Chronocrash Modders Tools

ChronoCrash Modders Tools 0.7.8

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I've tried it last night. It simple creates a blank .txt on the desired folder, nothing more.
Yeah because you don't have templates. You must put templates in "templates/entity" folders, and then when you "Add" entity (with green cross), you need to select the template you want.

Just tested and it works, only thing missing is that it doesn't open the file afterwards, which is a bit weird.
 
Hi, I think it's already possible to do that, with the "Add" button (green cross). But I don't remember exactly how it works.

I think you need to add your entity template as txt in [CMT root folter]/templates/entity

The path should already exist, you don't have to create the folders.
Clickin on the "Add button", opens up this window here.

create new file.png

But the other green plus button (next to the red minus sign) I was talking about was from the character editor side, which you add animation names. When you add your new animation entry, after clicking the green plus in the character editor, only empty.gif exists without offset and delay. Will you add offset and delay as an animation entry along with empty.gif? Since empty.gif's pixel size is 4x4, is it okay that you add its offset to be offset 1 1 or offset 4 1, as well as delay 2 or delay 4? At first, I thought of offset 1 1 as its position since it's completely blank with pink background. Maybe offset 1 1 and delay 2 would be okay to add.

When I showed my sprite proposal as a template, I thought of having its offset adjustment in placing it around its feet. It was about having a visual animation entry. But you're welcome to discard my idea. :)

With the window template here which I forgot about; the text is too bright which is almost unclear/hard for me to read. Is it okay if you can change its text to black or something readable in both category and template sections? The path part is what really confuses me on how to change when I put the cursor in the path box.

How do you use it? I know there's a following in the category (entity, file, level, and script) and every time you use entity, level, or script, there comes an 'empty' template in the box. :) The white text is the reason why I don't bother using this and started to think of a sprite template, as well as the path part.

There's nothing in the template box when you have 'file' as a default, unless you change to any of the three.

P.S.:
When you click on the path button (...) from your selected folder category (Category) after clicking the green plus from the main outlook, it seems that you have to create a new .txt file or .c file so it will be a new one. Once you open your new .txt or .c file, it's completely blank. What I just learned now is to go with the category section first for selecting entity, level, or script. File, being a default, after clicking the green plus, doesn't display its empty name in the template section.

I see categories are set to certain folders: Entity is directed to chars folder; Level to actual levels folder; Script to actual scripts folder; and File to its main data folder.

I'm not trying to overcomplicate myself with the template. It's just that I got lost with how to create a new .txt or .c file. At least I figured out a little bit.

I don't have to create folders from CMT, but I'll make them externally myself for adding sprites.
 
Clickin on the "Add button", opens up this window here.

View attachment 7253

But the other green plus button (next to the red minus sign) I was talking about was from the character editor side, which you add animation names. When you add your new animation entry, after clicking the green plus in the character editor, only empty.gif exists without offset and delay. Will you add offset and delay as an animation entry along with empty.gif? Since empty.gif's pixel size is 4x4, is it okay that you add its offset to be offset 1 1 or offset 4 1, as well as delay 2 or delay 4? At first, I thought of offset 1 1 as its position since it's completely blank with pink background. Maybe offset 1 1 and delay 2 would be okay to add.

When I showed my sprite proposal as a template, I thought of having its offset adjustment in placing it around its feet. It was about having a visual animation entry. But you're welcome to discard my idea. :)

With the window template here which I forgot about; the text is too bright which is almost unclear/hard for me to read. Is it okay if you can change its text to black or something readable in both category and template sections? The path part is what really confuses me on how to change when I put the cursor in the path box.

How do you use it? I know there's a following in the category (entity, file, level, and script) and every time you use entity, level, or script, there comes an 'empty' template in the box. :) The white text is the reason why I don't bother using this and started to think of a sprite template, as well as the path part.

There's nothing in the template box when you have 'file' as a default, unless you change to any of the three.

