you should probably mention that it requires additional libraries to run.
"this application has failed to start because mingwm10.dll was not found"
anyway, i'm liking it so far.
Damn... during my "no-dll" simulation the mingwm10.dll didn't appear as a requirement. I forgot that I have another mingwm10.dll in path other than the one in qt path...
Thank for reporting it. I fixed the archive. Now the zip contains also mingwm10.dll.
You are now mentioned in the edited news about 0.1 release for this report
can you replace the 1,1 palette with an external/different one in an existing sff? kfm's sprites in a sffv1 look pretty weird, so i'm guessing right now it only displays how the sprites look within the sff, without any external palette applied to it.
Why you said that kfm's sprite in a sffv1 look pretty weird? I re-test it with the same binary released officially and works fine.
However it is important to read documentation. Nomen uses an own approach about sff (Nomen can be extended with other sff formats if they will exist). It use an independent internal structure. If the file loaded is an sffv1, Nomen will load it and trasform it in the internal structure (it does the same with sffv2) with the only difference that you can note palette values that are assigned directly by Nomen instead of having values setted in sff (becouse sffv1 has not a palette list).
This becouse Nomen, when loading an sffv1, will search for (new) palettes in sff sprites and, when find a new palette, add in the palette list and assign a palette value.
This approach ensures the best compatibility for an independent management of sff regardless of original format (in this way you can save all sff you loaded in both format - sffv1 or sffv2 - regardless of the format of the original sff loaded).
For more details read the documentation (end expecially SffEditor -> the palette automation system AND SffEditor -> the importance of palette 1,1).
Trying to explain why it is not supported what you think. Nomen (as explained in documentation) has an high-automation approach. This approach was programmed in this way for a lot of reasons:
1) avoids to force a lot of actions for every image adding
2) ensures the best compatibility for an engine that works indipendently of sff format
3) also for internal programming harmonization and structure to avoid lacks
When you add images in sff (from pcx, png or bmp), infact, Nomen will recognize the palette of the sprite(s) you are adding and assign that palette (or a new value if a new palette). In this way it allows you to work as you always did in past with other editors:
you need only to verify that all sprites of main character use the same palette (becouse will be shared in sffv1 and will be the palette 1,1 that will be replaced with others in list if sffv2). For convenience, seeing that there is a relation to palette 1,1 in sffv2 and "sharing palette system" in sffv1, Nomen assumes palette 1,1 as the palette for sffv1 sharing images (if character. If other component - like stage - it is treated as another palette).
If you see palette section it is divided in 2: used palettes, and extra palettes. Extra palettes are intendet for sffv2 character alternate colors. Read the documentation. If you have other questions you are wellcomed to post them
ust a visual thing, but when you move a sprite around with the mouse, it should probably be able to move the sprite by full units only while zoomed in rather than fractions.
Yeah I know. It is related to how Qt works. To allow only to move by full units it would need a lot of work-around and it is probably out-of-my-skills. So I decided for an easyest solution to code: when you release the mouse the sprite will be re-posed at a full-units coords
also some suggestions:
a future option to cycle through the available palettes on the main window (where the "palette: [1,1]" box is now) would be nice, so that the user could choose which palette's used for each sprite, with the program automatically applying the palette to the sprite to show how it looks.
It is wanted that user cannot decide the palette to apply (becouse it is the palette inside the image itself). If you read documentation (and what I wrote before) you can understand why. If you think that explainations are not enough clear, let me know. It is very important point to have a documentation that is clear and understandable.
However I can think about adding a control to show sprites with a particular palette (for example 1,1) how they appear with another palette (without changing the real internal palette and without having any changes in the sff result when writing it) for having a preview. Should it be a fine idea?
In this moment I don't know how to add this feature into interface without breaking actual coherence of my system.
some way to change palette groups for a large amount of sprites at once would be nice. something like a dialog box which asks which palette to assign the sprites to, and a start/finish for group+image range.
It is already present. See palette Section Button.
In palette section you can see palette list divided in two types: used (refers at least to one sprite) and extra (no used by any sprite - usually for palettes from 1,2 to 1,6).
You can edit used palette changing the actual groupno (but only this info). You can also reduce to 32-bit(but read documentation before)
You cannot edit, instead, the groupno of extra palettes becouse you had previously the chance to decide the group for extra palettes (itemno assigned automaticly). You can add more than one extra palette at a time for a group.
So... making an example. We assume that all main sprites of a character uses wrongly a palette 2,1 instead of 1,1 and we need to fix this thing. We can go to "Palette Section", select the palette 2,1 from table and edit.
Once we changed the groupno to 1 the modification will be applied for all sprites that used palette 2,1. If you navigate sff after the change, you will see that all sprites that before used palette 2,1 now use palette 1,1
It could also use some shortcut keys sometime in the future for things like quickly cycling through sprites ( > to go to the next sprite, < to go to the previous for example), quickly zoom (+ and -), right mouse button to move the axis around the screen (like how left button moves the sprite, but i mean right one could move the axis with the sprite, with the same effect you get when you use the scrollbars on the sides, like how for example mcm does it) etc.
I will take note about this suggestion. If I will be able to do it I will add it, but I am not sure I can. However, about axis, it is a wanted thing that they are fixed.
There are the scrollbars that ensures you to re-set viewing if you need and they ensure you (unlike MCM) to scroll throughout all the sprite regardless of zooming factor
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Thank for contribution. Every other repyes, suggestions or notes are wellcomed
