Check out enstats.gif, enactions.gif and items.gif. Note that editing those pics takes a lot of work, so those are really only general ideas of what I want. In some cases it's okay to move things around a little bit, and probably even enclose some stuff in bevels or whatever you called those things. Need to add menu to the item and enemy windows Enemy Stats window: Item and Item Freq sorta moved into their own little area of the stats window missrate moved to the left column Move "Enemy:" down a few pixels. Do that in the other windows too. Inside Pic, Outside Pic, Palette, and Movement all go into gfx. Maybe it shouldn't be called Graphics but Visual or something? I dunno. It makes more sense to me to have movement in there. It's more of a visual type thing than a stat type thing, ya know? Heh, you misspelled Properties in v0.1! Hee hee! Die Sound and Music should sorta go in their own little area of the stats window After doing this, you should find a lot of blank space at the bottom of the window, go ahead and remove that so you can fit that menu in. Type should be renamed to Enemy Type Add in a checkbox or something for called Boss, it makes the enemy a boss if selected. Of course, that flag doesn't seem to do anything, but oh well. I'll put that in the help file, and maybe we'll get lucky and find out what it does later on. But one thing is certain, it only has 2 values, 0 or 1. I don't think I fixed this in my pic, but Item and Item Freq boxes overlap by one pixel, looks bad. Yuk. Make sure to check all boxes in all windows for this overlapping problem. On second thought, Music should be above Death Sound. That's not in my pic. Enemy Actions window: Arrange this window like this: Attack 1 Attack 2 Attack 3 Attack 4 Order Final Attack Friend 1 Friend 2 Friend 3 Friend 4 Max Call Start Address Die Address Start Action and Die Action should be renamed to "Start Text" and "Die Text" or "Death Text" or somehting. Cuz those really aren't actions, just pointers to text. Enemy Graphics window: Already discussed above how it should go. We'll need to wait until you get some sort of work-in progress thing going for this window. Items window: Take Permanent 1 and 2 out and just make 1 permanent. BTW, if you look in the old type.txt, you wrote in a number for tendakraut, 79. But your binary representation is incorrect. The real representation is 0111 1001, not 0100 1111. So I think it's safe to assume that both bits should just automatically be marked when you want a permanent item. Just do that for now, perhaps later I or somebody will figure out why there are 2 bits that mean essentially the same thing. Move the Misc Options to the right side of all the other stuff. Also move Ownership box to the right side, to the left of the misc options box. Replace "Chicken?" with "Chicken" or "Becomes Chicken" or "Turns into Chicken". If you have this bit set, the item really does become a chicken after a short while. Change "Infinite Use" to "Infinite use" Do all that funky stuff I said about special properties in the extra blank space you'll get at the bottom. This isn't in my pic, but Increase should be below Extra Power, not above. When a ROM is loaded, make sure to say "PK Hack! - ROM Loaded" in the title bar. If no rom is loaded, don't write anything except "PK Hack!" Only when the top-most thing in the treeview is selected, should it say the type of rom and the size of the rom. All other things should just say the description and that's it. Alright, let's go with reid's bomb. I REALLY don't want a bomb, but we don't have much choice.... Can you make that into our logo? Heh, it doesn't look very nice as an icon for our program though... Wait, I know. Make our logo reid's bomb, but with a Ramblin' Evil Mushroom holding it or something. At least have him on the screen with the bomb, it'll make more sense that way I think. The recent list still needs to be betterized like I mentioned earlier. Maybe have palette # in one of those things, I forget what they're called, they have an up and a down button at the edge, spinners I think they're called. You increase/decrease values by pressing the buttons, or you can just type a number in. Maybe we should have a dumper thing. Like, a user goes to the menu, selects Dump All Enemies to Text File (or something shorter heh), and then when they select it, all the current rom's enemies and their info is written to a text file. I think that might be kinda cool, and not too hard to program. Could do the same with items too. I'll write quick code for that. When a ROM is loaded, and then gets unloaded, the status bar should be updated with new rom status if