P.S.:
When you click on the path button (...) from your selected folder category (Category) after clicking the green plus from the main outlook, it seems that you have to create a new .txt file or .c file so it will be a new one. Once you open your new .txt or .c file, it's completely blank. What I just learned now is to go with the category section first for selecting entity, level, or script. File, being a default, after clicking the green plus, doesn't display its empty name in the template section.

I see categories are set to certain folders: Entity is directed to chars folder; Level to actual levels folder; Script to actual scripts folder; and File to its main data folder.

I'm not trying to overcomplicate myself with the template. It's just that I got lost with how to create a new .txt or .c file. At least I figured out a little bit.

I don't have to create folders from CMT, but I'll make them externally myself for adding sprites.

For the colors, in the meantime use light theme. It's one of those thing I forgot to adjust for dark theme.

And for how it works I already explained in my last posts. You have to put your templates in CMT root folder/templates/entity

Right now it's normal that the file is empty because you use the "Empty" template.
 
@Piccolo I've found a weird behaviour while working with platforms.
I am using some entities as platforms on this stage. But everytime I go to the text tab and return to Level tab, some platforms are disbplayed in the wrong place.
And its not only visual: if I save the file, the platforms do appear in game in the wrong position


I can send you the stage if you wanna take a look.
 
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@Piccolo I've found a weird behaviour while working with platforms.
I am using some entities as platforms on this stage. But everytime I go to the text tab and return to Level tab, some platforms are disbplayed in the wrong place.
And its not only visual: if I save the file, the platforms do appear in game in the wrong position


I can send you the stage if you wanna take a look.
Hum I don't understand what I am supposed to see in the video :unsure:

EDIT : ok got it the platform move forward a bit

Ok I'll probably need the files to investigate. My guess is it's something similar to the wait issue last time, there're is probably some important command missing or commenter, and it creates a shift. Here my guess is that the coords of some entities are shifted.
 
Ok I'll probably need the files to investigate.
Check your DM :)

Also, I have a feedback about guidelines:
1- the line is too tick. It could be something likle 2px or even 1px
2- The tool need to display the guideline in the last position we moved it too.
Take a look - I moved the line in one animation
wgTrZXQ.png

and when I went to a new animation, the guideline position were reseted
Eej7q1J.png


This kinda defeats the whole reason to have a guide line.
 
@Piccolo i got the new version and the issue on my stage got worse.
Before the last update, when I set FLIP in one of those platforms, even if the tool displayed it facing to the wrong direction, I could see the FLIP 1 in the code.
But not anymore - if I set FLIP 1 in the level editor tab, go to the text tab and return, all my FLIP 1 got wiped out and every single platform is facing the wrong direction :(

Is there a way to download the previous version? Because its simply impossible to edit that stage on the current version - now what the tool displays isn't what happens in game anymore (some platforms are shown facing to a direction but in game the are facing the opposite direction). And since my platforms aren't symmetrical, you ending ieither walking in the air or falling from the platform in the middle of the image.
 
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@Piccolo i got the new version and the issue on my stage got worse.
Before the last update, when I set FLIP in one of those platforms, even if the tool displayed it facing to the wrong direction, I could see the FLIP 1 in the code.
But not anymore - if I set FLIP 1 in the level editor tab, go to the text tab and return, all my FLIP 1 got wiped out and every single platform is facing the wrong direction :(

Is there a way to download the previous version? Because its simply impossible to edit that stage on the current version - now what the tool displays isn't what happens in game anymore (some platforms are shown facing to a direction but in game the are facing the opposite direction). And since my platforms aren't symmetrical, you ending ieither walking in the air or falling from the platform in the middle of the image.

It's actually better like that in the meantime. In last version maybe you didn't notice but the reason platforms seemed to shift positions when you switched from "level" to "text" and back to "level" again is because their flip property were reversed (none became 1, and 1 became 0) each time the text was rebuilt. So yeah sometimes platforms were properly displayed but they would be converted wrongly in text nonetheless (because of flip reversion when converting level to text). I removed the last revision (and I won't put it back because of that). I'll will publish an update soon, don't worry.

