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Author Topic: Custom BBCode Commands  (Read 13844 times)
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Atrius
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« on: November 12, 2009, 12:08:56 AM »

Current custom BBC commands available

- [youtube]Video Url[/youtube] - Embeds a youtube video into a post
- [nicovideo]Video Url[/nicovideo] - Embeds a NicoVideo video into a post
- [sprite= ind #, anim #, dir #]Alternate Text[/sprite] - Inserts an image of a Golden Sun sprite into a post (As long as it's been uploaded)
- [heightmax=# in pixels]Content[/heightmax] - Allows a maximum height for content to be specified, will display a scrollbar if that maximum is exceeded.
- [imgleft]image url[/imgleft] - Aligns images to the left, and allows text to flow seamlessly around them.
- [imgright]image url[/imgright] - Aligns images to the right, and allows text to flow seamlessly around them.
- [float=side (left, or right)]content[/float] - "Float" content on the side of your post, allowing text to wrap seamlessly around it.
- [border]content[/border] - Add a border to content in your post.  (If used with [float] tag, it goes inside of it)

Make your requests for custom commands here.
« Last Edit: September 30, 2010, 07:20:42 AM by Atrius » Logged

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« Reply #1 on: November 12, 2009, 12:12:32 AM »

[nicovideo]video url[/nicovideo] please!


Also, can we have examples?  I don't quite understand the sprite command...
« Last Edit: November 12, 2009, 12:53:34 AM by Role » Logged

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« Reply #2 on: November 12, 2009, 12:25:09 AM »

[sprite= ind #, anim #, dir #]Alternate Text[/sprite] - Inserts an image of a Golden Sun sprite into a post (As long as it's been uploaded)

ind # = Index Number of sprite to insert.
anim # = Animation Number for sprite to insert.
dir # = Direction Number for sprite to insert.

All of these values are the same as they would be in the editor while browsing the sprites in The Lost Age.

For example if you wanted to insert Master Hamma into a post, you could locate her in the sprite viewer in the editor at index # 59.  Looking through her animations we decide we want to insert Animation # 5 into a post, and since it only has direction 0 we insert it as such:
[sprite= 59, 5, 0]Master Hamma[/sprite]
which gives us the following:
Master Hamma
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« Reply #3 on: November 12, 2009, 12:30:56 AM »

I'm never going to get the sprite thing, with all its numbers, but anyways....

Okay, that makes sense.
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« Reply #4 on: November 12, 2009, 12:31:50 AM »

So, what's the alternate text for?  Mouseover?  Also, what argument should we use for palette swaps?

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« Reply #5 on: November 12, 2009, 12:41:18 AM »

The alternate text also appears if the image doesn't exist.

Seeing as how each sprite has to be uploaded onto the server, palette swaps aren't going to be available.
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« Reply #6 on: November 12, 2009, 12:43:06 AM »

Tch.  I was hoping you could just have it use the same thing that the game does to swap the palette... or at least something similar. Ah well.
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« Reply #7 on: November 12, 2009, 12:51:56 AM »

- [nicovideo]Video Url[/nicovideo]


Doesn't work in post preview for some reason, but does on the actual topic page.
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« Reply #8 on: November 12, 2009, 12:53:59 AM »

I LOOOOOOOVE YOOOOOOU!  I never have to use youtube again! Joy



Tee hee...
« Last Edit: November 12, 2009, 12:59:14 AM by Role » Logged

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« Reply #9 on: November 12, 2009, 01:40:30 AM »

Ah, the sprite command seems to have broken.  Edit:  FIXED!

Mars Run
« Last Edit: November 12, 2009, 02:24:49 AM by Role » Logged

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« Reply #10 on: November 12, 2009, 02:20:41 AM »

hrm...

I approve of the sprite idea. It will make it a lot easier for people to talk about the editor when they can show the exact sprite!
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« Reply #11 on: April 29, 2010, 07:18:33 AM »

Here's a question - when we make final sprites for our hacks (FINAL, not the Beta sprites we're currently working with), could we perhaps have a command similar to the sprite command for them?  We'd need a reference thread for which sprite is which, but what am I good for, if not for reference threads? XD
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« Reply #12 on: April 29, 2010, 09:56:45 PM »

Maybe... I'll consider it.  You'll have to settle for using the [img] tag for now.
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« Reply #13 on: April 30, 2010, 12:11:49 AM »

Of course.  Not until we get enough for the [csprite] tag to be viable should we actually consider it.
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« Reply #14 on: September 09, 2010, 06:47:17 PM »

It's been months, I claim the right to post again.

Although the table tags exist already, you wouldn't mind giving us an in-depth explanation as to how they work and how to make them actually visible, would you?  So far what I've tried for making the table borders visible hasn't worked, and it's kinda frustrating.
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Cbox
January 17, 2018, 04:07:51 PM
KyleRunner: :D
January 16, 2018, 08:44:56 PM
Fox: I must say... life can be complicated..... when you have question(s) (via email) ... and it seems like they sort of get ignored. :D ; Fun, (And sometimes, a person may respond, and completely not answer the question.... so like... 3-person conversation.) Hahahaha!!
January 15, 2018, 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.
January 15, 2018, 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.
January 15, 2018, 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?
January 15, 2018, 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.

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