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Author Topic: Suggestion for the Editor  (Read 62090 times)
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Menaus
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« on: January 06, 2010, 05:39:27 AM »

How about in the next version we have a feature to edit the names of the ability's, items, etc. It would really help me when I edit things like making the wheat sword. 
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Atrius
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« Reply #1 on: January 06, 2010, 05:42:18 AM »

As I tell everyone that suggests that, because the text is compressed in the game there were several issues that had to be resolved before a text editor could  be implemented, however, all of those issues have been taken care of, and text editing is all ready for version 0.3 of the editor.
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Fox
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« Reply #2 on: January 06, 2010, 07:42:14 AM »

That is fantastic.

I hope you have your work backed up. Just in case. Even the worst scenario can happen at the most unwanted time. But I doubt that would ever happen to you.

Anyway, how far does text limitations go?

Like... how many characters can fit in a box?
« Last Edit: January 06, 2010, 07:44:11 AM by charleysdrpepper » Logged

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Sajin
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« Reply #3 on: January 06, 2010, 12:00:35 PM »

I already asked about that charley. It seems that limit for psynergies/items/classes is 14. Don't know about actual dialogue limits though...
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« Reply #4 on: January 06, 2010, 02:49:03 PM »

I have no idea where people are getting that number from.  The limit for those is all high enough that you'd run out of room on screen for them before you'd hit it.

As for how much can be in a single string, that's 512 characters.  More than enough to fill the screen.
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Sajin
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« Reply #5 on: January 06, 2010, 03:11:59 PM »

Oh, I guess must of the people that hacked other games are used to having limited space. For example, in FF6 spells can only have 6 characters and on pokemon attacks have a limit of 12...
Anyway, I was sure that 14 was the limit somehow, thank you for  clearing that up Atrius.
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Rolina
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« Reply #6 on: January 06, 2010, 05:52:29 PM »

We use the number 14 because that's the standard set by the GS games.  At 15, it seems to have graphical errors.

Of course, I could be thinking of a DIFFERENT limit - my example is Thunderstorm needing to be changed to Thunderhead - which is LESS than 14.  Yeah, 14 was classes.  For now,we'll use 14 as a test number, but if it's too high, we'll lower it, possibly to 11.
« Last Edit: January 06, 2010, 05:54:16 PM by Role » Logged

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JamietheFlameUser
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« Reply #7 on: January 06, 2010, 09:23:35 PM »

It depends on the letters. for example, l takes up less space than a. The amount of space a letter takes up is NOT uniform in GS's font.
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« Reply #8 on: January 07, 2010, 02:31:02 AM »

I have a quick question about text... After practicing in Mario and Luigi, we found that certain characters in the middle of the text will enable Text Box scrolling. I was wondering if you will have a legend or something to help us with any effects that we can have while editing the text? For example, to have bold or italicized text (or even coloured text)? I know that I should probably ask in a different topic, but this topic is easier for me to locate right now, and there are people talking about text.

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« Reply #9 on: January 07, 2010, 03:23:16 AM »

Bold, italicized (Or rather, non-italicized), colored?  If you haven't seen it used in the actual game, chances are it's not implemented in the message box system.

Since those commands have been visible in the text viewer of the editor since version 0.1 as numbers in brackets (Example: "Ah, [17][6]...[3]You're awake.[2]") there is a topic where people were documenting those here, unfortunately it looks as though the first post in it didn't survive the move over to SMF, but I could quote it into my first post though if you want to revive the effort.

EDIT: False alarm, the first post just became the third >_<
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MaxiPower
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« Reply #10 on: January 07, 2010, 03:37:01 AM »

So what all text can be edited thus far, character names? Class names? iteam weapons etc... how about something as obscure as when entering town/etc when the name of it displays for a few secs upon entry

BTW that thread with the GS toolkit like commands, the {01} new line thing is so useful right now for me... yippeeee
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Atrius
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« Reply #11 on: January 07, 2010, 03:50:31 AM »

Anything you can see in the text viewer can be edited.  That includes everything you've listed.  Of course things like item/ability/enemy names and such will also be editable in their own section to make things easier.
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Rolina
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« Reply #12 on: January 07, 2010, 05:29:15 AM »

I know it has bolded and italicized text... and colored text.  AND shaky text.

