Chronocrash Modders Tools

ChronoCrash Modders Tools 0.7.7.2

No permission to download
It should bypass your problem, but if it crashes when you click on "levels" it's normal I forgot something, will fix this asap. In the mean time, tell me if the previous problem is gone.

EDIT : levels loading restored in last update (0.4.5.3.2)
 
Last edited:
THANK YOU Piccolo!
It works flawlessly now.


Two questions:
Up till now I was using "obeditor". It also has options like the screenshot, which I do not see at CMT.
Am I missing something?
1680275706658.png

Also, frames that are "Drawmethod" made, do not appear properly at CMT. Example "rotate 220" shows the frame at it's actual frame, not rotated.
 
Last edited:
THANK YOU Piccolo!
It works flawlessly now.


Two questions:
Up till now I was using "obeditor". It also has options like the screenshot, which I do not see at CMT.
Am I missing something?
View attachment 3527

Also, frames that are "Drawmethod" made, do not appear properly at CMT. Example "rotate 220" shows the frame at it's actual frame, not rotated.
Yeah as of now, only drawmethod "scale" (x, y) and "flip" (x, y) are supported in CMT.
 
@Piccolo

Hey man, I was using the latest build and found some issues.

This one happens when I right-click in any frame at the bottom part of the screen.

This one happens when I click 3x to select an entire line and try to delete it, same as in other text editors. It does not happen all the time but may have some connection with the next issue because both happen in the same sittuation.

This one I accidentally discovered when tried to edit an attack box but having an empty one at the first frame. Strangely it changed the "attackone" command to an empty attack box.

This is not a common situation because usually empty attack boxes are placed after a valid one to allow combos, not before. But this one is there because in previous versions of my game this animation was using a loop script and to allow combos the first frame needed to have an empty attack box confirmed. I removed the loop but forgot to remove the attack box.

EDIT: Is there a way to disable the automatic backup? I found some files with the extension "file.txt.1".
 
Last edited:
@Piccolo

Thanks man, issues 1, 3 and auto-backup are all solved.

About issue 2 it's really hard to replicate, but after a few more tries it seems that it had some connection with big animations and attack boxes.
As you can see, if I reduce the animation size the issue does not happen, and only happens when I click 3x with a mouse cursor at the end of the line. In case you need the game file to make tests, please let me know.

 
Is this tool better than openborstats?
Try and see for yourself ;)

I'm biased but overall I'd say it's better. There is certainly things that are still better in openborstats, but CMT can still evolve while openborstats will probably never see an update. And the last update of openborstats is older than the first version of CMT, which was a reason why I started CMT in the first place.
 
Is this tool better than openborstats?

OpenBORstats also tends to trigger virus alerts. False alarm or not, I won't host it for that reason. As @Piccolo said, OpenBORStats is also abandoned. The creator (MatMan) disappeared without a trace almost ten years ago. He vanished so suddenly and completely I'm worried something happened to him in real life.

AFAIK the source code is not available, and even if it was there's no one interested in taking over. It was a promising tool, but these days I can't think of any good reason to use OpenBORStats.

DC
 
OpenBORstats also tends to trigger virus alerts. False alarm or not, I won't host it for that reason. As @Piccolo said, OpenBORStats is also abandoned. The creator (MatMan) disappeared without a trace almost ten years ago. He vanished so suddenly and completely I'm worried something happened to him in real life.

AFAIK the source code is not available, and even if it was there's no one interested in taking over. It was a promising tool, but these days I can't think of any good reason to use OpenBORStats.

DC
I've used openborstats before. It has some nice features but it is very buggy, crashed alot, and it has ruined my files too, so I stopped using it.

CMT has been updated alot lately and it is good so far, and I think this will be awesome useful tool ever. It just needs more time. Perhaps, if we can give Piccolo more supports (funds, etc..), he can spend more time on it.
I love the CMT so far, thank you so much for your hard work, Piccolo.
 
@Piccolo


Thanks man, issues 1, 3 and auto-backup are all solved.

About issue 2 it's really hard to replicate, but after a few more tries it seems that it had some connection with big animations and attack boxes.
As you can see, if I reduce the animation size the issue does not happen, and only happens when I click 3x with a mouse cursor at the end of the line. In case you need the game file to make tests, please let me know.

Hey, yeah I'll need the txt file to investigate this ;)
 
Hi Piccolo. I was working on character offsets with negative values, and it work(s/ed) in the previous version. But when I tried the latest version, it seems it doesn't accept negative values for offsets anymore because you don't see its position adjusted everytime you change it. The negative value for offset is good when the sprites are cropped like this.


I forgot to show you and mention this. Every time I change the offset value on the right hand corner (offset box), the highlighted/selected box moves all the way down to the last part of the code in animations tab. It also happens the same with delay. When you try to change any value in the right side in animations tab, the highlighted box usually moves down to the very last.
 
Last edited:
Hi Piccolo. I was working on character offsets with negative values, and it work(s/ed) in the previous version. But when I tried the latest version, it seems it doesn't accept negative values for offsets anymore because you don't see its position adjusted everytime you change it. The negative value for offset is good when the sprites are cropped like this.


I forgot to show you and mention this. Every time I change the offset value on the right hand corner (offset box), the highlighted/selected box moves all the way down to the last part of the code in animations tab. It also happens the same with delay. When you try to change any value in the right side in animations tab, the highlighted box usually moves down to the very last.
Oh yeah it has nothing to do with negative offset, it's way more generalized. I deactivated some things in last revision yesterday, but I guess I deactivated too much 🙃 Thanks for the report. Will fix it ASAP, in the mean time use the previous rev (I will delete the last).
 
  • Like
Reactions: NED
@Piccolo I am trying to moving to this tool, but there some stuff that isn't so much user friendly in some cases.

For example, how I set an offset, without editing the text?
When I try to enter a value (40, for example), the result is 00.
If I hit SET OFFSET, nothing happens.
1680992957095.png
 
Last edited:
@Piccolo I am trying to moving to this tool, but there some stuff that isn't so much user friendly in some cases.

For example, how I set an offset, without editing the text?
When I try to enter a value (40, for example), the result is 00.
If I hit SET OFFSET, nothing happens.
View attachment 3556
Yeah now that you mentioned it the GUI widgets for offset (including "set offset") work only to edit existing offsets (offset that are already in the text of the animation). Never realized it before. Or maybe I messed up something at some point 🤨 I will make it so that using these widgets insert a new offset if there isn't one ;)
 
I don't know if this is a basic question, but I can't find a solution for it yet. I started using this tool for calculating the position of spawns in a scene, and it works well when the direction is both, but not when the direction is leftright. Is there a way to solve this? So this is about having two versions of a scene. In the first variant, the character enters on the left, facing right (direction both) and in the second version the character enters on the right, facing left (direction leftright).
 
Back
Top Bottom