You're welcome edevore! Cosmicman, cool that it still has ZERO problems with vista - you can be one of the 'vista testers' I guess. Thanks for the good news everyone, it's great that there aren't any weird errors to deal with this time!
It does account for headers, but this is assuming the header in the ROM is 512 bytes.
Kiddy14 wrote:Could not identify this ROM file as
"Donkey Kong Country (U) (V1.0) [!].smc"
This file's CRC32:0xABFFBEDD
You will not be able to use DKC related features without a ROM image
Anything else will likely not work. You must have gotten a really strange ROM. The header could have been bigger than 512 bytes, that could have 'confused' DKCRE somewhat.
As a side note, a non-header v1.0 of DKC, DKC2, or DKC3 should always
be exactly 4,194,304 bytes. If it's not, you have an incorrect ROM.
edevore wrote:When the program is done I am using it for my own game core built from scratch, I hope you're fine with this... While doing this for personal use I will give credit to you for all resources I used in the game - only if you want credit though.
If by which you mean using the DKC sprites/backgrounds/media/etc that DKCRE extracts, I don't mind, but I would like some credit to at least say that the resources were extracted by the tool.
edevore wrote:Thank you for this great tool (...) building my own version from the origional game type is really my dream that I would love to start and finish and come true.
Go ahead and follow your dreams... it's the same thing that has motivated me to work on such involved projects as the DKCLB and DKCRE... hopefully my tools can help you reach your goals as well! And don't forget, that DKCLB will be able to handle constructing an entire "DKC4" game, so when DKCLB is done you could (if you want to anyway) convert your game to DKCLB format...
Doctor Phileas Fragg wrote:Oops, I was a bit mistaken here, this release is all about tile sets.
I'm sure that I'll soon be able to hack out a Sprite Modifier
for DKC2... there is already some Object Modifier
information which Raccoon Sam and I dug out a while ago for DKC2/3.
Doctor Phileas Fragg wrote:Hit boxes too! I thought it was weird that they were listed but absent.
Evidently the ?
key that activated the Hitboxes worked, but I added some underlying code that was checking for an activated extraction parameter. However, the Sprite Viewer didn't activate this parameter (the viewer and extraction use the same function), so hitboxes never got displayed in v0.0.4.1. Basically a small oversight on my part...
Doctor Phileas Fragg wrote:As far as comments go, I still can't find K. Rool's running animation, or Diddy's turning animation.
I'm willing to bet that it's those seven missing frames in between K.Rool's animations... from what I remember these 7, will crash the program. I haven't found out why, but that may well be the missing animation for K.Rool. As for the Diddy sprites, I have no clue where they might be.