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You know what I'd love?
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Moogle1
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PostPosted: Tue Aug 24, 2004 4:47 am    Post subject: You know what I'd love? Reply with quote

Sort of a reverse graphics extractor that would allow you to insert a whole set of walkabouts at once. Or, if the import feature worked more like the maptiles "Cut Tiles" feature, that'd almost be better.
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Shadowiii
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PostPosted: Tue Aug 24, 2004 5:18 am    Post subject: Reply with quote

I would kill for this.
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rpgspotKahn
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PostPosted: Tue Aug 24, 2004 10:53 am    Post subject: Reply with quote

Thats one of the best ideas here for a while, besides the 48hour thingy... Which, im sure was also generated by moogle... Man, what an idea legend.

Moogle = Idea legend
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TMC
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PostPosted: Tue Aug 24, 2004 4:48 pm    Post subject: Reply with quote

What? Since when did Moogle invent the 48 hour games? I'm pretty sure DJFenix started them.

You should suggest it to Ysoft, he would probably be pretty willing to add to it. In fact, I might have written such a program, but thought Ysoft, Neo, and Solsund would beat me to it. Never came though.
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Uncommon
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PostPosted: Tue Aug 24, 2004 5:32 pm    Post subject: Reply with quote

I think SDHawk was working on something like this...
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Moogle1
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PostPosted: Tue Aug 24, 2004 6:05 pm    Post subject: Reply with quote

I think he was talking about my scheduling idea. I certainly didn't come up with the 48hr idea in general.
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Pal88




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PostPosted: Wed Aug 25, 2004 7:05 am    Post subject: Reply with quote

I would love this aswell...Do it please
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PostPosted: Thu Aug 26, 2004 10:06 am    Post subject: Reply with quote

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Moogle1
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PostPosted: Thu Aug 26, 2004 10:09 am    Post subject: Reply with quote

...true.
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RedMaverickZero
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PostPosted: Thu Aug 26, 2004 4:44 pm    Post subject: Reply with quote

It would save a ton of time, but... I don't know the faintest idea of how exactly you could get it to work. Because when you go to import graphics as such as walkabouts, you upload in a single walkabout frame. So... you'd be uploading all the sprites into one walkabout frame, making it... not work as intended... Any other concepts Oookay...
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Uncommon
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PostPosted: Thu Aug 26, 2004 6:10 pm    Post subject: Reply with quote

That's the point of the util, Red.
It's so there wouldn't be conflicts. See, it wouldn't import from CUSTOM, it would import into the game file directly.
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Ysoft_Entertainment
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PostPosted: Thu Aug 26, 2004 7:24 pm    Post subject: Reply with quote

that would be a good idea, but I think solsund can come up with that, I only do the extraction, import is easy too, but first I would have to come up with the lumping program, if I do that, the rest would be piece of cake. actually I might look into it anyway, have to load up vb6 again. if solsund doesn't do the program, than I will.
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Moogle1
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PostPosted: Thu Aug 26, 2004 7:31 pm    Post subject: Reply with quote

You, sir, are a godsend.
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PostPosted: Thu Aug 26, 2004 8:45 pm    Post subject: Reply with quote

I haven't seen Solsund around for a while ...

I haven't attempted a lumping program either, but luckly the order of lumps does not matter, just having particular lumps at the beginning is faster to load.
Theres a faster, easier way though. Don't unlump the files in the first place, so you don't need to relump. Insert data straight into the files, stretching them as needed. Really, its easy. All you need is an array of pointers to the beginning of each lump.

Be sure to allow importing the graphics into any slot, rather than just appending. Infact, you NEED to, because a blank RPG file actually contains alot of unused, invisible graphics - that's why a new file is about 300kb.
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Ysoft_Entertainment
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PostPosted: Fri Aug 27, 2004 7:59 pm    Post subject: Reply with quote

here is my idea.

just keep track of the files you unlump in a temp txt file, do the modification to the needed files, and then, just relump the file, based on that data, simple, heh?

I will come work on a demo program, to see how it works, and then let you people play around with it, its probably not going to be a feature in the ohrGFX, but rather a whole new program.
well, I will see what I can do.

I would have to modify the exporter to export strips in 4 bit color, since it exports them in 24-bit.
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