I guess we've got to catalogue how to get each one to trigger...
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« Reply #13 on: January 07, 2010, 03:01:29 PM »

I think you're wrong about bold, and colored text, and well... The font for messages is itself italicized, I seriously doubt there's a command to make it not italic.
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Rolina
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« Reply #14 on: January 07, 2010, 08:05:39 PM »

Play the game again.  Bold and shaky happens alot.  Typically used when they're emphasizing something, I figure.  Non-italics can be found easy.  Go to Start Menu -> Update -> Password and BAM!  You'll see it.  Default seems to be italics, so perhaps it's not a tag for italics, but instead for non-italic font...

Actually, just go to start menu, or perhaps any menu for that matter.

If psy sealed, then when you look at the psynergy in battle, it's all PURPLE.  Yellow and Red are common for colored text (standby djinn/psynergy lost for red, recovery djinn/psynergy gained for yellow), also if you get a djinn, it's name is the color of the element in the text that pops up after it joins you.

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FoxI felt a sudden Piers reference. :P - @avatar:  And yeah, it's easy to forget about things like that.
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leaf: I didn't even realize my avy was still hosted on photobucket. fixed now.
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leaf: and... looks like photobucket is kill
July 18, 2017, 02:20:00 PM
Fox: @Gameradar = I like that approach.... 30 second video ad for one ad-free day... as an option.... Interesting? - Of course, keeping to using an adblocker is also an option... but the point is how they made it almost sound encouraging. :P
July 16, 2017, 12:06:02 AM
Fox: Recent research is making me worried that it might not be vulnerable enough to do anything with it. Not absolutely sure, though.
July 14, 2017, 06:12:12 AM
Fox: Well thanks. While it does appear to be a vulnerable glitch, we still need to find a way to succefully abuse it. It's a bit complex, so I'd be amazed if someone actually finds a good method! :)
July 14, 2017, 02:01:57 AM
Ark: Game crash: successful. Shoutouts to Fox for being amazing
July 14, 2017, 12:20:07 AM
Plexa: I'll play around with this stuff on stream in 20 mins or so. No idea if I'll find anything or if I even understand properly what you're doing - but we'll see!
July 11, 2017, 09:50:07 AM
Fox: Initial process of elimination. (When taking into consider if whether you can retreat in a map or not, and if the are contains at least two map code files....) ... I'm left with these to look at: Lemuria Ship, Gondowan Cliffs, Gabomba Statue, Jupiter Lighhouse, Mars Lighthouse, Anemos Inner Sanctum ; Not much room for luck if my hunch is even correct at all... 
July 11, 2017, 08:11:16 AM
Fox: Oh yes... Map code files can be shared across maps, but I don't think the same map code files is used for all maps of an area... So.... I will need to do so testing to verify my hunch about whether NPC Script glitching could even be a thing... or if it is just me imagining things....
July 11, 2017, 07:41:34 AM
Fox: of the commands*
July 11, 2017, 07:41:11 AM
Fox: That is to say... if I recall correctly... that NPC Scripting (idle scripts, I think.)  ... is basically custom code (aka: Not asm/arm/thumb)... and I do believe _at least_ one that commands.... might deal with flags (assuming if I remember)... I need to confirm my hunch, though... but finding tricks to even do script code properly will probably be next to impossible.
July 11, 2017, 07:16:12 AM
Fox: case*
July 11, 2017, 07:16:06 AM
Fox: Wait... If that's the cause... and if the NPC's script pointer ponits to map code data... then.... what could that mean... umm... *confused on whether I'm even onto anything or not. Maybe not.*
July 11, 2017, 07:08:02 AM
Fox: (I mean when loading the Retreat Map after glitching.)
July 11, 2017, 07:05:43 AM
Fox: I guess it is like this? = GS1 will load the objects from the Retreat Map / GS2 will load the objects from the map you were in ....?
July 11, 2017, 05:48:44 AM
Fox: Growth Vines and Frost Pillars, oh my! == Was just thinking of a scenario where you wouldn't have a water adept for Frost, but would need a Frost Pillar to get where you would want.... but eh... maybe I can't think....
July 11, 2017, 05:31:52 AM
Fox: I think Area-based flags are used more.... but Psynergy-related objects can often be in room-based flags.
July 11, 2017, 01:50:52 AM
Fox: A random thought is what if there were ever x/y position values for an object there, that when interacted with, sets a number based on its location... Eh... I have quite the imagination.
July 11, 2017, 01:38:10 AM
Fox: If there is anything, I don't expect much, unfortunately.

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