Author Topic: Temporal Flux Plugins  (Read 57820 times)

IHBP

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Re: Temporal Flux Plugins
« Reply #120 on: September 15, 2019, 08:54:32 pm »
Cool

Zakyrus

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Re: Temporal Flux Plugins
« Reply #121 on: September 16, 2019, 07:25:59 pm »
Working on the palette plugin. I ran into a couple hiccups with getting this to look nice, but things are going smoothly now. Current palette data will be accessible from other plugins with GetPalette() and GetPaletteFromSet(). In locations, GetPalette returns everything, while GetPaletteFromSet() returns a single palette. In sprite palettes, the two function identically.

Before release I'll add a function to return a combined sprite + weapon palette.

 :shock:

I love you.

~Z

Zakyrus

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Re: Temporal Flux Plugins
« Reply #122 on: September 27, 2019, 01:32:12 am »
Any progress, I *really* have been waiting for such a plugin for quite some time, I can be patient however, as I'm organizing the series(still). Work life has nearly been a shitshow lately, hopefully it'll calm down so I can get this going.


~Z

Mauron

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Re: Temporal Flux Plugins
« Reply #123 on: September 27, 2019, 02:58:28 am »
I've been juggling a few things in regards to updates, and that's caused me to lose focus on any one in particular.

- Warrior Workshop has more known data than it used to.
- Fiendcrafter has more known data, and I need to add functionality to support Palette Swap.
- Hi-Tech has more known data, and I need to add functionality to support Palette Swap.
- Palette Swap needs the rest of its UI done, and all data completely loaded.

Juggling the data updates has taken the bulk of the time. We're down to a couple bits of unknown data in character and enemy stats.

Zakyrus

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Re: Temporal Flux Plugins
« Reply #124 on: September 30, 2019, 07:57:27 am »
Sweet, look forward to the overhaul. ;)

~Z

Zakyrus

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Re: Temporal Flux Plugins
« Reply #125 on: February 11, 2020, 03:25:04 pm »
Bout to attempt more recording, starting video #2.

Should no anomaly occur, it shant take long....

I....
NeeeeeeeeeeeeeeeeeeeeeEEEEEEEEEEEEEEDDDDDDDDddd......
Pallet Editors. :D

Please and Thank You.


~Z

Mauron

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Re: Temporal Flux Plugins
« Reply #126 on: February 11, 2020, 05:07:56 pm »
I....
NeeeeeeeeeeeeeeeeeeeeeEEEEEEEEEEEEEEDDDDDDDDddd......

Focus. :D

Zakyrus

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Re: Temporal Flux Plugins
« Reply #127 on: February 11, 2020, 05:31:53 pm »
I....
NeeeeeeeeeeeeeeeeeeeeeEEEEEEEEEEEEEEDDDDDDDDddd......

Focus. :D

Fair enough. You shall find it SOOOOOOOOOOOOOOOOOOON!

~Z

Schala Zeal

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Re: Temporal Flux Plugins
« Reply #128 on: February 11, 2020, 05:37:14 pm »
Perhaps a plugin to introduce mod support for the Steam version?

Mauron

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Re: Temporal Flux Plugins
« Reply #129 on: February 11, 2020, 05:59:16 pm »
Temporal Flux only handles the SNES version, and plugins can't go beyond that limitation.

Schala Zeal

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Re: Temporal Flux Plugins
« Reply #130 on: February 11, 2020, 06:19:03 pm »
Humm... guess I can use my wizardry in C++ and port it

Zakyrus

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Re: Temporal Flux Plugins
« Reply #131 on: February 11, 2020, 08:36:16 pm »
Humm... guess I can use my wizardry in C++ and port it

Grab the TPFA make plugins in C# (you can use a wrapper ...perhaps in CoProcessing under settings) to get it to still compile C#.

~Z

Schala Zeal

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Re: Temporal Flux Plugins
« Reply #132 on: February 12, 2020, 12:30:24 am »
I meant I'd try writing the whole TF program in C++, with Qt perhaps. However, it's certainly possible to do it in C#. Garbage collection is a pet peeve of mine though.

Zakyrus

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Re: Temporal Flux Plugins
« Reply #133 on: February 12, 2020, 01:41:55 am »
I meant I'd try writing the whole TF program in C++, with Qt perhaps. However, it's certainly possible to do it in C#. Garbage collection is a pet peeve of mine though.

This so needs to happen, so much more could be coded into plugins.

~Z

Schala Zeal

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Re: Temporal Flux Plugins
« Reply #134 on: February 12, 2020, 02:27:14 am »
Qt has a good modular plugin system... for image I/O and stuff... Making a custom plugin system for game binary formats though might require some work. I actually have a plugin for Qt 5 to read Playstation 1 .tim files I made 5 years ago. If you have a Qt 5-based image viewer (ie. GwenView on KDE) just drop it in the plugins/imageformats folder after you build it:

https://github.com/Schala/Qt-extra