Tip: Press F2 on the level editor to see subscreen boundaries. This will help you avoid glitching dragon coins by putting them on the subscreen boundaries.
It'd be great if I could use the CFG editor. (says it's not a valid windows application)
Also, I don't see why .json is better than .cfg other than more readability (if you're a coder).Hi, I'm a signature! Hack Thread Hack Testing Status: Available. Layout by Koopster.
Seems like you missed to import the SolidSprite routine into v1.2
I don't think I ever had that routine. Either someone else added it to the download of 1.1 or it's one you added manually in the past.
Originally posted by Konata Izumi
It'd be great if I could use the CFG editor. (says it's not a valid windows application)
Also, I don't see why .json is better than .cfg other than more readability (if you're a coder).
Make sure you keep Newtonsoft.Json.dll in the same folder and try to see if you have the latest .NET version installed.
As for json, it's a far superior method of storing data in text format. Putting the fact that there already exist json parsers for both c++ and c# (saving me the trouble of doing things manually) aside, json also allows me to easily have lists of varying length and binary data, which in plain text cfg would have been far worse.
Originally posted by RPG Hacker
Tried sending you an E-Mail, but apparently the E-Mail address in your profile doesn't even work...
I copy pasted it from my mail program...
jack <dot> suit <dot> spades <at> gmail <dot> com
-------------------- Anime statistic on MyAnimeList:
400 animes completed ✓
6000 episodes completed ✓
100 Days completed ✓
... what even am I doing with my life?
is it dangerous to be converting cfg files to json files without thinking about it?
If by "dangerous" you mean "make it not work" and by "without thinking" you mean "not know how to" then yes
Otherwise, as long as you know what you're doing it shouldn't be "dangerous" to convert them.
And I don't think it allows for overwriting original sprites.
The X3 version of the SubOffScreen subroutine in the 1.2 release of PIXI doesn't seem to work, the sprites using it just don't spawn (everything works fine after replacing it with the old version however).
Is there any special requiriment to compile PIXI? I've been using make.bat in 1.1 but it didn't work as expected in 1.2. I also updated my mingw32-gcc-g++ to version 6.3.0-1 (I was getting some errors with json when I had an older version), but I get this wall of errors regarding asar stuff: https://paste.ee/p/btYfL
I'm not too familiar with GNU C++, but I'm assuming that g++.exe is meant for compiling C++ files? asardll.c is a C file, so you might need another executable for that (does something like a "gnu.exe", "gcc.exe" or similar exist?).
If I didn't overlook anything, it also seems like it's only printing warnings, not errors. It should be possible to disable that specific warning by adding "-Wno-strict-aliasing" to the command line, though if it's indeed just a warning, it shouldn't even bother and the build should succeed, anyways. Are you sure it failed?
EDIT:
That log doesn't seem to mention the build failing, so I assume it actually built successfully and just gave you a whole bunch of warnings?
Maybe start by describing step for step what exactly you tried to make it work.
I did notice that sprite graphics were displaying incorrectly when not putting them at the very beginning of the "customizable" area (not sure what to call it) in the tile editor. Not sure if this is a PIXI bug or a Lunar Magic bug, though. Once I moved everything to the top left of the customizable tiles area, it showed correctly in Lunar Magic.
Step 1. Made a list.txt
Step 2. Opened pixi and ran the rom through.
Step 3. Inserted exgfx via LM and restarted Lm.
I did nothing with a tile editor, never knew pixi had one. Is that in the CFG editor, I'm not able to open it.
I don't know what the customizable area is, but I started at 00
That's where the problem lies: PIXI sprites don't automatically generate display data for Lunar Magic, they actually need to have the information for that embedded in their configuration files. And this only works when using the new JSON format, not with legacy CFG files. Yes, the editor for that is included in the CFG editor, there is a tab which lets you edit how the sprites are displayed which is then saved in the JSON file. From that, PIXI generates Lunar Magic sprite display data whenever it runs. The tiles need to be placed in a very specific spot there for everything to work - when placed anywhere else, it seems like it will always glitch up in Lunar Magic. I'd attach screenshots, but I'm not at home right now.
Yep, I see. So I'll be stuck using Sprite tool then. I could manually insert them, that's to much deal with though. Yes WYE I used victors Sprite tip with Sprite tool to fill that for, previously before that I inserted manually, but vitor's sprite tip kinda spoiled me, so even if pixi is better, it's actually a step down for me because I can't properly utilize it. I can look into upgrading mono ( Microsofts .net for Linux) but it doesn't look good because I think it's already up to date. (For me that is, I'm still running x86 hardware. Though I do have x64 capabilities so that might help if I upgrade to a 64 bit distro, though I doubt my computer will like it because 64 bit requires more ram.
Well, in practice, that's only needed as long sprites in the sprite section are stil distributed with legacy CFG files. Once sprites are distributes with new new JSON format, they will already contain that display data and do everything automatically. It's just a matter of updating them all. For the most part, that might be doable via a script, though.
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