[PSX/PC] Battle editor - Proud Clod (1.5.0/FINAL)

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thank you for rewriting it, but it was very good from the beginning :D
You're only saying that because there's nothing else to compare it to. The new one will make this one look like it was obsolete ten years ago (don't quote me on that).
 
You will make another tool for the same purpose, but would you keep updating this one? Or will it become truly obsolete?

Also, will you change the language in which you wrote it? I know you wrote both Proud Clod and Wall Market in Visual Basic but do you plan on going with a more advanced language like C# or C++?
 
It's a re-write of PrC. It'll have a different layout and interface, but it'll have the same purpose.
 
You will make another tool for the same purpose, but would you keep updating this one? Or will it become truly obsolete?

Also, will you change the language in which you wrote it? I know you wrote both Proud Clod and Wall Market in Visual Basic but do you plan on going with a more advanced language like C# or C++?
How's C# more advanced than VB? They're both .NET languages with memory management, that compile to the same kind of bytecode.

As for C++, well, being low level doesn't make things more 'advanced', just further abstracted. Abstraction is a good thing, and is something that OO languages like C++ aspire to anyway. Ever hunted memory leaks in a large C++ project? That's time you could spend making your application, well, better. Quite a trade-off for the overhead savings.

The only real reason to move to C++ is that it would free PC of the Microsoft Windows environment, but in practice, maintaining a single codebase for multiple platforms isn't workable in practice. You can move to Java for better results, but even there, there are still implementation-specific issues unless you sacrifice the application's native look and feel, which is a bit of a UX issue (a native appearance assures users that an application will work in the ways they expect).

Mind you, I'm planning to write the next version of Libre in platform-independent JS + HTML, so I'm a bit of a hypocrite in that regard.
 
Mind you, I'm planning to write the next version of Libre in platform-independent JS + HTML, so I'm a bit of a hypocrite in that regard.
I wouldn't worry too much about it. We all have our preferences. I'm still writing in VB.NET which will still translate into usable libraries for any .NET applications anyone wants to make.
 
... in practice, maintaining a single codebase for multiple platforms isn't workable in practice. You can move to Java for better results, but even there, there are still implementation-specific issues unless you sacrifice the application's native look and feel, which is a bit of a UX issue (a native appearance assures users that an application will work in the ways they expect).
black chocobo has one code base for all platforms. it would also look completely native on any os (were qt works) if i remove my overriding theme for the gui parts. most Qt programs have one codebase and almost all run anywhere qt works (providing they don't use os specific other parts.)
[mini rant]
i use Qt, the objects help w/ memory management since they are all aware of when a new is needed or removed and automatic free or malloc the needed space. oh and with bindings to a bunch of different languages ,c++, c# , and java are a few. i fail to see why more people are not using it. qt works everywhere windows,linux,mac os, etc.. as well as unoffical support for android, blackberry, window phone, ios. 0 code changes are needed you only have to change the build target (or build on that system).
[/min rant]
 
Most open source have one main codebase. However, in many cases, there are rewrites for different languages.
When you manage to write your own portable code in a low level IDE, or in a toolchain, it "feels" better imo. It becomes more like your child lol.
I must admit that big IDEs like QT develop and Visual Studio are highly efficient for their purposes. Java and C# syntax is very sexy.  8-) All my progys on qhimm are C#. I am planning on rewriting everything in C++ to make 'em more portable (Java is too slow imo).
[/offtopic]

@NFITC
So it's an entire new rewrite, huh? Can I come with a suggestion? It would be great to view multiple enemies at once (different windows/tabs) and have a lock/unlock feature on enemies/attacks/etc with same ID. You edit one, you edit all if they're locked. There isn't a feature like that now, is it? :P
 
So it's an entire new rewrite, huh? Can I come with a suggestion? It would be great to view multiple enemies at once (different windows/tabs) and have a lock/unlock feature on enemies/attacks/etc with same ID. You edit one, you edit all if they're locked. There isn't a feature like that now, is it? :P
That's the core reason for the re-write, actually. The lock idea is not. I'll post some screenshots when it starts looking decent.
 
