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Author Topic: Tile Molester 0.16 source code - FOUND!  (Read 2 times)
Kitsune Sniper
Guest
« on: July 08, 2009, 01:53:26 pm »

I'm doing some graphics work for DarknessSavior and I finally figured out how to use Tile Molester's features properly! Unfortunately, some of the functionality I need is tied in with the source code, so I need to edit it.

The problem is, SnowBro's site is no longer active... and I can't find the source code to his programs. I could only find version 0.15a at Zophar's Domain, and the final version released was 0.16, which is already hosted here, but there's no source code.

So um. Does anyone have this lying around?
« Last Edit: July 08, 2009, 04:23:23 pm by Kitsune Sniper »
Azkadellia
Guest
« Reply #1 on: July 08, 2009, 02:00:44 pm »

Have you tried here? I don't know if it's what you're looking for.
Kitsune Sniper
Guest
« Reply #2 on: July 08, 2009, 03:22:27 pm »

Quote from: Azkadellia on July 08, 2009, 02:00:44 pm
Have you tried here? I don't know if it's what you're looking for.
That's a modified version of the 0.16 code... I'm not sure what differences there may be in it (I'd rather edit Snowbro's original code directly.)

Thanks, though.

Edit:
Well, it looks like this person has removed the XML files that allowed you to create new tile definitions for some dumb reason and moved everything into the main executable. Why would someone do that? Ugh. D:
« Last Edit: July 08, 2009, 03:30:41 pm by Kitsune Sniper »
Skeud
Guest
« Reply #3 on: July 08, 2009, 04:12:03 pm »

Here. (0.15A), never seen the source for 0.16.
Kitsune Sniper
Guest
« Reply #4 on: July 08, 2009, 04:23:08 pm »

Wait, I FOUND IT! The file was thankfully saved along with an old copy of Snowbro's site by the Wayback archive. Woohoo. I'll be submitting this to the site in a few minutes.

Edit:
In fact, this whole site has a lot of information that should be saved... huh. Is there some sort of data repository where the site could be uploaded or something?
« Last Edit: July 08, 2009, 04:30:21 pm by Kitsune Sniper »
Neil
Guest
« Reply #5 on: July 08, 2009, 04:37:51 pm »

Bastard. I was about to post a link too. Tongue
http://pt.parodius.com/junk/tilemolester-0.16.src.tar.gz
Kitsune Sniper
Guest
« Reply #6 on: July 09, 2009, 11:38:24 pm »

Well, I managed to get the source to compile a few minutes ago. I may have a version with support for other formats soonish.

Is there a reason why my source submission hasn't been approved, though? I find it odd, that's all.
tomaitheous
Guest
« Reply #7 on: July 16, 2009, 12:35:51 pm »

Tile Molester *really* needs a 16x16 cell size option 
Kitsune Sniper
Guest
« Reply #8 on: July 18, 2009, 08:08:05 pm »

I'm too stupid to add stuff to it. Tongue
Ryusui
Guest
« Reply #9 on: July 20, 2009, 05:50:02 pm »

Can anyone recommend a Java compiler? I might take a look at this myself. I love Tile Molester but some of its quirks are just plain asinine (why the hell does the palette import function force me to enter an address in decimal?).
Sacrifice
Guest
« Reply #10 on: July 20, 2009, 05:57:46 pm »

Quote from: Ryusui on July 20, 2009, 05:50:02 pm
Can anyone recommend a Java compiler?

No, although you could try javac which comes with the Java SDK.
Hamtaro126
Guest
« Reply #11 on: July 20, 2009, 06:13:52 pm »

Is there a possibility in adding a new tile mode (PCE SPRITE 16x16) in this utility?
Kitsune Sniper
Guest
« Reply #12 on: July 20, 2009, 06:37:17 pm »

Quote from: Ryusui on July 20, 2009, 05:50:02 pm
Can anyone recommend a Java compiler? I might take a look at this myself. I love Tile Molester but some of its quirks are just plain asinine (why the hell does the palette import function force me to enter an address in decimal?).
You're pretty much stuck with the standard Java SDK. It builds the source just fine and dandy, but I couldn't figure out how to get the thing to compile stuff into a JAR file. (Also, it is VERY PICKY about capitalization.)
CaseCrash
Guest
« Reply #13 on: July 20, 2009, 09:07:07 pm »

You can use an ide and forget about it. Some people like eclipse, although i think it's too complicated. I prefer netbeans as it's a bit easier to figure out and get to compile your code, and I like its project management style. Netbeans can be slower and more memory intensive sometimes, although it's gotten better than it used to be (i think). using javac works, but it's a little crude Tongue i mean, the ide's all run javac to compile the code anyways.
Ryusui
Guest
« Reply #14 on: July 20, 2009, 09:19:25 pm »

Well, bingo. I got it compiled and running in NetBeans but now it's giving me this crap about how it can't find any language files. Apparently, the source code file didn't include everything... >_<#
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