designer.cs file of your forms and controls, and remove them. |
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Cobrat Level: 56 Posts: 344/666 EXP: 1362012 Next: 36164 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by blackhole89Posted by Stifu Ah. Until Chris fixes the issue, it may just be easier to disable auto scaling in Mono, as detailed in the link I gave.
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Stifu |
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Cobrat Level: 56 Posts: 345/666 EXP: 1362012 Next: 36164 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Good to see you fixed the AutoScale issue.
By the way, a random advice: only handle save in one place, and don't make user save anywhere else. I'm referring to the fact you're forcing people to save after having modified options. I guess you may have done that due to technical constraints, but surely you can find ways around that. By the way, to squeeze out some more drawing performance, check out PixelFormat.Format32bppPArgb, as I mentioned in Kawa's map tutorial thread. It's a low-hanging fruit: it just takes a few seconds to implement (an extra parameter when calling the Bitmap constructor), and then you can measure the perf win by comparing execution time before and after. |
Stifu |
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Cobrat Level: 56 Posts: 346/666 EXP: 1362012 Next: 36164 Since: 02-22-07 Last post: 692 days Last view: 314 days |
What are the purple things at the top supposed to be?
In the original screen, they look like curtains, but in the new one, I can't tell. |
Stifu |
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Cobrat Level: 56 Posts: 347/666 EXP: 1362012 Next: 36164 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by RetroRain It's mostly the fact they don't connect at all. They just look like some kind of stalagmites, not like they're all parts of one same entity. So I'd bind them together, ie: filling in the holes between them. |
Stifu |
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Cobrat Level: 56 Posts: 348/666 EXP: 1362012 Next: 36164 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by Imajin What? I thought he playing mime on an invisible wall. |
Stifu |
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Cobrat Level: 56 Posts: 349/666 EXP: 1362012 Next: 36164 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Epic Edit 2.1 is here!
Features battle track starting position editing, among other things. |
Stifu |
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Cobrat Level: 56 Posts: 350/666 EXP: 1362012 Next: 36164 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by Ailure Heh, I had KnP and still have the Games Factory on my comp, which I still use for spriting. But I wouldn't use any of that to make a game anymore... |
Stifu |
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Cobrat Level: 56 Posts: 351/666 EXP: 1362012 Next: 36164 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by Synthetekh To me, it sounds easier to compare uncompressed data with the same data compressed. Then modify the compressed data to check how it impacts the uncompressed data, if possible. That's what I did, although I'm no expert, and I ended up figuring it out. |
Stifu |
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Cobrat Level: 56 Posts: 352/666 EXP: 1362012 Next: 36164 Since: 02-22-07 Last post: 692 days Last view: 314 days |
@Trelior: actually, he's not asking for help, he's sharing his findings. Granted, his messages are quite obscure. |
Stifu |
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Cobrat Level: 56 Posts: 353/666 EXP: 1362012 Next: 36164 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Epic Edit 2.2 is out.
Features more object editing features. Enjoy! |
Stifu |
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Cobrat Level: 56 Posts: 354/666 EXP: 1362012 Next: 36164 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Oh boy... You got my hopes high that you had something interesting to say. You just had reply to the off topic crap you started over a year ago, yeah? I thought I made it clear this didn't belong here.
"Oh look, a thread about an SNES game editor! I'm just going to go there and ask for a NES emulator. Tee hee!" *sigh* If you understand, do not bother replying. |
Stifu |
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Cobrat Level: 56 Posts: 355/666 EXP: 1362012 Next: 36164 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Thanks. At this point, when it comes to track data, pretty much everything is supported except editing Ghost Valley pillars, which don't work the same way as other objects. It doesn't seem like a popular feature (no one ever asked for it), so it's not high on the priority list.
By the way, I just implemented undo/redo (for tile editing only), and now I'm gonna work on a color palette editor. |
Stifu |
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Cobrat Level: 56 Posts: 356/666 EXP: 1362012 Next: 36164 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by Synthetekh I wasn't so eager to do it, but in the end, it only took me 2 evenings of coding, so it was worth it. I had a look at Kawa's tutorial as a reference, and did something similar (although I used LinkLists rather than Stacks, as you can't enforce a size limit with Stacks). I only implemented it for tile editing, as it'd be much harder to do it for every possible action, and it was only really needed for tile editing. Posted by Synthetekh Pillars should only be visible if the track is set to use pillars (obviously; and it's a setting that can now be changed), *and* if the track theme is Ghost Valley or Rainbow Road (unless you modified the other themes to also have "empty" tiles). So they shouldn't be a problem, as you can easily get rid of them. Anyway, glad you like the editor. I created it because I wasn't happy with existing editors either, and needed a complete editor to finish the SMK hack I was working on with a friend... The editor turned out great (and I'm still not done with it), but on the other hand, the hack development got stalled because of that. We started working on the SMK hack back in 2003, and I still don't see the light at the end of the tunnel. All that shit takes way too much time. |
Stifu |
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Cobrat Level: 56 Posts: 357/666 EXP: 1362012 Next: 36164 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Epic Edit 2.3 is out.
Features color palette editor, and undo/redo for tile editing. |
Stifu |
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Cobrat Level: 56 Posts: 358/666 EXP: 1362012 Next: 36164 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Well, ROM corruption issues should be mitigated by the fact you can export tracks individually.
And the palette editor rocks. Thanks to a contributor who did much of the hard work. |
Stifu |
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Cobrat Level: 56 Posts: 359/666 EXP: 1362012 Next: 36164 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Erm... No. ¬_¬
If it was someone from here, I would have stated his name. Besides, no need to guess, he's mentioned in the change log. |
Stifu |
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Cobrat Level: 56 Posts: 360/666 EXP: 1362012 Next: 36164 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by H4ck3r When you load your ROM with your editor, you probably keep a byte array in memory that represents the content of the ROM file, right? If not, you should. Then all you have to do is change some of these byte values, then create a new ROM file from this modified byte array. What I do in my editor: - Load the ROM file into a byte array (buffer), and keep it in memory (don't discard it, so you don't have to reload the ROM again later) - Create various objects from reading this byte array (stages, tiles, enemies, etc) - When the user modifies something, the objects are modified, but not the byte array (not yet) - When the user saves, the values of all of the objects are used to update the byte array - Just create a new file from the updated byte array |
Main - Posts by Stifu |
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