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Main - Posts by Stifu |
Stifu |
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Cobrat Level: 56 Posts: 582/666 EXP: 1361972 Next: 36204 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by MandL27 I told you, I doubt there was a bug. But you didn't give precise steps to reproduce your problem, so I couldn't check it. Posted by MandL27 How would you do that? I mean, dynamically, with no specific hacks. "Gp" into "GP" could be doable if I consider any 2-character word an acronym, but that may be wrong in other cases (like, if you want an "El Rancho" track or whatever, you don't want it capitalized as "EL Rancho"). I don't want to hard code anything (like "if MARIOKART GP then MarioKart GP"). I could do it like SMK Mashup and keep everything in upper case everywhere, but I think that's hard on the eyes. |
Stifu |
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Cobrat Level: 56 Posts: 583/666 EXP: 1361972 Next: 36204 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by MandL27 Where would you store this data? The ROM? A configuration file? That seems pointless to me, not to mention confusing for users. Posted by MandL27 Yes, but no need. Posted by MandL27 Oh, I'll fix that ASAP. Thanks. Edit: Fixed. |
Stifu |
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Cobrat Level: 56 Posts: 584/666 EXP: 1361972 Next: 36204 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by MandL27 Well, it lets other chime in if they want to. Besides, we're done here, I guess. Posted by MandL27 I know, it's on my TODO list, but it takes time (if I do it too often, it's a waste of time). Besides, it's something any experienced EE user could contribute to. That'd let me spend time on improving EE instead (or just take a break). I actually saw some guy complain about the EE overview page somewhere (not directly to me, that'd make too much sense, but to someone else)... Like, I've spent over 10 years documenting the SMK ROM, making an editor for it, and a web site for the editor, all of this for free, and some guy moans about how the overview page doesn't have enough info. Seriously. Entitled spoon-fed kids. How about helping instead? ¬_¬ |
Stifu |
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Cobrat Level: 56 Posts: 585/666 EXP: 1361972 Next: 36204 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by MandL27 If you mean the overview page, you could simply download it, update it (including images if you want), then send all of that to me. Edit: Or as plain text, that'd be OK too. |
Stifu |
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Cobrat Level: 56 Posts: 586/666 EXP: 1361972 Next: 36204 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Thanks for that. But in the end, there was so little new content that it took me longer to check what was new than to write it myself.
I was more thinking along the lines to complete new sections, otherwise it's not worth it. Anyway, I'll add it to the site soon enough (probably reworded a bit) with more stuff.
It just makes sense to me. I don't think the Save As behavior on exit is common behavior, and that just seems weird to me. Save As on the save button is just convenient, and I don't think it's worth wasting space to have 2 save buttons. |
Stifu |
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Cobrat Level: 56 Posts: 587/666 EXP: 1361972 Next: 36204 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by MandL27 Well... I just decided not to have a File dropdown, or any dropdown menu. Checking Paint.NET and Photoshop, they both have Ctrl+Shift+S for the "Save As" command (but I doubt this shortcut is quite as common or popular as just Ctrl+S). What I guess I could do: keep the save button as is, but have both Ctrl+S and Ctrl+Shift+S shortcuts, respectively working as Save and Save As. That said, EE is missing visual cues when a save is occuring, so I'd have to add that too. |
Stifu |
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Cobrat Level: 56 Posts: 588/666 EXP: 1361972 Next: 36204 Since: 02-22-07 Last post: 692 days Last view: 314 days |
I'm not sure what you mean. Ctrl+O already works. |
Stifu |
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Cobrat Level: 56 Posts: 589/666 EXP: 1361972 Next: 36204 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by MandL27 Well, I think it's always good to have. Actually, EE will have some kind of visual cue: the star next to the edited tracks will disappear. But then again, you might have edited data that isn't related to a track. So, in the end, you think having both Save and Save As keyboard shortcuts would be nice to have (even though the menu bar would remain the same)? |
Stifu |
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Cobrat Level: 56 Posts: 590/666 EXP: 1361972 Next: 36204 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by MandL27 It was kind of a way to ensure people make backups and don't ruin their ROMs. I guess it's a bit less necessary now that EE is more mature, but still. I'll come up with an updated preview soon. |
Stifu |
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Cobrat Level: 56 Posts: 591/666 EXP: 1361972 Next: 36204 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Here we go.
Ctrl+S now acts as Save ROM. Ctrl+Shift+S now acts as Save ROM As. The menu Save button still acts as Save ROM As. The reasoning behind this is that new users will tend to use the button and not the shortcut, and so will have a chance to think twice and not overwrite their original ROM, pushing them to create backups. More experienced users will use keyboard shortcuts instead to avoid a few extra clicks, and will take responsibility if things go wrong. Because I didn't like the fact there was no visual confirmation that you actually saved your ROM, now a star is displayed next to your ROM name in the application title if it has any unsaved changes. So, when pressing Ctrl+S, you'll see the star disappear. |
Stifu |
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Cobrat Level: 56 Posts: 592/666 EXP: 1361972 Next: 36204 Since: 02-22-07 Last post: 692 days Last view: 314 days |
EE doesn't let you create patches. You can do it with other tools once you're done modifying your game.
