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Author Topic: Feature Refining Thread  (Read 36532 times)
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i_am_isaac
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« Reply #30 on: May 25, 2010, 05:03:15 AM »

Aw sorry then how about the ability names?
Some of them have the same name like gale (there are two of them, the psynergy and the djinn effect) maybe we can put something besides the ability name to make it easy to distinguish those with the same ability name while editing.
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« Reply #31 on: May 25, 2010, 07:31:33 AM »

One of them is surrounded by other Djinni abilties isn't it?  Hmm...  I can probably come up with something, but it wouldn't do to have them always labeled as such if someone did a complete hack of the game, and they weren't used that way anymore.

Sorting lists will require quite a bit of work, someone had mentioned it before, but it's fairly low on my list of priorities.
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« Reply #32 on: May 25, 2010, 11:46:41 PM »

Really?  I'd assume that it'd just change the order that they're displayed, and if for some reason they got out of order (via editing), you'd just need to resort them again.  The index number of them stays with the item, so if you were to sort descending by attack, it'd go:

275 Darksword
10  Sol Blade
276 Excalubur
293 Tisiphone Edge
etc..

For ties, it goes by index number.
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« Reply #33 on: May 26, 2010, 01:23:09 AM »

As if the computer natively knows how to do all that.  I have to step it through the entire process as though it doesn't understand anything.

Me: "Just sort them in descending order"
Computer: "How do I do that?"
Me: "Check one value is lower than another, then move it below it"
Computer: "How do I do that?"
Me: "take byte 1 from location A, and byte 2 from location B and compare them"
Computer: "Oh, then if byte 1 is less how do I move them?"
Me: "Write byte 1 at location B, and byte 2 at location A"
Computer: "Oh, but wait, if I write byte 1 at location B where byte 2 is then I'll overwrite it, how can I write it to location A if I don't have it anymore?"
Me: *facepalm*

And that's the easy part really, there's a lot of other behind the scenes infrastructure that goes into sorting lists as well.  The main concerning is getting the data necessary to the list system in way that's compatible with all of the features of the editor since everything is stored in different formats.
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« Reply #34 on: May 26, 2010, 07:46:50 AM »

Odd... I'd assumed that since this kinda thing is something that I was taught in Comp. Sci II back in high school that it would be on the easier end of things...  Guess it's a bit more complicated than I remember...

Of course, if I could actually remember how to do it, that'd be QUITE helpful as well, but sadly I'm so out of practice I'd be surprised if I can remember the beginner's "hello world" prompt... T-T
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« Reply #35 on: May 26, 2010, 07:52:03 AM »

Sorting lists in and of itself is fairly easy.  It's when you have to pump mixed data formats into those sorting algorithms from various places where things get a bit tricky.  I mean, it's not on the same level of tricky as the automatic data repointer or anything like that, but it's mostly a nicety, and I'd rather focus on more important things at the moment.
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« Reply #36 on: May 26, 2010, 08:00:43 AM »

Well, niceties are the whole POINT of this thread, atrius! XD

To make streamline things and make them easier to use - but they're not necessities.  That'd be Error Fixes (see:  Error Reporting thread) and Main Updates (see the Feature Preview thread)
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« Reply #37 on: September 27, 2010, 04:15:14 PM »

It seems that the flag that marks an item as "rare" isn't the one that makes it an "artifact", meaning that it's currently impossible to make an actual "artifact" item.
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« Reply #38 on: January 16, 2011, 01:37:08 AM »

One problem - first, the mouseclick response.  I click on nothing and move down to OK, and it says I clicked on Clay Spire.  Totally annoying - I have to stay over the option for a bit for it to realize that's the one I clicked.  Some faster response time would be nice.

Second, better keyboard support.  It'd almost be easier if I were to type in which ability I wanted, and it had a suggestion box similar to google showing up as I typed.

Third, the class multipliers.  The interface needs to be changed alot.  Since they behave like multipliers, typing in 7 would be recognized as 70, and 30 as 300.  Once the 10x Multiplier Removal patch is in, we'd actually type in 75 for 75% multiplier, etc...
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« Reply #39 on: January 16, 2011, 10:22:47 AM »

One problem - first, the mouseclick response.  I click on nothing and move down to OK, and it says I clicked on Clay Spire.  Totally annoying - I have to stay over the option for a bit for it to realize that's the one I clicked.  Some faster response time would be nice.
What's the number at the top right beside the red cross-hairish circle thingy say?  Do items in lists highlight as you move the mouse over them, or is there a delay?  What are your computer's specs?

Second, better keyboard support.  It'd almost be easier if I were to type in which ability I wanted, and it had a suggestion box similar to google showing up as I typed.
Like what the search box already does?

Third, the class multipliers.  The interface needs to be changed alot.  Since they behave like multipliers, typing in 7 would be recognized as 70, and 30 as 300.  Once the 10x Multiplier Removal patch is in, we'd actually type in 75 for 75% multiplier, etc...
"Once the 10X Multiplier Removal patch is in" being the key phrase there.
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« Reply #40 on: January 16, 2011, 01:36:26 PM »

The mouse over works, but it has a delay from the time I click to the time it works.  Though... for some reason when I went to check the time, it was working fine... huh... odd...  I'll get back to you on this when I get it to happen again.

