ROM Hack NFTR Editor

  • Thread starter Thread starter DarthNemesis
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psycoblaster said:
well keep the line length at 300 and type a lot of stuff. It only seems to show a certain amount of lines...
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nftredit300heightpg7.png
 
psycoblaster said:
it was updated...??
and I haven't seen that scrollbar before..
Nope, didn't touch the display code. The scrollbar is there for the next release, but I want to add tile resizing first.
 
Okay, new version is out. Tiles can now be resized on the Properties page.

q8fft said:
program is working great but when i press Minimize program crash. give me massage..
NFTRedit 1.2 i think is bug!
Ah yes, I fixed this in SomaFont but forgot to apply it here too. For some reason in .NET the panel is resized to a height of zero when the window is minimized.
 
Wow this program has gotten really impresive.
Good work Darth, this really helps out.
I'm wondering wich languageg your using? Your are updating your program really fast, seams you have a lot of experience in what your doing
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Anyway i can't tell anything that needs to be added, great work.
 
BlueFlame90 said:
Wow this program has gotten really impresive.
Good work Darth, this really helps out.
I'm wondering wich languageg your using? Your are updating your program really fast, seams you have a lot of experience in what your doing
smile.gif


Anyway i can't tell anything that needs to be added, great work.
C#, and yeah, it's great for rapid development of GUI applications.
 
DarthNemesis said:
C#, and yeah, it's great for rapid development of GUI applications.
Well i know some C++ but there it doesn't look like there is a easier way to make a GUI application than with API.

Oh is it possible to add more characters to the font file?
 
WB3000 said:
Nice app, I'm getting the minimizing error you were mentioning still, only in the Character Map dialog.Booooo... ok, re-released.

QUOTE(BlueFlame90 @ Oct 8 2008, 03:01 PM) Oh is it possible to add more characters to the font file?
That's going to be the hardest feature to add because of how complicated the GUI needs to be. There are three types of CMAPs:

0) Contains a base code, a base tile index and a count n. Assigns n codes to tiles in ascending order starting from the base.
1) Contains a base code and n tile indices. Assigns each tile to a code in ascending order starting from the base.
2) Contains n codes and tile indices. Assigns each pair individually.

So, user input will have to be in the form of editing entire CMAPs rather than individual characters depending on the type, and I have to figure out how to handle deleting or reassigning a character in the middle of a CMAP.
 
DarthNemesis said:
BlueFlame90 said:
Oh is it possible to add more characters to the font file?
That's going to be the hardest feature to add because of how complicated the GUI needs to be. There are three types of CMAPs:

0) Contains a base code, a base tile index and a count n. Assigns n codes to tiles in ascending order starting from the base.
1) Contains a base code and n tile indices. Assigns each tile to a code in ascending order starting from the base.
2) Contains n codes and tile indices. Assigns each pair individually.

So, user input will have to be in the form of editing entire CMAPs rather than individual characters depending on the type, and I have to figure out how to handle deleting or reassigning a character in the middle of a CMAP.
Well since there are a lot of japanese characters to edit, i don't think that this program needs this feature
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BlueFlame90 said:
Well since there are a lot of japanese characters to edit, i don't think that this program needs this feature
tongue.gif
That's true, but if you have to overwrite existing characters, it makes it difficult to play and translate as you go.
 
psycoblaster said:
well what I'm doing is overwriting existing characters XP but is there a way to view the hexadecimal for the characters?
On Character Map there is Mapping wich is the selected character in hex
 

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