Author Topic: SirCmpwn's Sprite Editor  (Read 21379 times)

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SirCmpwn

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Re: SirCmpwn's Sprite Editor
« Reply #30 on: March 27, 2011, 10:51:06 pm »
I can't reproduce the glitchy first row problem :/
As for the adding comments, I couldn't think of a good way of importing sprites where I differentiate between data, code, maps, sprites, etc, so it just takes anything A-F and 0-1 and assumes it is the next nibble.
I'm also considering adding the option to specify the picture variable it uses.

Offline leafy

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Re: SirCmpwn's Sprite Editor
« Reply #31 on: March 27, 2011, 10:52:00 pm »
If I remember correctly, it changes the first row of black pixels to greyscale.
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SirCmpwn

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Re: SirCmpwn's Sprite Editor
« Reply #32 on: March 27, 2011, 10:55:48 pm »
Still can't reproduce it.  Perhaps I fixed it a while ago and don't remember.

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Re: SirCmpwn's Sprite Editor
« Reply #33 on: March 28, 2011, 12:06:49 am »
Eh maybe. the only thing that matters is it got fixed, of course :)
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SirCmpwn

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Re: SirCmpwn's Sprite Editor
« Reply #34 on: March 28, 2011, 09:13:25 pm »
Okidoki, here's version two, with the bugs fixed and the requested features added.  Here's a breakdown of the new features in this version:
-Import/Export Black & White Sprite Sheets
-Specify a Pic variable to export as
-On import, if it finds that sprites are being stored to a Pic variable, it will set that one as the default

These features address the following:
Black and White:
I wish there was a black-and-white mode

Pic variable features:
If you change the picture pointer in the program, it doesn't automatically change it back to Pic1

If anyone wants any more features, post it up.  Also, bug reports would be nice.  One known bug is that occasionally, when importing a black and white sprite sheet, some of them will glitch up.

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Re: SirCmpwn's Sprite Editor
« Reply #35 on: March 28, 2011, 10:04:44 pm »
Yes! Finally! Thanks so much :) Also will it glitch up if there are both greyscale sprites and b/w, or does it just set the mode to greyscale all throughout?
This b/w mode is awesome.
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SirCmpwn

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Re: SirCmpwn's Sprite Editor
« Reply #36 on: March 28, 2011, 10:11:19 pm »
It's either all b/w or all grayscale.

SirCmpwn

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Re: SirCmpwn's Sprite Editor
« Reply #37 on: March 30, 2011, 09:08:30 pm »
New version, you ask?
Features added:
*Flip sprites - Pressing * and / flip it horizontally and vertically, respectively
*Invert sprite - Press ^ to invert the whole sprite

SirCmpwn

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Re: SirCmpwn's Sprite Editor
« Reply #38 on: May 09, 2011, 05:27:46 pm »
*bump* anyone want more features?  Anyone still even use this?

Offline DJ Omnimaga

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Re: SirCmpwn's Sprite Editor
« Reply #39 on: May 09, 2011, 05:33:03 pm »
Well the issue is that you are competing with about 100 other Axe/BASIC/ASM sprite editors on Omnimaga, so inevitably the amount of responses to new ones will be sparse.

SirCmpwn

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Re: SirCmpwn's Sprite Editor
« Reply #40 on: May 09, 2011, 05:34:08 pm »
Well the issue is that you are competing with about 100 other Axe/BASIC/ASM sprite editors on Omnimaga, so inevitably the amount of responses to new ones will be sparse.
That's true.  I think mine uniquely offers the ability to import/export pre-formatted Axe programs with the sprite sheets.

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Re: SirCmpwn's Sprite Editor
« Reply #41 on: May 09, 2011, 05:35:48 pm »
Yeah true. Actually I think Squidgetx's did too (although it was more a memory viewer), but yeah at one point there was a new sprite editor ccoming out every week or so, so I almost imitated Ticalc.org's 2011 April fools joke with quadratic solver folders :P (Not implying that sprite editors are useless, but there were so many O.O)
« Last Edit: May 09, 2011, 05:36:11 pm by DJ_O »

SirCmpwn

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Re: SirCmpwn's Sprite Editor
« Reply #42 on: May 09, 2011, 05:36:57 pm »
Yeah true. Actually I think Squidgetx's did too (although it was more a memory viewer), but yeah at one point there was a new sprite editor ccoming out every week or so, so I almost imitated Ticalc.org's 2011 April fools joke with quadratic solver folders :P (Not implying that sprite editors are useless, but there were so many O.O)
Nice, that would have been a good one.  I still enjoy mine the most, and think that it rises to the top of the crop for it's inclusion of Axe-specific features.

Offline squidgetx

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Re: SirCmpwn's Sprite Editor
« Reply #43 on: May 09, 2011, 05:44:00 pm »
Haha yeah, mine was more like a mem editor with the option to edit the data as sprites instead of bytes.

This is pretty cool, and I would use it except that I already have my own regular sprite editors that I keep as source in archive, then compile when I need them. Exec-only files are hard to find on my calc, as my RAM clears so often :P and I already have my custom-tailored one for A:P
Still, I think I would back your claim that it's the best gen. purpose sprite editor out there...

SirCmpwn

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Re: SirCmpwn's Sprite Editor
« Reply #44 on: May 09, 2011, 05:45:27 pm »
Haha yeah, mine was more like a mem editor with the option to edit the data as sprites instead of bytes.

This is pretty cool, and I would use it except that I already have my own regular sprite editors that I keep as source in archive, then compile when I need them. Exec-only files are hard to find on my calc, as my RAM clears so often :P and I already have my custom-tailored one for A:P
Still, I think I would back your claim that it's the best gen. purpose sprite editor out there...
Thanks!  I appreciate it.  And I do write a lot of custom tools for each program I make - you should see how much extra software I've written to compile KnightOS.