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Author Topic: Golden Sun The Lost Age Editor Open Sourced (Dev alpha v0.5 download inside)  (Read 35582 times)
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Rolina
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« Reply #30 on: March 10, 2012, 09:55:27 AM »

Well that much goes without saying.  What I was saying above was basically not to look solely to atrius.  It wasn't complaining about bug reports, rather, it was me saying "Great, now you see a problem... so go fix it.  We can't have this all be on atrius anymore, the rest of us have the ability to fix these things now."
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« Reply #31 on: May 06, 2012, 01:43:41 AM »

Wow That's great! I was just about to suggest that you release TLA editor under GNU GPL.

I still think that Atrius should be one releasing the compiled binaries for every new version; it would be really confusing otherwise.
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« Reply #32 on: May 06, 2012, 05:33:50 AM »

I can agree with Mish. while we do have it to use, it would be better for people to point out problems and send that to atrius. then atrius can make a official version.
I downloaded v0.5 and i have to say... not sure what i'm doing... For now I'm sticking with v0.4 until atrius makes an actual update for v0.5

and i don't mean just tell artius the problem, fine the code that is the problem, and send in the code that would be used to fix it. it saves atrius time since he doesn't have much, and if someone else were really interested in it, it could make updates soooo much faster.
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« Reply #33 on: May 06, 2012, 12:10:55 PM »

Kain facepalms.

Guys, don't necropost.
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« Reply #34 on: May 06, 2012, 08:06:24 PM »

Don't worry about it Kain, it doesn't matter if the topic can still be relevant.
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« Reply #35 on: May 06, 2012, 09:03:57 PM »

Eh, touche'.
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« Reply #36 on: May 08, 2012, 11:19:53 PM »

You jumped on that one hard Kain. LOL.

I've been doing some looking at the code, and I really can't find anything wrong with it, aside from it being quickly done. I'll start cleaning it up at some point, and send you a copy of it cleaned up Atrius.
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« Reply #37 on: June 15, 2012, 05:46:24 PM »

Could be me, but I can't find where you can import Battlechar or charsets.. >.>
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« Reply #38 on: June 15, 2012, 08:16:55 PM »

It's in the "Sprites" section of the editor. And yes, the interface is quite confusing. I think you right-click the sprite to edit/export/import, though I'm not certain, as I haven't used it in a long time.
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« Reply #39 on: June 16, 2012, 01:23:51 AM »

There was once a version where you could press the spacebar for the selected sprite.

Edit: I checked again, and it still remains in the latest version. Except, you can only save sprites. ; Edit 2: So yes, I have the exact same question. How do we import sprites, anyway?
« Last Edit: June 16, 2012, 01:34:07 AM by Teawater » Logged

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« Reply #40 on: June 16, 2012, 07:39:01 AM »

Once you selected a sprite set double click on an image in that set to open the image editor.  There's an options button at the top left with a selection for loading from an image.
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« Reply #41 on: June 16, 2012, 08:48:27 AM »

Oh, yeah.  I feel dumb now.  Thank you very much.
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« Reply #42 on: October 01, 2012, 01:20:06 PM »

So an issue I've been having with the sprite editor thing. I thought I could use the Agatio sprites for one of the main characters if I exported them as an image and then imported them into the character's, but I still get a completely invisible character. Any idea why this is? I still have my dreams of playing through with Karst and Agatio as my main characters. Is it still a compression issue or am I just doing something wrong?
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« Reply #43 on: November 21, 2012, 08:11:55 PM »

Quick question? Is there any difference between this version and 0.4, besides this  being open source? If I am not a developer would I be better of downloading 0.4.



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« Reply #44 on: November 21, 2012, 11:13:58 PM »

Yes, there is. Version 0.5 has the newly introduced Data Viewer. 0.5 can also edit sprites in the Sprites Editor, I believe. So if you want to edit sprites, I suppose you could try it out...
« Last Edit: November 21, 2012, 11:15:54 PM by Teawater » Logged

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Yesterday at 02:25:42 PM
Seto Kaiba: you know I miss how SMF is almost dead now because having 1pt text to hide my true feels was perhaps the best part of web 2.0
Yesterday at 04:19:13 AM
Fox: Alright. Sounds good.  I agree it does seem a bit silly.  Sounds more of an April Fools type of thing. (Maybe having an ability for people to change their names limitless times specifically on April Fools is an idea.)
Yesterday at 04:09:25 AM
Kain: Sala asked me about the name, I thought it was silly but agreed he could have it only for a week.  Tomorrow his name goes back to Salanewt.
Yesterday at 03:29:10 AM
Fox: And yay! Atrius is back! Thanks for the reply. Somehow I didn't notice the recuriveness before.
Yesterday at 03:25:29 AM
Fox: @ridiculous name for a week =  Hm? So, how many characters would you say should be the maximum to have a name "permanently"... or better yet... How many characters can a name have on registration?
Yesterday at 01:00:50 AM
Atrius: @Javi3, Lo siento, ya no tengo tiempo.
June 22, 2017, 08:57:37 PM
Fox: @conundrum = Think about 8/16/32 bit aligned address, and what that means... Etc.
June 22, 2017, 08:55:23 PM
Fox: @Space manager thought for gsmagic = What a conundrum... Whelp... I'll just do whatever.... Probably would waste more time thinking about preventing bugs than coding anyway. :P
June 21, 2017, 09:30:34 AM
Fox: Because he quit a long time ago and has other priorities?
June 21, 2017, 08:35:54 AM
javi3: Atrius, por que no sigues con el editor de golden sun?
June 20, 2017, 10:52:48 AM
Fox: It feels like the safest bet is to do Atrius's repointering system, and have something that organizes the tables done a bit separate... er... Well, it's something to think about.
June 20, 2017, 08:53:41 AM
Fox: HOWEVER... I can see other problems that might cause..... (Even with just the pointer in the MFT)  Meh. It's like you actually need a program to apply patches to do it appropriately.
June 20, 2017, 08:46:38 AM
Fox: ... So... What am I thinking? You ask? That the patches the point data after MFT, should have had pointers in the MFT themselves.... In that case, I can see a possibility of everything working smoothly even if space is needed to the very end of the ROM.
June 20, 2017, 08:37:22 AM
Fox: It's basically that everthink from the point of  editing, to the closest free space to the last entry's address would get repointed forward/backwards depending on space needed... and if space is mapped after patches are added, then that could mean the patches are also repointed. (:o)
June 20, 2017, 08:29:03 AM
Fox: Well, I mean if I map the space out the same way Atrius did it.
June 20, 2017, 08:26:41 AM
Fox: I have a hunch... when I add Map Palette editing the way I'm thinking about... it will cause all patches that repoint to after the MFT to break.... Especially if Atrius's editor wasn't used beforehand. Etc.
June 20, 2017, 07:27:17 AM
Fox: Hmmm... Let's see... regardless of method, I think I still do want to take some of Atrius's Space Manager code... Hmm.....
June 20, 2017, 07:07:27 AM
Fox: say*
June 20, 2017, 07:07:19 AM
Fox: I'd go so far as to see.. even if you are trying to be accurate, there could still be inaccuracies... However, that one was just an example where it was clearly intentional.
June 20, 2017, 07:04:03 AM
Fox: Like*

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