This is the new gold standard! It's a great "advertisement" for how awesome this program is, kudos!
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Another thing that would be awesome would be another checkbox (similar to the one that disables the black outline on some objects such as in Mario) to disable transparency for that object. For example, in towns the "ground" being black and thus transparent causes you to see the other objects that may protrude backwards due to their size. There are also sprites that should be see through that are due to black being transparent.
I know this might be a pipe dream (or very least a long ways away) but it would be amazing if there was a mode where you could editing objects by selecting individual pixels (as many as needed). Theory being, we could have finer control over sprites. Example, a building sprite object has a triangle roof and a portion of the blue sky is part of the object. You could select the blue pixels to "delete" them from the object, giving you just the house.
I hope you can figure it out. I lost a Kirby and Donkey Kong Classic profile when it errored and I didn't know. Maybe adding a Backup folder to the 3dn folder that increment backups up to 5 or 10 copies back. It doesn't immediately error out when things go wonky so it's very easy to save the 3dn thinking it's all good only to have it break on load.
So I was perplexed why your results were so different than mind. The I realized that the only variable I hadn't tested was the rom. Turns out that my old stash of roms are degraded. While they worked for initial testing in other emulators, the longer I played glitches showed up. I tried a new Castlevania rom and tile mode worked perfectly. I'm sorry to have wasted your time on a red herring.
More Feedback: I think the tile selection function has a lot of promise. I worked really hard to try and see how I can make the Tile "create" mode work. I have the following observations.
1. Most importantly, the engine fights any changes any tiles you select and create. Its as if it is analyzing what you selected and then going I think you really wanted "this". After dozens of attempts to isolate individual block areas and such, 9% of the time, it added more to the selection or simply refused to make it its own object. POSSIBLE FIX: Make user input locked so that the software can't change any created objects unless they are deleted. In other words, restrict the software from making changes to user overrides. 2. Some selections don't take. I think this is related to the above as it's usually a tile near black or a different color. In this case, I tried making individual tiles near steps their own object so that the steps could be more their own shape. The program either simply ignores the override or changes it as soon as the game starts back up. An locked user override option would fix this too. 3. I'm not sure why but some tile layouts give an error upon reloading (Cannot not cast from source type to destination type) and completely corrupt the profile. EXAMPLE: I wanted to make the pillars in the first level of Castlevania separate objects. I could make the bases objects but the pillars wouldn't. So to trick it, I make the walls objects which then "automatically" makes the pillars objects. Additionally, I can make them stand out by creating 2 row of tiles in a pillar as an object then resuming game. At that point, the software readjusts my selection to make the whole pillar a separate object. However, the walls with windows (which show as a separate object now too) cause this error on reloaded. NOTE: I have tried many different combos of the above scenario and the error always comes after the wall with the window becomes it's own object. SEE THIS LINK FOR PICS
4. Have to hold SHIFT in merge and tile mode to multi-select is redundant and unnecessary. There are no other actions you can perform other than selecting tiles and unselecting tiles so holding shift is just an extra step. It would be much easier just to have as click to highlight and select all tiles needed and click again to deselect (in advent of accidentally selecting a tile which happens often).
The tile mode can really add some flexibility for us to make better profiles.
EDIT: I now keep backups of 3DN files so I can experiment so testing was fairly easy.
EDIT2: Sorry the screenshot for before I make edits is here
EDIT3: Lined out errors due to rom corruption and not software
Of course not but I'll just remake it. I don't mind. The longest part was just learning the tool and how I wanted to achieve results. I'm pretty set now.
BTW, I think the bigger problem might be the merge function. I conducted a very simple and preliminary test. 1. I "merged" all the objects in the Castlevania 2 title screen (it's all one image visually minus the Konami logo). That bonked the profile after I reloaded. It might be I merged too much but 3Dnes definitely glitched. Three fourths of the title screen was missing on load.
2. I just "created" tiles (in tile mode) on the might and magic screen to separate out the NPC frame. It worked although it added to what I selected. The frame has a "demon" above it, it auto added that demon to the frame. I've added pics to the shared folder I already linked for reference.
I tried to readjust the messed up levels hoping that once the merge and tile function was done, you could readjust and it would stick. But after reloading, the whole thing just went completely crazy. Most sprites are missing, it freezes up, if the character moves...I included the profile in the download if you wanted to check it out. EDIT: I confirmed that the rom isn't corrupted (uses another emulator). Also, the program remembers the window size only for the splash screen then reverts back to the smaller default size.
EDIT: Errors were result of bad rom and not the program.
Some feedback: I had a profile in the works for Castlevania that I was very happy with.
However, I started trying to get fancy with the merge objects and tile functions and ran into problems that have unfortunately, ruined the profile. 1. When merging objects or tiles, it will not "highlight" or allow me to adjust that object without reloading. Sometimes it doesn't take at all. 2. Once I had done a few objects that way, the settings started to become unstable even in areas that had been thoroughly tested. Oddly enough, the sprites for the character, items, and critters were all OK (set to Char if it matters) but the background started readjusting then staying that way. I had two full levels done...and now the depths are a complete mess when it was rock solid before I tried using those functions. To be fair, it might only be one of them but I don't know. 3. Objects that use to be individual became "merged" with other objects on their own (e.g. column in the first level were seperate and I had them slightly protruding but after the glitches started, they became all part of the background.
After it started acting up I tried one of the other profiles I was working on, "Metroid - mOther" and it worked exactly as expected as did Faxanadu (although it freezes when the first text ballon/box pops up.
I'm super excited about the potential of the merge and tile functions.