Author Topic: AxePaint released  (Read 11675 times)

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Offline ralphdspam

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Re: AxePaint released
« Reply #15 on: March 06, 2011, 01:58:54 pm »
What is the difference between the Mirage OS and the No-stub? Is it just the icon?
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Offline DJ Omnimaga

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Re: AxePaint released
« Reply #16 on: March 06, 2011, 02:45:33 pm »
I think so, or maybe the Mirage one saves stuff inside the program with writeback?

Btw does Axe actually support custom icons or do you still need to use some ASM?
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Offline Michael_Lee

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Re: AxePaint released
« Reply #17 on: March 06, 2011, 02:46:55 pm »
Axe does support custom icons as of 0.4.8 or 0.5.0, I think.

This is a really awesome program.  I personally wouldn't have a problem with exporting hex data to three strings.
« Last Edit: March 06, 2011, 02:47:46 pm by Michael_Lee »
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Offline DJ Omnimaga

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Re: AxePaint released
« Reply #18 on: March 06, 2011, 02:47:14 pm »
Ah ok. :D
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Offline Builderboy

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Re: AxePaint released
« Reply #19 on: March 06, 2011, 03:12:52 pm »
Wow that is one shiny looking gui!  It looks excellent, and with so many easy and awesome features to use!  Amazing job :D

Offline Happybobjr

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Re: AxePaint released
« Reply #20 on: March 06, 2011, 03:29:04 pm »
Its axemplary
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Offline Stefan Bauwens

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Re: AxePaint released
« Reply #21 on: March 06, 2011, 03:32:59 pm »
It looks really nice. Well done!


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Offline nitacku

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Re: AxePaint released
« Reply #22 on: March 06, 2011, 03:38:31 pm »
Thank you everyone for the compliments!

I'm working on optimizing and adding the new export abilities into AxePaint right now.
The export command will open a new menu:

F1: top buffer
F2: bottom buffer
F3: both buffers
F4: 8x8 parts (splits the buffers into 8x8 blocks) (per squidgetx's request)
F5: return

Also, if there are any feature requests, let me know and I'll see if I can implement them.

Offline Deep Toaster

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Re: AxePaint released
« Reply #23 on: March 06, 2011, 03:50:49 pm »
What is the difference between the Mirage OS and the No-stub? Is it just the icon?

And a description, plus two bytes in front that label it as a MirageOS prgm.
« Last Edit: March 06, 2011, 03:50:54 pm by Deep Thought »




Offline nitacku

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Re: AxePaint released
« Reply #24 on: March 07, 2011, 04:56:36 pm »
AxePaint has been updated!
There are now 4 methods to export the sprite has HEX.



  • top buffr:   Only the top buffer will be exported.
       
  • btm buff:   Only the bottom buffer will be exported.
       
  • all buffr:    Both top and bottom buffers will be exported.
                   Formatted as: [Top Buffer][Bottom Buffer]
       
  • 8x8 pack:   Identical to "all buffr" will the addition
                   that the HEX will be split into 8x8 parts.
       
If you have a feature request, let me know.

Offline DJ Omnimaga

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Re: AxePaint released
« Reply #25 on: March 07, 2011, 05:05:13 pm »
Ooh nice, I like it. Also 4 8x8 splitted hex will be nice, because in Axe, to display 16x16 sprites sometimes you need to use 4 8x8 sprites.
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Offline Darl181

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Re: AxePaint released
« Reply #26 on: March 07, 2011, 08:14:11 pm »
O.O
That is all.

Actually, that's not all.  The download link doesn't work, it says it isn't approved yet.
Or am I missing something?
nvm, it works now.
« Last Edit: March 08, 2011, 02:33:08 am by Darl181 »
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Offline Deep Toaster

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Re: AxePaint released
« Reply #27 on: March 07, 2011, 08:59:53 pm »
  • top buffr:   Only the top buffer will be exported.
       
  • btm buff:   Only the bottom buffer will be exported.
       
  • all buffr:    Both top and bottom buffers will be exported.
                   Formatted as: [Top Buffer][Bottom Buffer]
       
  • 8x8 pack:   Identical to "all buffr" will the addition
                   that the HEX will be split into 8x8 parts.
       

I suggest formatting "all buffr" as [Top Buffer]:[Bottom Buffer]. Oh, and exporting to 2ND+ENTER ;D
« Last Edit: March 07, 2011, 08:59:59 pm by Deep Thought »




Offline Freyaday

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Re: AxePaint released
« Reply #28 on: March 23, 2011, 05:10:08 pm »
Wow. Amazing GUI. This has inspired me...to the drawing board!
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Offline DJ Omnimaga

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Re: AxePaint released
« Reply #29 on: February 24, 2012, 03:37:05 pm »
Not sure if it's him who is at fault, considering he uses an outdated Axe build or most likely did something in his code earlier, but just in case it might be a bug in AxePaint

Quote from: IRC
[15:31:30]   Keoni29   Axepaint is evil
[15:31:38]   Eiyeron   (excuse me, another reflex :/)
[15:31:39]   Keoni29   It screwed up my ram
[15:31:52]   Keoni29   MARCO
[15:32:22]   *   Keoni29  waitin for your reflexes to kick in
[15:32:29]   DJ_O   you might need to report the bug to the author in his topic keoni29
[15:32:44]   DJ_O   unless it's SirCmpwn, who is banned from both Omni and Cemetech
[15:33:16]   DJ_O   also aren't you sure it's not you who did something wrong?
[15:33:19]   Keoni29   Writing and reading from and to appvars is somehow corrupted
[15:33:26]   DJ_O   oh
[15:33:33]   Keoni29   My code worked just fine before
[15:33:36]   DJ_O   do you use the right Axe version?
[15:33:42]   Keoni29   1.1.1
« Last Edit: February 24, 2012, 03:37:24 pm by DJ_O »
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