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Author Topic: Tile Molester 0.16 source code - FOUND!  (Read 2 times)
UglyJoe
Guest
« Reply #15 on: July 20, 2009, 09:29:36 pm »

Quote from: Ryusui 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... >_<#

The binary release has the language files along with it.  Just grab them from there.
BRPXQZME
Guest
« Reply #16 on: July 20, 2009, 09:45:13 pm »

Quote from: Kitsune Sniper on July 20, 2009, 06:37:17 pm
I couldn't figure out how to get the thing to compile stuff into a JAR file. (Also, it is VERY PICKY about capitalization.)
The syntax to the command-line archiver is:

Code:
jar cvfm JarFile.jar manifest.txt *.class
where “JarFile.jar” is going to become your JAR file, manifest.txt is a “manifest” file (and usually all you have to put in it is:

Code:
Main-Class: MyClass

where MyClass is the class that contains the “main” function that should run when the .jar is run), and “*.class” should be a listing of what classes need to go into the JAR for things to run properly.

The command-line syntax for “jar” is not unlike the “tar” program used on Unix-likes. It’s kind of arcane. ...and, truth be told, not very Unix-like command syntax to begin with.

Quote from: CaseCrash 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.
Needing an IDE just to get a bit of code to compile is like lighting a furnace to burn a hair.

javac is about as straightforward as a compiler gets. Hardly any compiler flags ever. None of this lining up the libraries in all their directories and using configure scripts and makefiles to see if everything’s there and making sure all the versions are right with your autoconf/automake scripts and PKG-CONFIG settings and all that jazz.

You just run the source files through javac and that’s that. Doesn’t have the world’s greatest dependency checking, but frankly, if you really cared about that, you’d be using some sort of build tool anyway.

And for what it’s worth, there are other Java compilers out there. They tend to act pretty buggy compared to JDK stuff (especially GCJ), but they’re out there, and they have their users (especially GCJ) for a number of good reasons (and especially GCJ). Not everyone likes the JVM way. I know I don’t.
Ryusui
Guest
« Reply #17 on: July 20, 2009, 09:53:13 pm »

I hope no one minds if the very first thing I do with this project once I get it running properly is rename it. I mean, seriously. There ought to be a special place in Programmer's Hell for people who choose tasteless names for their apps. Do I like the app itself? Yes. Do I wish I could run the author through a tree chipper? Oh very yes. (People who consistently use the decimal radix in romhacking tools probably need that treatment anyway. Tongue)

I'm really happy I was listening to the end boss themes of Chrono Trigger while I was entertaining this idea (renaming the app, I mean). Inspiration struck me like a lightning bolt...or perhaps more accurately, it roared to life with a signature "BLEEEEEUREEEEEURRRRR!". Can you guess? It's not different enough from the existing name to leave people scratching their heads; the chief difference is a change in verb. Or, taken from the alternate perspective, it's the name of something that's technically from Chrono Cross, with a single letter changed.

Figured it out yet?


As for getting it to compile in NetBeans, the only problem I had was lining up the directories properly; I had 'em down one level below where they were all supposed to go. A quick copy-and-paste and I was in business. Just create a project and unzip the source straight into the project's src directory.
Kitsune Sniper
Guest
« Reply #18 on: July 21, 2009, 12:54:54 pm »

Yeah, I remember that last night after I posted the message. :p

Just unzip all the files from the standard JAR distribution (the XML files included) into the folder with the freshly-compiled files, and you should be fine.
Ryusui
Guest
« Reply #19 on: July 21, 2009, 01:51:19 pm »

Okay, made one little mistake. Unzip it into the project directory - one level above src, I mean. Put the Language folder there as well. Then it will compile and run without a hitch,

I've already fixed the pesky import palette function and renamed everything to fit my title for the program. I even have a spiffy new logo and icon all made up. :3

Next case: make it capable of autodetecting NSBMD format files and loading their palettes.
Hamtaro126
Guest
« Reply #20 on: July 21, 2009, 04:37:57 pm »

All of the Codecs (except for the few in there) that are required for the compilation are missing.

I have to use Feidian or Tile Modder 2 since I couldn't find an appropriate editor for PCE.
dshadoff
Guest
« Reply #21 on: July 21, 2009, 05:36:24 pm »

TileMolester never did support PCE naturally.
For tiles, you can get by with one of the existing modes, but for sprites (ie. 16x16), the code doesn't support them (I had an email discussion with SnoBro about this some years ago when it came out).

