Originally posted by WhiteYoshiEgg
I think YY-CHR, being a general tool, is already doing everything it needs to (aside from the dialog phrasing being unhelpful).
I disagree. If it wants to be a general tool, YY-CHR should really be preserving the file size by default unless someone actually places a tile beyond the end of the existing file. Popping up a dialog to expand every time you save when that hasn't even happened yet doesn't make much sense when you're working with separate resource files instead of ROMs.
Which of course is probably the problem... the program was likely made to assume it's working with ROM files, not smaller resource files.
Originally posted by WhiteYoshiEgg
Isn't it Lunar Magic, as an SMW specific tool, that can make more assumptions about what graphics files look like and thus get away with auto-cutoff?
Thing is, LM can't make assumptions about those files until it's told to load them for a specific purpose. Which means having LM do auto-cutoff isn't much of a solution if it's a reoccurring problem... that's more like throwing a band-aid on it and hoping like hell that the user doesn't end up expanding a file that LM doesn't load at some point as it won't get fixed.
Originally posted by WhiteYoshiEgg
We could do our best to educate new users about clicking "no" in that YY-CHR dialog or changing its default settings, but ultimately, the bottleneck - where all SMW graphics work has to go through, i.e. where such a feature would make the most sense - is Lunar Magic.
Unless I'm misunderstanding something, of course.
In any case, this is probably not worth writing paragraphs over, and if it's something you're not keen on implementing, all we can do is see if maybe a modified warning message is enough after all.
Unless I'm misunderstanding something, of course.
In any case, this is probably not worth writing paragraphs over, and if it's something you're not keen on implementing, all we can do is see if maybe a modified warning message is enough after all.
I'll add the fact that it can corrupt RAM to the warning message. If that doesn't get their attention, well... at some point a user has to accept responsibility for their own choices and what they're doing to their files.
Originally posted by Deeke
After helping someone with their overworld, I found one particular source of annoyance. Could there be a way to visually see the link between stars, pipes, and other warp tiles in the overworld editor? Maybe in the vein of level and event numbers being visible next to levels, warps can get their own; a black and white box representing the "tile 1 index" which inverts in color when highlighted. Then any warp(s) linked to it also get color inverted. That's just something I'm tossing out, but anything to see what goes where would be welcome.
Linking two warps is simple and intuitive, but actually seeing which two is equivalent to there being no screen exit toggle in the level editor, and having find [4: Exit to 107] in a dropdown menu.
Linking two warps is simple and intuitive, but actually seeing which two is equivalent to there being no screen exit toggle in the level editor, and having find [4: Exit to 107] in a dropdown menu.
Erm, check the view menu (or hit F5/F6). Top number is the index of the warp for that tile, bottom number is the index of the warp it's linked to.