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Insanity's Projects
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Topic: Insanity's Projects (Read 24681 times)
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dinhotheone
LV6
Super Member (Next: 500)
Posts: 410
Rating: +2/-1
Insanity's Projects
«
Reply #195 on:
June 12, 2007, 06:51:00 am »
yay, its done, i guess i wont need to get tilp to work
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Insanity
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Insanity's Projects
«
Reply #196 on:
June 13, 2007, 07:39:00 am »
PyroEdit Module: Run Indicator
This module lets you turn off the run indicator (and will reload your setting at start up). Usually when Pics get saved, part of the run indicator sometimes gets saved with it. You can now clean that up and use that blank space for something.
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dinhotheone
LV6
Super Member (Next: 500)
Posts: 410
Rating: +2/-1
Insanity's Projects
«
Reply #197 on:
June 15, 2007, 12:21:00 pm »
time for dinhotheone and his obligatory noob question(s):
i dled RC3 and loaded all its modules. it seems to work great except whenever i edit a map i cant seem to save it anywhere... so where does it go after i've edited it?
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Insanity
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Insanity's Projects
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Reply #198 on:
June 15, 2007, 01:19:00 pm »
Matrix [A].
I'll work on an import/export module.
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dinhotheone
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Super Member (Next: 500)
Posts: 410
Rating: +2/-1
Insanity's Projects
«
Reply #199 on:
June 15, 2007, 02:32:00 pm »
oh i c, i was thinking it would save as a picture. my only suggestion(s) is a modification to the zoomedit module that allows you to press graph and you can preview you work easier. and im not sure what transpose does, it looks like it mirrors it over the -x=y line but rotation seems like it would be more useful than that. despite my whining i do like version 3 and am using it to make sprites for a game i might make.
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Insanity
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Insanity's Projects
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Reply #200 on:
June 16, 2007, 06:13:00 pm »
PyroEdit 3.0
- ZoomEdit updated - preview feature added (GRAPH key).
- Map Importing and Exporting module added.
- Missing subroutine added.
- GUITNUM subroutine fixed (as well as any modules that used it).
Click mah signature to download it.
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Insanity
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Insanity's Projects
«
Reply #201 on:
June 22, 2007, 08:31:00 am »
PyroEdit 3.0 -> 3.1: 50%
- Faster start-up. You have an option to turn off dynamic cleaning during load and to skip probing for init scripts if you have no modules that don't explicitly rely on them.
- Main tools will be built back into PyroEdit (and the interface changed) to make editing more efficient.
- Considering Grayscale and Animation.
Anything else I should add?
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Insanity
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Insanity's Projects
«
Reply #202 on:
July 10, 2007, 08:36:00 am »
PyroEdit 4.0
I'm almost done with PyroEdit. I'm doing a last test to make sure everything does what its supposed to and I need to add Active Help instructions to the Map Editor. A lot of new features have been added, the two most important being grayscale editing and active help. You can now edit standard grayscale pictures, sprites, and tilemaps (I tried to go for extended grayscale editing too, but that ended up slowing everything down too much), and if you're new to PyroEdit, you can turn on Active Help and get instructions as you edit. Also, I've updated the interface a bit. Menus no longer take up the whole screen, and you also get a cool bi-directional pan of the picture you're editing. PyroEdit will also bookmark the last menu item you chose to save you some time. Modules have also been changed and you can now go to Module Info and get a module's name, type, version, author, and description.
All these new features have probably made the entire PyroEdit suite about the size of a one-page application, but PyroEdit has had a few more optimizations to keep memory usage down while it's running.
ZoomEdit
I've finally added support for 16x16 sprites, too. I also took any non-dynamic calculations out of loops and put them into variables beforehand to speed things up.
PyroSysX -> #Buckwild, #Buckwild IAC/IRC, and Nakamuru (PHP)
The quiet-at-the-moment "organized world of insanity," is still under construction at
http://buckwild.mine.nu:8080/
. Right now, I'm working on the chat and on Nakamuru, the pseudo-sentient bot (which perhaps won't go psychotic this time
). Nakamuru can already transfer messages between IRC and IAC script I wrote, now I just got to make IAC parse its relays. After Nakamuru and IAC/IRC, I will start working on the forums.
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Insanity
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Insanity's Projects
«
Reply #203 on:
July 11, 2007, 01:44:00 pm »
PyroEdit 4.0
PyroEdit is finished and is ready to be released, but I will need to get Windows before I'm able to package everything and get screenshots.
The entire PyroEdit suite is 20k after totaling up everything, but you'll only need at least 5 or 6k of RAM free to use it without having to worry about Memory errors.
In addition to the features added earlier, there is now a drawing grid so you can tell where one sprite should end and one should begin (the on-screen coordinate slew down things too much); PyroMap has Active Help, and you also now have to the option to archive the settings lists and the grid to save RAM. They are off by default, however. Pictures can be instantiated when you open them and that should get rid of any "graphical weirdness" may occur (even when PyroEdit tries to take care of it) when you try to edit a non-existant pic.
Oh yeah, and if you have an IRC room you want to be connected with Buckwild and you're on EFnet, give me the room name and I'll add it to Nakamuru's list. This pretty much the opposite of TiSax at Cemetech, which connects websites together on one channel.
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trevmeister66
LV9
Veteran (Next: 1337)
Posts: 1009
Rating: +14/-5
Insanity's Projects
«
Reply #204 on:
July 11, 2007, 02:45:00 pm »
Man that was some fast progress between 3.0 and 4.0. Is this going to be the final version?
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Insanity
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Insanity's Projects
«
Reply #205 on:
July 11, 2007, 04:46:00 pm »
I'm trying to make it the final version. There might be some subversion updates every now and then and extra modules when I get bored.
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Insanity
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Insanity's Projects
«
Reply #206 on:
July 11, 2007, 06:54:00 pm »
Here's a pre-release of PyroEdit 4 for those of you who want to try it out.
Run APYROEDIT
Like the README says, you'll have to turn on Active Help in Options on yourself if you need it. But it should be pretty easy to figure out now and you don't need a manual.
You'll need about 2-22k of Archive space free and 5 or more k or RAM.
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Ragol666
Guest
Insanity's Projects
«
Reply #207 on:
July 12, 2007, 01:44:00 am »
Cool! I am wondering, does PyroEdit have a map editor (like, for matrixes)?
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Insanity
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Insanity's Projects
«
Reply #208 on:
July 12, 2007, 07:51:00 am »
Yes, it does.
------------
New features added:
- Active Help added in Options
- Contrast option added
-- Rotation is being added.
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Insanity
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Insanity's Projects
«
Reply #209 on:
July 13, 2007, 01:02:00 pm »
PyroEdit 4.0
- A module for rotation has been created. This time it actually
rotates
instead of transposing.
- Think it takes forever to move the cursor to something way on the other side of the screen? You can now jump in four-pixel increments using 4, 8, 6, and 2 keys, and in the sprite selection, TRACE and VARS to move the selection up and down in 4px increments, and "(" and "." to resize the boundary in 4px increments.
- When pasting a sprite to a pic, you can now change whether it is horizontally flipped and what drawing method is used using the "^" and the Sin/Cos/Tan keys, respectively.
- The PyroEdit guide may get written on-calc.
- The Module Development Guide will not be written this time unless someone requests it. Otherwise, if you're brave, you can browse around PyroEdit's source and other modules and learn how it works.
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