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Topic: Tile Molester 0.16 source code - FOUND! (Read 2 times)
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I.S.T.
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« Reply #30 on: July 23, 2009, 10:29:23 pm » |
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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. WIN
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BRPXQZME
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« Reply #31 on: July 23, 2009, 11:01:44 pm » |
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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.
If it is as you say, your version is probably still the better one :V
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tomaitheous
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« Reply #32 on: July 23, 2009, 11:33:13 pm » |
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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.
I did quite a few "codecs" for PCE, 4x1, 2x1+1x1,3x1,etc. Also, there is a way to use TM to edit PCE sprite data: set it to 2-dimensional and to two 8x8 tiles wide. You also have to use 4bit planar (not composite planar that PCE tiles use). The downside is that you get only a single sprite wide column. Kinda useless for real sprite editing work, but it's better than nothing if you need something quick and dirty and Tmod2 doesn't run for you
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Ryusui
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« Reply #33 on: July 23, 2009, 11:47:04 pm » |
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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.
Compared to that, Nesticle's blood-dripping severed hand seems tasteful. >_> What kind of program was it? EDIT: Oh, now we're cooking with propane. :3 I still need to get the "open palette file" dialog to remember the last directory visited, change the filters so it can open all files...but right now, "Import Palette From Another File" is working just the way I always hoped I'd be able to get it: flexibly. Instead of treating the palette file settings as ironclad, they're loaded as defaults into a fully-functioning "Import Palette From This File"-type dialog. Naturally, if you try to load a palette from a file type it doesn't have any presets for, the defaults will be blank, so you can enter whatever you need. Oh, and did I mention already that those pesky palette offsets are now and will forever more be in hex? ^_^
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« Last Edit: July 24, 2009, 03:27:20 am by Ryusui »
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Nightcrawler
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« Reply #34 on: July 24, 2009, 08:09:25 am » |
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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. Agreed. Handling any tile size (within reason) would be fantastic. I don't think any existing tools do this yet, at least none that I can think of.
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Dragonsbrethren
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« Reply #35 on: July 24, 2009, 09:08:31 am » |
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Agreed. Handling any tile size (within reason) would be fantastic. I don't think any existing tools do this yet, at least none that I can think of.
One of the Dos editors does (Naga?), but I think we need something a little more modern.
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Kitsune Sniper
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« Reply #36 on: July 24, 2009, 10:25:23 am » |
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Have you fixed the bug where the files just cut off at the end for some reason? I was editing some DS games for DarknessSavior and that bug popped up.
I read it was fixed in the uh, "fixed" version at Google Code, but I never tested it.
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Ryusui
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« Reply #37 on: July 24, 2009, 02:12:06 pm » |
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You mean how anything that doesn't fit into a full row gets truncated?
...I'll have to look into that one.
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Kitsune Sniper
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« Reply #38 on: July 25, 2009, 02:44:39 pm » |
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No, even when the data fills the full row, it just cuts it off for some reason. o_o
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Ryusui
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« Reply #40 on: July 25, 2009, 04:39:16 pm » |
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I suppose it helps that I've never run Tile Molester on a machine at less than 1280x800 resolution. >_>
I'll see if there's something I can do about that.
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Kagemusha
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« Reply #41 on: July 25, 2009, 04:46:23 pm » |
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Wow, I changed my resolution and now I don't have that problem anymore. Come to think of it, I don't remember having that problem when I first used TM. Now all I have to do is get used to this resolution.
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der Warst
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« Reply #42 on: July 26, 2009, 11:38:24 am » |
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There's one thing that really annoyed me about TM apart from being the useful program it actually is. While it's possible to edit and export pictures with a 256 color pallette, importing is always restricted to 16 color pictures. Don't know if you're interested in implementing that, but I assure you, at least one person (me) would be very very greatful if you did.
BTW: I love your Don Herzfeld avatar
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Hamtaro126
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« Reply #43 on: July 26, 2009, 11:55:17 am » |
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I did quite a few "codecs" for PCE, 4x1, 2x1+1x1,3x1,etc. Also, there is a way to use TM to edit PCE sprite data: set it to 2-dimensional and to two 8x8 tiles wide. You also have to use 4bit planar (not composite planar that PCE tiles use). The downside is that you get only a single sprite wide column. Kinda useless for real sprite editing work, but it's better than nothing if you need something quick and dirty and Tmod2 doesn't run for you Yes, It's useless for me. and the problem with Tile Modder 2 is the Palette support. You cannot make your PCE palettes this way. And I could not write up a utility as I could only make hacks and some limited 6502 ASM and Basic is harder than usual, Even if I use GW or QuickBasic.
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tomaitheous
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« Reply #44 on: July 26, 2009, 04:02:25 pm » |
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I did quite a few "codecs" for PCE, 4x1, 2x1+1x1,3x1,etc. Also, there is a way to use TM to edit PCE sprite data: set it to 2-dimensional and to two 8x8 tiles wide. You also have to use 4bit planar (not composite planar that PCE tiles use). The downside is that you get only a single sprite wide column. Kinda useless for real sprite editing work, but it's better than nothing if you need something quick and dirty and Tmod2 doesn't run for you Yes, It's useless for me. and the problem with Tile Modder 2 is the Palette support. You cannot make your PCE palettes this way. And I could not write up a utility as I could only make hacks and some limited 6502 ASM and Basic is harder than usual, Even if I use GW or QuickBasic. Tile modder? You mean Tmod2? If so, I have no problem importing palettes for Tmod2. I create my master palette with a bmp and import palette (load special iirc). I have a commandline util that'll convert raw PCE palettes to ACT and PAL(binary version) formats and vice verse if you're interested. It's easy to dump a palette block from mednafen, convert it, load it into a bmp, the import into tmod2.
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