I'm using the "reasonable difficulty" mod in Bootleg 0039, but I still find it a bit too easy so I want to edit the enemies. I have two questions really:

1. Is there any way to edit the stats of all enemies at the same time? For example, if I want to double the hp of all enemies in the game. I really don't want to go over every single one manually.

2. Seeing as there isn't a readme included, how do you save? I open the scene.bin but every I close it nothing saves.
 
>file >create scene.bin
thats saving

also, nope, you have to go through every enemy manually. you can trick a little by syncing enemies with their own copies but that still has you manually edit every unique enemy once
if you want harder, just try the hardcore mod then?
 
>file >create scene.bin
thats saving

also, nope, you have to go through every enemy manually. you can trick a little by syncing enemies with their own copies but that still has you manually edit every unique enemy once
if you want harder, just try the hardcore mod then?
Do you mean gjoerulv's hardcore mod? Really, all these mods have a severe lack of changelogs. I have no idea how gjoerulv's mod compare to say the reasonable difficulty one. With that said, while a bit more overall damage would be nice, what I want most is to drastically increase the overall HP of monsters, because I'm playing with no 9999 limit. Reasonable difficulty on average has 25% more HP I think, but I want more.
Thanks for your answer anyway.
 
yes I mean Gjoreluvs hardcore mod
thats probably the next step from reasonable difficulty
after the hardcore mod comes my Nightmare mod ( which is designed around no 9999 limit )
and I'm not sure what kind of changelog you want?
"All monsters edited, made them stronger and smarter."
"Edited a few weapons."
"Edited some materia."

stuff like that?
 
... and I'm not sure what kind of changelog you want?
"All monsters edited, made them stronger and smarter."
"Edited a few weapons."
"Edited some materia."

stuff like that?
Well, there's very little descriptions is what I meant, which makes it hard to compare different mods. I'm hesitant to use more drastic mods that heavily changes equipment and materia because I feel it becomes a different game. I would be perfectly fine with a more traditional harder difficulty, like smarter enemies with more hp/damage, which reasonable difficulty does to an extent. The hp/dmg ratio is more skewed towards hp though because of the aforementioned no 9999 limit. I guess I'll check the mods you suggested.
 
if you want traditional, hardcore and nightmare isn't for you
your best bet is making your own mod
 
>file >create scene.bin
thats saving
It doesn't seem to be working. I click create scene.bin, it ask if I want to check scene data in kernel.bin, I pick yes and it gives the message that kernel.bin look-up table appears to be correct.
When I open scene.bin again, nothing was saved and I confirmed it in-game too.
 
It doesn't seem to be working. I click create scene.bin, it ask if I want to check scene data in kernel.bin, I pick yes and it gives the message that kernel.bin look-up table appears to be correct.
When I open scene.bin again, nothing was saved and I confirmed it in-game too.
The more I look at it the less I like the terminology "create scene.bin". It's not a common way to say "save", but it operates the same.
This is a pretty common problem with more than one possible solution. The most common is that it might be saving the scene.bin in the VirtualStore folder in your user folder. If you run PrC as Administrator that likely will not happen. That's likely what's happening.
 
The most common is that it might be saving the scene.bin in the VirtualStore folder in your user folder. If you run PrC as Administrator that likely will not happen. That's likely what's happening.
I figured the same, so right-clicked and ran it as administrator to no avail.
 
There are other posts in this thread of people that had this problem and solved it, but I don't remember all the solutions. Only other thing I can think of to do is to search your entire computer for a scene.bin file and see which one has a cooresponding modified date on it. What windows version are you using?
 
There are other posts in this thread of people that had this problem and solved it, but I don't remember all the solutions. Only other thing I can think of to do is to search your entire computer for a scene.bin file and see which one has a cooresponding modified date on it. What windows version are you using?
Windows 7. But never mind, I'll figure something out, or just forget about it and continue without any modifications.
 
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