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I've gotta say that I really like the Plugin System. When I saw the download for the sample, I started writing a plugin right away! Really powerful stuff here.
Implement both.
For ROMS:
load bookmarks from:
standard INI file
specific INI file ( possibly ) found in the ROM's directory.
For projects, just store it in the project file. :)
( Use sqlite for your project files? Just a suggestion. Use the BLOB to store sprites )
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace NSE_Framework.IO
{
[Serializable()]
public class SpriteLibrary
{
byte[] nslx = {1,0,0,0};
public byte[] NSLx
{
get { return nslx; }
}
public List<SpriteSet> Sprites;
string origin = "GBA";
public string Origin { get { return origin;
} }
public SpriteLibrary(string Origin)
{
this.origin = Origin;
Sprites = new
List<SpriteSet>();
}
}
[Serializable()]
public class SpriteSet
{
public NSE_Framework.Data.SpritePalette Palette;
int width;
public int Width
{
get { return width; }
set { width = value; }
}
int height;
public int Height
{
get { return height; }
set{height = value;}
}
public string Name = "Sprite Set";
public List<SpriteData>
SpriteData;
public SpriteSet(string Name,
NSE_Framework.Data.SpritePalette Palette, int Width, int Height)
{
this.Name = Name;
this.Palette = Palette;
this.width = Width;
this.height = Height;
SpriteData = new
List<SpriteData>();
}
}
[Serializable()]
public class SpriteData
{
public string Name;
public byte[] Data;
public bool Compressed = false;
public SpriteData(string Name, byte[] Data,
bool Compressed = false)
{
this.Name = Name;
this.Data = Data;
this.Compressed =
Compressed;
}
}
}
I do not know if that was mentioned, but I would hope that it has an INI file, where you can specify the unknown pointer 1 and 2. Because I am a German hacker and would find it much easier if he would do it. The offset must not look for her, you would need an INI indicating where the stop. That would be a great relief.
And I would be grateful if the new NSE would work with 7-digit offset.
Betsimmt some things you have mentioned.
I apologize for the bad English, I'm not very good at it.
Yours sincerely,
Dragonflye
I've gotta say that I really like the Plugin System. When I saw the download for the sample, I started writing a plugin right away! Really powerful stuff here.
While NSE 2.X will be the hottest thing in cool (huh?), I certainly will NOT throw NSE Classic out in the dump (hmm... Recycle Bin. :D). NSE Classic is still a good tool on its own, but still, heads up to Link for making an even better graphics editor! :D
Woot Woot! Is the updated version ready for download already?
void SetEditor(ref NSE_Framework.Controls.Editor Editor);
Anything really is possible now.
I see, but would we have 2 create a plug-in for that or manually search it....?
I could translate this into German, perhaps (depends on how much text has to be translated, 'cause I'm really, really busy these days. Anyways, I'd like to wait until there's a full version to translate). Will there be a language.ini or language.xml? I don't really care about wether it's an xml or ini file, but I'm sure gonna be to lazy to do this via Visual Studio :P
It would be helpful if the 'Select Color' box (Ie. Palette box) would change automatically upon switching frame or sprite index ^^
The sprite library exporting seems to work beautifully, hehe- I've always liked that about NSE (And NSL).
Quag: Your little table offsets in your plugin are a much welcomed addition- I wish more developers would add this information in their tools more often :P I'm looking forward to what you have planned for the frames ;o
It's looking really promising thus far; looking forward to future developments on the NSE front~
I removed the images to shrink this post's a littleOn the topic of searching above... ^^
Will there be a plugin release thread or a browser application for plugins, because all of them being released here could be problemsome to find. Anyhow,
Trainer Sprite Editor Plugin v1.2
by Shiny Quagsire
Version 1.2 finishes the animation feature, but not this plugin not only edit's trainer sprites, but trainer backsprites as well (Fire Red only). Ruby/Sapphire users can use unLZ-GBA, but support will soon be added. You can also preview trainer backsprite animations. To edit backsprites press the button to the right with the >.
To learn more about traine animations, see here
Trainer Editor:
Backsprite Editor:
Item Sprite Editor Plugin v1.2
by Shiny Quagsire
Nothing new. Just a simple port of the old Item plugin with support for Fire Red, Leaf Green, and Emerald.
When I load my Firered rom into it nothing happens!
On the topic of searching above... ^^
Will there be a plugin release thread or a browser application for plugins, because all of them being released here could be problemsome to find. Anyhow,
Trainer Sprite Editor Plugin v1.2
by Shiny Quagsire
Version 1.2 finishes the animation feature, but not this plugin not only edit's trainer sprites, but trainer backsprites as well (Fire Red only). Ruby/Sapphire users can use unLZ-GBA, but support will soon be added. You can also preview trainer backsprite animations. To edit backsprites press the button to the right with the >.
To learn more about traine animations, see here
Trainer Editor:
![]()
Backsprite Editor:
![]()
Item Sprite Editor Plugin v1.2
by Shiny Quagsire
Nothing new. Just a simple port of the old Item plugin with support for Fire Red, Leaf Green, and Emerald.
![]()
I got it working, but how do you find a certain image and its pallet. i cant find the right one. i dont know what to put in. I want to edit the main characters back sprite
I downloaded the trainer one and theres no program there. just a read me and a bunch of dll files