Does DELTA exhibit this same behavior? I'll try making the Resource Editor less processor-intensive; but there's not much I can do about DELTA since it must render all the time (60FPS).Qyzbud wrote:A few concerns: I think this release may be unnecessarily CPU intensive, as my laptop seemed to overheat/crash after running the program for a few minutes. Looks like it's maxing out CPU usage as soon as the ROM is loaded...![]()
I really just made controls in a rather logical method... I was thinking something along the lines of "press up to go to the next sprite, because its offset digit is greater"... Whatever works best will do.Qyzbud wrote:Also, I believe it would feel more natural/intuitive if the sprites were scrolled through using the 'down' arrow rather than 'up'. It's the most common way to go through a list... What do you think? This applies to skipping from level to level in the Level Builder, too.
Simion32 wrote:Does DELTA exhibit this same behavior?Qyzbud wrote:I think this release may be unnecessarily CPU intensive, it's maxing out CPU usage as soon as the ROM is loaded...![]()
Simion32 wrote:I was thinking something along the lines of "press up to go to the next sprite, because its offset digit is greater"...Qyzbud wrote:Also, I believe it would feel more natural/intuitive if the sprites were scrolled through using the 'down' arrow rather than 'up'.
Simion32 wrote:I'll remove the window animation...Cyclone wrote:i'm not sure I like the window changing size
My thoughts exactly... I'll just make it only update the window if you have switched a sprite (or something else happens onscreen).Qyzbud wrote:What exactly is it using all of that CPU power for when just displaying a single, static sprite?
Agreed. Does anyone else have an opinion on how the controls should be set up?Qyzbud wrote:Perhaps we should see what others think.
Well then... I'll just make that a separate option rather than remove it completely. I thought it would be good for some visual effect of some sort, it's not absolutely critical.Qyzbud wrote:I just thought I'd say; I liked the window animation. Haha.
Simion32 wrote:But does DELTA make your laptop crash?
Kong-Fu wrote:I found a bunch of unsused sprites in the sprite viewer!
I noticed this too; I'm not sure how to prevent this, because it's Windows that stops its processing while you have some other window open (Windows thinks that DKCRE isn't doing anything so it gives CPU time to whatever else you have open instead). It doesn't pause, it just gets really slow compared to when it's in-focus.Cyclone wrote:Took me awhile to realize the extractor paused when I switched to internet explorer. The extractor lost 'focus', anyway to prevent this?
Simion 32 wrote:Stairs -> What? probably a bonus entrance sprite. They all have incorrect palletes.
Simion 32 wrote:A spinning grey square -> Used in the intro sequence. This has an incorrect pallete.
Simion 32 wrote:Walking stick by itself -> That's Lightning
Because I couldn't find the pallets for those sprites in the ROM or forgot to put them in the database. That's what the DKC.INI is, I had to manually put together a database of the sprites and which pallets they use. It's near impossible to do it any other way because of the way objects/sprites are stored/referenced.Kong-Fu wrote:Why do so many sprites have glitchy palletes?
It's a piece of the phonograph box that flies away once the boombox lands, you'll miss it if you're not looking for it.Kong-Fu wrote:What? where?![]()
Simion32 wrote:Because I couldn't find the pallets for those sprites in the ROM or forgot to put them in the database. That's what the DKC.INI is, I had to manually put together a database of the sprites and which pallets they use. It's near impossible to do it any other way because of the way objects/sprites are stored/referenced.
Simion32 wrote:It's a piece of the phonograph box that flies away once the boombox lands, you'll miss it if you're not looking for it.
I usually find them by doing this:Kong-Fu wrote:So how will you find the pallets?
Yeah, it does, but only on sprites that I have added their alternate colors to the database. Kremlings/Krash, Krusha, DK, Diddy, Tires and Zinger all have mulit-color entries done.Kiddy14 wrote:Does the change palette option works?
Raccoon Sam wrote:Superb! Absolutely smashing!![]()
Your awesomeness is getting typical so I'm running out of compliments.
But yeah, you know, good job as usual
Hey, use these tags [pre] and [/pre] instead of posting an image... It's much easier.edevore wrote:Image Aligned Text Unlike Spoiler (Original Text Layout)
Those unlabeled check-boxes are for selecting individual bonus levels, whereas the checkboxes to the left with the world name can be used to select or unselect all bonuses from that world at once.edevore wrote:What are all those check-boxes after every bonus level's check-box?
Well, I haven't had much time to work on it over the last few days due to heavy amounts of schoolwork, but I do have the majority of the check boxes in the DKC2 dialog working.edevore wrote:Is progress going well?
Once the dialogs are fully functional, there are a few trivial bits of code I may need to add. After those bits of code are added in; the DKCRE will be ready for an update. The only major thing barring an update at the moment is these massive dialogs and their underlying code.edevore wrote:Is there going to be a newer version soon?
Simion32 wrote:And I luckily have 2 snow days (today and tomorrow)
Not yet, but I do want to add those features later. Music/sound is much more complicated than graphics, I'll need solid knowledge of the data format before even thinking about adding sound extraction.edevore wrote:Will the program also have extraction for the other things such as music and sound effects?
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