WinGRF

Talk about the sequel to the original TT, Transport Tycoon Deluxe.
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aDe
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WinGRF

Post by aDe » 14 May 2004 19:59

OK, so even though nobody cared about the first release, I was stupid enough to make another one, and I'm planning another one that will have an action-editor too.

Here's the specs

Code: Select all

1.2 changes
--------------------------
- added 'Save' option in file menu
- added 'Delete' option in sprite menu
- optimized drawing (especially animation) speed A LOT when zoomed
- added so ALL animation should be there now, (added water, fire, browns...)
- added animation speed buttons
- mouse-over-info shows color's palette ID
- fixed a bug with program being minimized
- fixed a bug with the compression algorithm: crash on 127 bytes of non-compressed data
- fixed a bug with saving GRF files and added replace file dialog
- code is prepared internally for raw data editing
download @
http://ade.se/projects/wingrf/wingrf.zip

ade

mnorman
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Post by mnorman » 14 May 2004 20:11

Now an action editor would actually be useful. the reason that the previous version did not generate much interes was because most of the people doing graphics can encode and decode, but the problem we hav is getting the actions right.

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Oracle
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Post by Oracle » 14 May 2004 21:43

What I would love would be Andrex's NFO editor with a piece of rail in as it would appear in the game, so I could adjust the offsets easily.
The worst things with GRF coding are:
  • Setting all the top left coordinates for sprites in the PCX file
  • Measuring widths and heights
  • Setting the offsets correctly
  • Writing the NFO actions if you don't know how they work
You need to solve at least one of those problems in an easy-to-use way to get your program used lots, if that's what you want.

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aDe
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1.3

Post by aDe » 20 May 2004 10:50

1.3 is done
as usual, http://ade.se/projects/wingrf/wingrf.zip

Code: Select all

1.3 changes
--------------------------
- added data editing, and "Insert pseudo sprite" in File menu
- added "New" option in File menu: creates a new GRF file with a header, for making action-grfs
- some code optimized to improve speed, thanks Merri
- some small GUI fixes
Has data editing with actions in mind, but to edit actions you'll still need to edit bytes and consult the actions documentation.
I'll make some more GUI changes later but please test this version for me so that I can eliminate any bugs with the data editing if there are any.

Hope you find it useful
ade

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Born Acorn
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Post by Born Acorn » 01 Jun 2004 23:05

Can it edit the Copyright info?

I want to edit what it is and the description and that I made it so it will show up in the new graphics status box ingame.

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kamnet
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Re: WinGRF

Post by kamnet » 08 Jul 2014 04:11

Just in case anybody was still looking for this, aDe's website is down. Here's the last version posted.
Attachments
wingrf.zip
(64.53 KiB) Downloaded 147 times

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