Giter Site home page Giter Site logo

coilsnake's People

Contributors

agrastios avatar anonymous941 avatar charasyn avatar jamsilva avatar kiij avatar littlestcube avatar lyrositor avatar madprogramer avatar mrtenda avatar nichtjens avatar phoenixbound avatar shadowone333 avatar stochaztic avatar therosie689 avatar tolmar avatar tragicmanner avatar vittorioux avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

coilsnake's Issues

Town Map Icons

Like Ness's head, etc.

Should be fairly straightforward.

Item names must be null-terminated

Item names must end with a 00 byte at the end, unlike enemy names. Currently in-game wackiness occurs if you have an item with 25 characters in it.

Default Values for YML files

PSI Position:
<Lyrositor> Oh, I think I understand the coordinate thing. <Lyrositor> y is the row (there are three in total), and x is the location of the alpha, beta, gamma or omega symbol. I'll check out a bit more. <Lyrositor> Yup, it makes sense; every omega is at 15. <Lyrositor> Shouldn't the X be automated? <Lyrositor> Since it's always the same thing.

PSI Type:
(Also, "Type" should be automated)
1- Offense
2 - Recovery
4- Assist
8-Other

Misc Text error

When changing the text in the status window, if your new text is shorter than the original, the extra characters at the end of the original will be printed after your new text
which status window text?
I'm not sure if there's some way to clear out the old text, and then put your new text in
For me, it was changing "Psychic Points:"
My "Magic Points:" was two characters shorter, so I just put two spaces at the front

Some kind of upgrade mechanism for projects

The format of files in a project may change between versions CS. Or a new file may be added in a new version of CS.

There needs to be some smooth way for a user to load their CS 1.0 project into CS 1.1

Effect should be renamed to Action

In various files (item_configuration_table.yml and psi_ability_table.yml), the term Effect is used to describe an Action; for consistency, it would be better to use Action.

Music Module

Should be able to import and export EBM files

Create a Test Plan

Put it in the wiki

At a minimum, should include some stuff like

  • Decompiling a clean EB ROM
  • Compiling a clean project to an EB ROM
  • Testing the re-compiled EB ROM in zsnes
  • Decompiling a re-compiled EB ROM and diffing the new project with a clean project

Does EB++ use byte 0x2e9200?

Does EB++ use byte 0x2e9200?

If it does, this is a bug in EB++ since 0x2e9200 is still EB data, and there must be workaround in CoilSnake since 0x2e9200 is not part of the free range.

TilesetModule: Moonside Issue

Moonside is "completely black" in compiled roms from CS 1.2 and 1.1 (it is fine in 1.0)

Probably has something to do with palette animation

Organize files

move modulelist.txt, romtypes.yaml, structures/, and ips/ to resources/

"scummers" should be "summers"

Typo for the "Town Map" option in the sector data.

Not only does the typo have to be corrected, but "scummers" has to be accepted in new versions. This can possibly be done through a version upgrade (or not).

Clarify unclear values in enemy_configuration_table.yml

There are a few unclear values in enemy_configuration_table.yml:

  • Run Flag should be either true instead of 7 or false instead of 8,
  • Mirror Success Rate should display as a percentage, instead of an integer going from 0 to 100.
  • Miss Rate should maybe be reworked to a percentage if possible? It currently seem to be an integer on 16.
  • Item Rarity should be a percentage instead of 2^i/128, i being the specified value.
  • Boss Flag should probably be true/false instead of 1/0.

Unit Tests for TilesetModule

Currently might have a bug, the palette is messed up for Deep Darkness when saving:

Write unit tests to check:

  • if importing is being done correctly
  • if compiling is being done correctly

Module for a ROM other than EB

Just to make sure that this'll work. Just wanna make sure the framework allows this without problems.

EB0 might be good.

Numbering issue with PSI Names

<Lyrositor> It uses a different numbering system. <Lyrositor> So PSI Name starts at 1... and psi_name_table starts at 0. <Lyrositor> That should probably be fixed too?

v1.2 Release

  • New logo image
  • Update version strings
  • Update the Test Plan
  • Go through the Test Plan
  • Release

File Select Battle Background Saving Bug

The file select battle bg (background 0xe6) is not saved correctly to the ROM.

Steps to reproduce:

  • Create a new project
  • Compile the new project to a rom
  • Go to the file select screen OR enter a battle with bg 0xe6

Font #3 Width Not Editable

As it stands, the widths for the characters in font 3 (the battle font) are not editable. That is, when you make a change, the change is not reflected in actual gameplay.

JHack uses a patch created by MrA to bypass this.

Title Screen Module

Challenges:

  • How to allow the user to edit the palette animation in a straightforward way
  • How to allow the user to edit the title screen enimation in a straightforward way

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    ๐Ÿ–– Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. ๐Ÿ“Š๐Ÿ“ˆ๐ŸŽ‰

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google โค๏ธ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.