needed. Also, when you load a rom, you should change the status bar too. Not just play a sound. All pointers should use $ by default, and if a user types in a decimal #, it should be converted to $ format automatically. Actually, that sounds like it would be in a level-entry CS class as homework assignment 1 or 2. So this is good practice ;) Put the rest of the stuff on the toolbars Get a better toolbar. In the toolbar stuff I was messing with, it looked like a toolbar was the same as one of your buttons, except you could make it longer, and stick a number of icons into it. So I think what you may be doing (but I have no idea) is actually using multiple toolbars for some reason. Oh well. There's gotta be a good way to do toolbars here. Do the tooltips Should one of the Items icons be a teddy bear? It makes more sense that way sorta, and it's cuter. Yay for cute! Heh, let's have Joe say "Pikachu!" too. Heh maybe not. I've already started my basic code for IPS saving (by comparing the loaded rom to another). We'll have this in 0.2, so be sure to put a "create rom patch" thingie in the file menu and on the main window's toolbar. Also, once I figure out the file format, we should have a thing beneath Create Patch called Apply Patch to Current ROM. It'll do just what it says. No need for ips.exe or snestool, or any other junk anymore. I renamed SortEnemies to SortEnemiesAlpha, and there's a new sort function called SortEnemiesLevel now. I also wrote SortEnemiesOriginal, which will resort the enemies back into their original goofy order. BTW, in the items window too, the first couple of boxes overlap each other by one pixel, and it looked bad. My pic has that fixed, and I rearranged a few things. I'd like it if you'd put the item #'s back in, back a little while ago I didn't want them in because of the design we had back then. This time, looks like it'd be ok to have the #'s. Well I wrote the item and enemy dump code. Use it. In the Items and Enemy windows, there should be a View thing in the menu bar. In the Enemies section, this stuff will be there: Search Find Next ------- Original order Sort by name Sort by level ------- Dump Enemies to file ------- The 3 order-related things will be a checkmark-type deal, where only one can be selected at once. In the Items section, the View menu will have this: Search Find Next -------- Dump Items to file The "Dump Enemies to file" or "Dump Items to file" might have to be shortened. You still need to do that thing in the File Open thing. Heh. The thing where I said where it should say "SNES ROM (*.smc, *.sfc, *.fig)" If somebody has a menu open and moves up or down, would it be possible to update the Status bar with descriptions for what each thing in the menu does? Like, if somebody moved their mouse over "Close ROM", could we make the status bar say "Closes the current ROM"? Oh MAN. I just figured something out. You know how your guy brushed his teeth with a plush bear? Gwargh. These EB programmers are so freakin' insane! Apparently, the friends section isn't just for friends! It's also for items! Go and look yourself, the New Age Retro Hippie has 2 friends. If you add 1 to those numbers, you get the item number for the Toothbrush and Ruler. Man. Now, how to fix this.... Oh, I know! But it might be hard.... Use my "can call" routine, to see if an enemy can call enemies. If it can, then the friends are really friends. If not, the friends are really items. At least, I hope so. Notice how the friend-item matches with the action. Like, Action 3 for the NARH is using a toothbrush, and Friend 3 is a toothbrush. Action 4 is ruler effect, and Friend 4 is a ruler. Ok, now I also see something else. If the enemy is going to use PSI, then the appropriate friend needs to be set. So, it turns out that what I've been calling the friends section isn't for friends. It's more like a place to store arguments relating to the actions. *sigh* Well, I'll have to write some PSI-detector code and item detector code. Heh, but now things won't be as buggy at least :) OK, I wrote some code related to that stuff right above this, and I wrote a small .txt file explaining this more clearly and in more detail. It's called arguments.txt. I also renamed ChangeFriend to ChangeArgument. Well, since this new development, I think the Enemy Actions tab should be arranged like this then: Action 1 Argument 1 Action 2 Argument 2 Action 3 Argument 3 Action 4 Argument 4 Order Final Action Start Address Die Address Max Call Oh, my maxcall writer was off by 1 byte, I fixed that. I hope i haven't made too many more mistakes. We'll have to do some testing before we release 0.2. heh, yay, more delay!