But I need to fix the issue. I'll try to publish a hack in the hour that should circumvent the issue, and later I'll investigate to really fix the issue ;)

Basically the core issue is no flip property = something different for enemies and for platforms. For platforms it means facing same direction as level, and for entities it means facing opposite direction of level. I didn't know this before building the code of level editor (and the code that convert back and from level editor to text) which is why there are issues with platforms direction.

Thing I'm not sure is does this apply to explicit flip values too ? Meaning flip 1 for platforms = flip 0 for entities (and vice versa) ?
 
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Basically the core issue is no flip property = something different for enemies and for platforms. For platforms it means facing same direction as level, and for entities it means facing opposite direction of level. I didn't know this before building the code of level editor (and the code that convert back and from level editor to text) which is why there are issues with platforms direction.

Thing I'm not sure is does this apply to explicit flip values too ? Meaning flip 1 for platforms = flip 0 for entities (and vice versa) ?
@DCurrent can you give us a hand here?
 
@DCurrent can you give us a hand here?
Ilu, did you test your stage with the last revision ?

For reference, in last revision CMT assumes that (also let's assume we are in a classic left to right level) :

- all entities types expect "none" will default to facing left (opposite as level direction). So no flip = facing left, flip 0 = facing left, flip 1 = facing right
- entities with type "none" default to facing right (same as level direction). So no flip = facing right, flip 0 = facing right, flip 1 = facing left.
 
I will test it in few hours and report here :)
Look like you are the main tester on this awesome tool. Greatly appreciated for all your bug reports and feature suggestions.
I've been so busy, so I have not even worked on my game much or had a chance to test this tool lately.

@Piccolo, Greatly appreciated for all the time and efforts that you have put into this awesome tool.

I encourage everyone to support Piccolo with some donations.
At least he can enjoy some great StarBucks coffee while working on this tool.
Please do your part, thank you.
 
@Piccolo I finally had time to test it and... seams like now the flip issue happens even with type enemy

Pay attention to the statues in the back - they are facing to the center oif the stage
1709349314114.png
But one I go to the text tab and return to the level tab, all the enemies have different facing:

1709349376816.png
 
@Piccolo I finally had time to test it and... seams like now the flip issue happens even with type enemy

Pay attention to the statues in the back - they are facing to the center oif the stage
View attachment 7414
But one I go to the text tab and return to the level tab, all the enemies have different facing:

View attachment 7415
Is the level direction left to right ?

And does this happen to all your levels ? If not please send the one where this happens so I can investigate.

Also does this happen to the previous level you send me ? It's the one I used for testing the changes.
 
And does this happen to all your levels ? If not please send the one where this happens so I can investigate.
Now it happens in every stage I tested with. Not only in my game but pretty much in every game I tried. Even on the original BOR MOD.

Is the level direction left to right ?
The stage didn't had a direction declared (so the engine reads it as "direction right"). But even after I added the direction, the bug persists.
 
Now it happens in every stage I tested with. Not only in my game but pretty much in every game I tried. Even on the original BOR MOD.


The stage didn't had a direction declared (so the engine reads it as "direction right"). But even after I added the direction, the bug persists.

Weird... Does anyone else have this bug ?

It never happens with any level I test.

What I'm doing for reference :
- Open level file.
- Go in "Level" tab
- Go in "Text" tab
- Return in "Level" tab again
 
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Weird... Does anyone else have this bug ?
I tried to make a fresh test (I always use CMT on the same folder) and upon running the tool from this new folder, I can't see this bug anymore.

I see the platforms are flipped but at least they aren't flipping everytime I go to Level tab
1709397787033.png

Maybe it was some conflict with the old settings/files? Its funny because even on a new folder, the tool already listed the same projects I had on the other instalation.
Where CMT saves its files?
 
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