-Dave
Kitsune Sniper
Guest
« Reply #22 on: July 21, 2009, 06:02:33 pm »

Quote from: Hamtaro126 on July 21, 2009, 04:37:57 pm
All of the Codecs (except for the few in there) that are required for the compilation are missing.

I have to use Feidian or Tile Modder 2 since I couldn't find an appropriate editor for PCE.
Not really, the XML that -defines- these codecs isn't in the source. You have to use the one from the normal release.

Ryusui, remember that the source was distributed under GPL, so please share your source changes or something. Tongue
Ryusui
Guest
« Reply #23 on: July 21, 2009, 09:39:19 pm »

That's my evil plan, once I've got some more changes worth talking about in place. :3

EDIT: One of which is fixing one of the program's more annoying limitations: how it never remembers the last directory you navigated to. Sure, it does if you load something out of Recent Files, but what if you want to open a different file in the same directory right off the bat?

I think I'm starting to get the hang of this XML business. :3
« Last Edit: July 22, 2009, 02:15:04 pm by Ryusui »
Kitsune Sniper
Guest
« Reply #24 on: July 23, 2009, 11:21:22 am »

Uh... what? I've never had that problem. o_O
Ryusui
Guest
« Reply #25 on: July 23, 2009, 02:15:28 pm »

The Open File dialog always defaults to My Documents (on my Windows XP machine, anyway; not sure how it behaves on Mac or Linux) if you don't have a file open. At the very least, it does each time you open the program. I added an extra XML tag to the settings to remember the last directory accessed.

And this is all coming from a Java newbie here. :3 Though I suppose it helps that Flash's syntax is apparently Java-inspired...
Lleu
Guest
« Reply #26 on: July 23, 2009, 07:01:24 pm »

Quote from: Ryusui on July 20, 2009, 09:53:13 pm
I hope no one minds if the very first thing I do with this project once I get it running properly is rename it.
Figured it out yet?


That's way better than my suggestion.  "Tile Creepy Uncle"

Seriously though, I agree.  The moment's amusement is not worth the continued hassle.

Story Time!

One time I had a fundie friend who wanted to run a program with "objectionable content", so he had me hack the badly-drawn topless animu out of it for him.  I replaced it with a picture of me flipping him off angrily.  He laughed, but still wanted a new one.
Wareya
Guest
« Reply #27 on: July 23, 2009, 07:26:19 pm »

Quote from: Ryusui on July 23, 2009, 02:15:28 pm
TFlash's syntax is apparently Java-inspired...
http://en.wikipedia.org/wiki/ActionScript
"ActionScript is a scripting language based on ECMAScript."
http://en.wikipedia.org/wiki/ECMAScript
Which is based on C, which Java is based off of.

Why did I just look all the stuff up?

Also, "Tile Wrapper"
Dragonsbrethren
Guest
« Reply #28 on: July 23, 2009, 08:00:51 pm »

So what other changes are you planning on making? We could really use another tile/graphics editor that isn't stuck in the 8x8 mindset. I personally could use something that could do 4x9, 8x9, 12x9, 4x11, 8x11, 12x11, 4x13, 8x13, and 12x13 (one guess why). The best solution would be just allowing the tile height and width to be set to anything. I was never a fan of this editor, but I think I'd quickly become one if this functionality was added. Smiley

It could also use some of the tile arrangement options available in YY-CHR. Those are great for lining up metatiles/sprites in a lot of games. I forget if TM has a color replace option like YY-CHR, but that's an absolute necessity for me too.
Ryusui
Guest
« Reply #29 on: July 23, 2009, 10:28:12 pm »

Right now I'm working on a couple of my pet peeves, namely some of the annoying quirks of TM's palette import functionality. Next on the agenda is adding NSBMD to the automatically-recognized file formats. After that, I think I'll release Tile Devourer 1.0 with source code to the public at large. :3

On a random topic, I've been pondering on whether to change one bit of TM's nomenclature. I've already changed "Reopen" under the File Menu to "Recent Files" and changed the "Copy" checkbox in the Import Internal Palette dialogue to read "Copy Palette Data" (when checked, the palette data itself will be saved to the XML resource file instead of just the offset), but I've been thinking about changing the somewhat vague "1-Dimensional" and "2-Dimensional" format options to "Tile" and "Bitmap". Anyone else think this is a good idea?

Oh, and in case anyone was curious:

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