I have made a few more changes to my Star Fighter 3000 editors since my
posting last month, which I summarise below:
SFColours and SFSkyEdit can now import colours in CSV (comma-separated
values) format. CSV is also the default export format, which manifests
most clearly when selected colours are dragged to a directory display.
I have abandoned the esoteric data format in which SFSkyEdit 1.40
exported colours (because CSV does just as well). In both applications,
imported colours are now selected after being dragged to the icon bar
icon. I also fixed a bug where a spurious 'your_ref' value was included
in outgoing DataSave messages if a drag had ever been claimed (even if
not saving to a drag claimant). I also corrected the input focus colour
of the 256 colour picker (it is transient, so the title should remain
grey).
I modified SFSkyEdit to avoid a bug in the DragAnObject module, which
manifests when an area overlapping the representation of a dragged
object is independently redrawn before the mouse has been moved. I also
fine-tuned the range of acceptable values for the render offset and
stars height. The dithering algorithm now produces results identical to
the original game files. The stars height is now modified as
appropriate when a new ground level is set in the preview window.
I fixed a small memory leak that had affected both FednetCmp and
SFToSpr.
SFToSpr can now decode and create sky colours files, which it deals
with as raw pixel data (unlike SFSkyEdit, which works at a higher
level). Output sprite files may now optionally include embedded
non-graphical data. Batch conversions rely on this embedded data being
present. The non-graphical data can also be saved separately, but CSV
is now used instead of the old esoteric text-based format for
animations data. You can now specify paint offsets when creating a sky
pictures file (were thought to be irrelevant). I also corrected a
pervasive mis-understanding of the purpose of the second copy of each
image in a sky pictures file (those produced by earlier versions of
SFToSpr caused jerky movement).
All game files are now checked for internal consistency upon being
loaded by SFToSpr, SFSkyEdit or SFColours.
Thanks for reading (if you got this far). As ever, the latest versions
of all my Star Fighter 3000 utilities are available from:
http://www.yqcomputer.com/
Cheers,
--
Chris Bazley