Originally posted by Pirahnaplant
I think that when you click on a view or path in the list box, it should become selected. Also the text on the music combo box is editable, change the DropDownStyle to DropDownList.
The latest SVN version of the editor seems to have fixed both of these bugs.
Here's a bit of an update on what's done so far:
I've just completely redone the translation system for multiple languages, which should make it a lot easier to add new features and have them available in both languages. In addition, all the new features are translated. I've also fixed a few minor bugs in the UI (like cut off button labels) which were driving me crazy.
The tileset editor is close to being finished and works great, thanks to Dirbaio.
Many other features have been added, also thanks to him. It's now an even better and more functional editor than it was before.
I'm most likely going to release a new version soon. I'm unsure though as to whether it should be 4.8 or 5.0 - It's such a huge update that giving it a new major version number might work out better.
Also, some of the translations might be a bit off.. it's 7am, I've been working all day (In between other things) to get the new system done and convert every string.
Tomorrow I want to look into at least some of these things:
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Fixing the two untranslated bits: list of music in ViewEditor, filters for Open/SaveFileDialogs
- Undo/Redo system - might be a pain due to all the different types of edits which can be done
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Making TilesetChooser actually do something, so more tilesets can be edited than just the level-specific tilesets
- Adding an ASM hack that lets you override compression, so you can modify the overlay data - But the problem is that I can't find all my notes on this and I can't remember how it worked..
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Converting the override system to be based directly on Map16 tiles instead of overriding the object definitions - so the object editor won't trash the Jyotyu tileset when saving
Committing revision 32 with the new stuff now!
edit: Here's a progress update: Everything listed above which is
strikethrough has been done! Also, I've modified the system it uses to add full support for US, EU and JP ROMs - they will now all load graphics correctly in every level.
I'm considering trashing the GDI version and making the GDI+/Mono version the main build. What do you guys think about it?
I kept the GDI version because it was faster. (GDI+ is a little laggy, although it works FAR better on Windows 7.) However, it makes the code harder to maintain - many graphics operations have to be coded twice in different ways, and right now, it doesn't even work.
I just tried out compiling it. I got two errors - I fixed them and it compiled, but I got an error when running it.
It's such a pain to code for in C# (Since I have to mix both GDI and GDI+) that it might be easier to just remove the GDI version.
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