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Messages - superjeenius

#1
Quote from: Fox on 04, August, 2016, 01:34:25 AM
I agree about the simpleness of ease it gives....

However, I do have a comp.cs with decompression/compression routines in them. (Thge text compression did not come from Atrius's editor though, it was my own code... that rewrites the char tables for best compression.)

Main point is that gsdatahandler is 35 KB... so it is very small... and if I left anything out, then how hard would the transferal be? Hmm... That, along with whether you need any of those functions anytime soon or not. At least when assuming C++ and C# are pretty similar (but not the same)... (Automatic conversion tool?)  And who knows if I'll consider converting this C# project into a C++ project one day... I kinda thought C# was a little simpler, though... but they are both good processor-fast languages. - Either way, it is imperative that it becomes multi-platform. (Keep putting off looking into Mono.)

Space manager stuff... I left out... I was thinking about having a somewhat different system.... For example... Atrius will repoint individual text sections, while I try to keep everything in order. (Not 100%ly the same order as the game, but that's probably because it'd take a little extra code that I probably didn't feel like putting in at the time. The text compression seems 1:1, though.)

Honestly C++ isn't really my cup of tea, I studied it in college but I've gotten so accustomed to the ease of C# that I haven't really looked back.  I'm not great with the types of algorithms you are using for compression/decompression, so I'll happily leave porting that over to you if you want to, otherwise I'll stick with the DLL for now.  Plenty of other stuff to be working on anyway.
#2
Quote from: Fox on 04, August, 2016, 01:05:49 AM
@GSdatahandler.dll: Not needed for this C# project... But it was there for the GM one because of how bad GM is for some reason. (Speed issues and what not, if I recall.) - Atrius's editor is fully open-sourced (last version that was posted in News & Announcements forum.), and if you look at the code... It was mostly compression and/or decompression... and space manager stuff... etc.

It's so much simpler to use the code that's already been made as opposed to recoding the compression/decompression stuff for C# though because it all works fine...  I have the source for the GameMaker editor (I loathe GameMaker and their stupid scripting language...), but I'm very much a fan of going the 'path of least resistance'.  Down the line it might become easier to bring over all the code, but for now... meh.  That's just me though.
#3
Quote from: Fox on 04, August, 2016, 12:46:52 AM
Interesting to actually see someone actually working on this! Cool.
It's pretty simple for the most part, yeah? I usually end up procrastinating for some resaon, though... Maybe it is because of the mess. (Abstract or not.)

-Why parenthesis around item names? I think my plan would be to do it similar to the text editor. (Virtual list)... but where it'd only grab the item names list. It would also be formatted in the same way, most likely.

Just temporary.  Just needed to get them in the listBox, no other reason than that.  I also figure that GUIs are easy to modify once the underlying structure is there, so I'm not terribly fussed about how it looks at the moment because that can easily be changed whenever, as long as it's all functional.

Having a small issue with importing the GSdatahandler dll, even with all the right arguments and the correct calling convention it is still acting up outside of debug (inside of debug it's fine).  We'll see what's up with that going forward.
#4
It's not quite ready for public consumption yet, but in the spirit of open source I took some of my afternoon and implemented the Item Viewer in the C# game editor.  No support for editing, just for viewing right now.  Will upload the source when I iron out a few more bugs and finish adding in the text for use items and unleash names.

(I also had to implement the lion's share of the init_globals script too so most of the global variables will be intact.)

#5
Golden Sun / Maps as They Appear in Memory
03, August, 2016, 03:10:27 PM
Sup everyone (or whoever there is),

Not sure if this has been dumped in a convenient format before, but as part of my research into maps/exits and how they are stored in RAM I modified the editor to dump the maps to files so I could more easily look at/mark up any map I need to.  Not sure if anyone else could use them, but I'll upload them so anyone who might want them can get them.  The standard zip file has the different layers all combined into one pretty image, but I'll also upload the raw surfaces (3 per map) if anyone would have any need for those.

https://dl.dropboxusercontent.com/u/38053386/GSRips.zip
https://dl.dropboxusercontent.com/u/38053386/GSRips_raw.zip

EDIT: That feeling when I was working on this about a month ago, finally get all these prettied up and ready to post, post them, and THEN see this topic.  Hahahahahahaha.