Yes, but I'd rather just type it out in the field instead of scrolling.  It'd save a LOT of time.

Aye, that's what I figured for that.
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« Reply #41 on: June 22, 2011, 06:13:21 AM »

I thought, it would be nice, if it could be possible to use Psynergy-icons for Items and otherwise... because I want to make psynergy, with an ichon of an item, and items with psynergy-icons...
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« Reply #42 on: July 03, 2011, 02:21:36 AM »

I do have an idea for refining the Code Patches section, though I may be suggesting this kind of late. You know how we have either textboxes or checkboxes that we can alter in this section? What if the Name Length patch were made into a changeable value in the Party Members section, and then the rest of the patches are read from a folder? Something like this would allow us to add and remove patches with ease; we wouldn't have to go into the game's code to disable unwanted patches. I am not fully sure how patches are coded yet, though, so I am not sure what would be done for reverting data to the previous values outside of using a configuration file.

Just a random idea for refining the editor, but I do not consider it to be really important or major. One of those little shiny whistles for your consideration, but not as shiny as sprite editing of course. Happy
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« Reply #43 on: July 03, 2011, 04:24:26 AM »

You mean regular IPS patch files?  They're not at all designed to removable after they've been applied.
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« Reply #44 on: September 16, 2011, 06:15:12 PM »

So Atrius, do you plan to add suport to special characters like "ç", "á"... in the text editor?
Thanks.
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Yesterday at 07:26:16 PM
Fox: (path) 1 text=(address) char=(address) free=(address) ; << Well, closer to this... but yeah... even if I do choose to have defaults in the code, I could still use this method for overrides.
Yesterday at 07:24:28 PM
Fox: So like (path) 0 text=(address) char=(address) len=(number) ; (path) 1 free=(address) ; Or something. But that's just a quick example.
Yesterday at 06:59:14 PM
Fox: Hopefully. I was wanting to make it so you could put in the addresses/etc. as one of the arguments in the path. Hm?
Yesterday at 03:37:07 PM
KyleRunner: Nice! I hope you'll add compatibility with others games (GS1, Mario Golf and Tennis) soon.
January 14, 2018, 11:40:09 PM
Fox: Okay. Posted (in Downloads section) an initial cutdown version for now, for my text compressor. Basically to separate the code from my Editor for anyone who wants to mess with it. It only supports GS2, because I still didn't add the addresses/etc. for the other games.
January 14, 2018, 05:01:00 PM
Fox: Okay! Going to need to think how I want it to work. Initial thoughts is maybe have a number of arguments in the filepath thing. And have a number of shortcuts (files) to be used as examples. Assuming there are no problems.
January 14, 2018, 10:38:24 AM
KyleRunner: Well... I'm used to editing text ina a text editor, so... yes! Thanks in advance!
January 13, 2018, 11:38:43 PM
Fox: (Text editor = Text Document like notepad.)
January 13, 2018, 11:38:21 PM
Fox: Would you prefer during the text editing in a text editor? (Like what gstoolkit lets you do?) I could probably make a separate tool or something to compress it.
January 13, 2018, 10:10:02 PM
KyleRunner: Ok. Once I finish my Lost Age translation, I'll try a Mario Golf one. Thanks. (But I'll need help).
January 13, 2018, 10:03:17 PM
Fox: If you want to make it "permanent" (part of a hack), then you'd edit code in the ROM that writes to this location of the IDs you'd want to change. (You can find these locations by using a breakpoint debugger like SDL-H or no$gba.)
January 13, 2018, 10:00:11 PM
Fox: Reload/switch = Recommended to be done through Debug mode/warp menu, ofcourse... since doors seem to appear as if they were disabled? ; 03001238:01 and B+Start to get to warp menu.
January 13, 2018, 09:55:39 PM
Fox: @Kyle Runner = It might be, but you'd have to use the correct addresses for Mario Golf, rather than for GS2 as I have it right now. ; @raijinken = Yes. 02000454 = ID of leader. (Change this and reload/switch room you are in, enjoy.)
January 13, 2018, 02:23:29 PM
raijinken: Hey guys, is it possible to somehow change the lead character on the map? Was wondering. I remember there was a cheat to use Jenna, but what if I wanted Isaac, or Piers?
January 13, 2018, 02:10:03 PM
KyleRunner: Hey, Fox *
January 13, 2018, 02:09:37 PM
KyleRunner: Hey, is your text editor compatible with Mario Golf (GBA)?
January 11, 2018, 08:33:13 PM
Fox: But if it isn't an oversight, I still can't imagine it being that useful.
January 11, 2018, 08:28:24 PM
Fox: part, ofcourse.
January 11, 2018, 08:28:15 PM
Fox: 0200274C = Hmm... Stuff happens here when you use Cyclone around bushes. (These cause tile replacements, and setting event 0 to those tiles.) - And I guess this kept here so it can be scanned after battle. (To re-update the map.) So here is my fun thought (assuming if it is even possible, or even convenient if so.) ... Are there any events from other maps that could be disabled do to using Cyclone on bushes + Retreat glitch? I'll need to do some testing to make sure this isn't an oversight on my
January 09, 2018, 08:09:26 PM
Fox: And the chance for a Djinni battle is 50%.

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