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 Post subject: WinGRF
PostPosted: Fri May 14, 2004 7:59 pm 
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Engineer
Engineer
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Joined: Tue Jan 07, 2003 3:59 pm
Posts: 66
Skype: ade.se
Location: SE
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:
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


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 Post subject:
PostPosted: Fri May 14, 2004 8:11 pm 
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Chief Executive
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Joined: Wed Dec 03, 2003 7:35 am
Posts: 655
Location: Cambridge, England
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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 Post subject:
PostPosted: Fri May 14, 2004 9:43 pm 
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Tycoon
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Joined: Thu May 22, 2003 9:59 am
Posts: 2138
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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 Post subject: 1.3
PostPosted: Thu May 20, 2004 10:50 am 
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Engineer
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Joined: Tue Jan 07, 2003 3:59 pm
Posts: 66
Skype: ade.se
Location: SE
1.3 is done
as usual, http://ade.se/projects/wingrf/wingrf.zip

Code:
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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 Post subject:
PostPosted: Tue Jun 01, 2004 11:05 pm 
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Cymedrolwr
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Joined: Tue Dec 10, 2002 8:36 pm
Posts: 7571
Skype: Bornacorn
Location: Wrexham, Wales
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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 Post subject: Re: WinGRF
PostPosted: Tue Jul 08, 2014 4:11 am 
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Tycoon
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Joined: Mon Sep 28, 2009 5:15 pm
Posts: 5874
Location: Eastern KY
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 100 times

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Base Music Sets: OpenMSX | Scott Joplin Anthology | Traditional Winter Holiday Music | Modern Motion Music
Other Projects: 2CC Trams | Modern Waypoints | Sprite Sandbox & NewGRF Releases | Ideabox | Town Names | Isle of Sodor Scenario | Random Sprite Repository
Misc Topics: My Screenshots | Forgotten NewGRFs | Unfinished Graphics Sets | Stats Shack | RoadTypes?
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