PS: EE 2.8 will probably be released next weekend. |
Stifu |
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Cobrat Level: 56 Posts: 593/666 EXP: 1361972 Next: 36204 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by Termingamer2-JD "Stupid ROMs to things", what? Anyway, no, I don't plan to do this. First, there's more than just the IPS format. I think there are better formats out there now, and I don't want to open this can of worms. Besides, wouldn't it make sense to use a tool made specifically for this? Say you have 10 editors for 10 different games made by 10 different programmers, wouldn't it be better to handle patches in a unified way through the same tool, rather than let all editor authors do their own thing? Not to mention it's something you'll only need to do once, in general. It's the same logic I have for graphics editing: want to edit graphics? Do it in a graphics editor. I don't want to reimplement a whole OS in EE, I just wanted to make a tool specifically to modify SMK, because there was no good one around. If a program already does something properly, no reason to reinvent the wheel. Posted by Termingamer2-JD I've always been replying for years, why would I stop? |
Stifu |
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Cobrat Level: 56 Posts: 594/666 EXP: 1361972 Next: 36204 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by Termingamer2-JD I've never used Lunar Magic, but anyway, I think most of my users would want me to spend time on things they cannot do or change in SMK, rather than on things they can already do with other tools. Posted by Termingamer2-JD Well, EE doesn't have the pretension to fix or work around people's "stupidity". And it's only about modifying SMK, not about sharing your work. Besides, if people don't know they shouldn't publicly share ROMs, do you expect them to use patching features if they were available? I guess this feature might make more sense with SMW hacking, considering it's probably among the most-hacked games ever. Anyway, having as few goals as possible ensures I can deliver quality content and not get sidetracked (truth be told, I keep getting sidetracked anyway... EE is a "sidetrack project" in itself). |
Stifu |
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Cobrat Level: 56 Posts: 595/666 EXP: 1361972 Next: 36204 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by Mike-Tech It works, there are no known issues. I've been editing raw binaries exported from EE with Tile Molester (the codec you have to choose in TM depends on the type of data). I don't know what format YY-CHR expects, but last time I checked, it didn't seem to work with unaltered SMK binary data. I can provide step-by-step instructions with TM if you tell me what you're trying to do exactly. |
Stifu |
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Cobrat Level: 56 Posts: 596/666 EXP: 1361972 Next: 36204 Since: 02-22-07 Last post: 692 days Last view: 314 days |
EE 2.8 is finally out.
It's been over a year since the 2.7.2. In this release:
There are several fixes since the last preview. By the way, the SMK offset documentation has been moved here. It's an online version now. If you want to download the documentation, you should get it from the EE repo. I have started updating the site Overview page, but I'm not done yet. |
Stifu |
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Cobrat Level: 56 Posts: 597/666 EXP: 1361972 Next: 36204 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by Termingamer2-JD Any. J/U/E, headered or not. Posted by Termingamer2-JD Well, it is, as long as the text stays in Japanese. You could also edit the font graphics, but EE won't help much you with that. |
Stifu |
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Cobrat Level: 56 Posts: 598/666 EXP: 1361972 Next: 36204 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by Termingamer2-JD I mean, I did bother adding support for editing the Japanese text, but you just can't use most roman characters. That actually took efforts, as it's harder to support than English text. On the bright side, it seems I didn't necessarily waste my time, as I saw EE gets mentioned on some Japanese sites. On a side note, it must be possible to extract the uncensored Peach podium animation and insert it into the Euro or US ROM. |
Stifu |
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Cobrat Level: 56 Posts: 599/666 EXP: 1361972 Next: 36204 Since: 02-22-07 Last post: 692 days Last view: 314 days |
I noticed a minor regression. Color updates are not immediately visible on track objects and item icons since version 2.8. This has been fixed and will be in 2.8.1.
If you see any more bugs or regressions, let me know. |
Stifu |
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Cobrat Level: 56 Posts: 600/666 EXP: 1361972 Next: 36204 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Decompress the data at 737DA twice, and you should be able to see stuff with Tile Molester. |
Stifu |
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Cobrat Level: 56 Posts: 601/666 EXP: 1361972 Next: 36204 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by DXKittyKate That's what you would do with Lunar Compress, yes (first decompress the ROM at 737DA, then decompress the resulting file at 0). But with Epic Edit, it's a bit easier. Just go to the Codec tool, input the address, and check the "Twice" check box. |
Main - Posts by Stifu |
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