V1.09 -> V1.1
* Fixed some games not renaming properly during a deployment (many more to fix)
* Added notation in the status window when a game fails to rename during a deployment.
* Added exception codes displayed when a skin's top/bottom fails to load/render. This should help us chase down some bugs.
Friday, October 17, 2008
Thursday, October 16, 2008
New feature for deployment
V1.08 -> V1.09
* Experimental support for .SAV renaming during a deployment. This is a move toward being able to "redeploy" your existing content back to your card.
So, if you have:
- xps-fhts.nds and xps-fhts.sav
... if you rename ROMs during the deployment, you end up with something like:
- Final Fantasy A2.nds and xps-fhts.save
... which of course, will make your save 'disappear" since the filenames no longer match.
With this build, it will attempt to rename that save file to the new game title during the deployment.
NOTE: This does NOT support alternate save folders! So if you .sav files aren't with your .nds files, then this will not work. I'll add alt save folder support next build.
* Experimental support for .SAV renaming during a deployment. This is a move toward being able to "redeploy" your existing content back to your card.
So, if you have:
- xps-fhts.nds and xps-fhts.sav
... if you rename ROMs during the deployment, you end up with something like:
- Final Fantasy A2.nds and xps-fhts.save
... which of course, will make your save 'disappear" since the filenames no longer match.
With this build, it will attempt to rename that save file to the new game title during the deployment.
NOTE: This does NOT support alternate save folders! So if you .sav files aren't with your .nds files, then this will not work. I'll add alt save folder support next build.
Tuesday, October 14, 2008
"Skins skins skins! ... the tigers are playin ... TONIGHT! I never miss a game"
V1.07 -> V1.08
* Another skin chaser. The icons used to build the bitmap for the bottom screen were (like the top and bottom screen before) being held open as resources. I've converted the resource routine to match the top and bottom screen allocations - and I think that will do the trick.
Skin deleters -- unite!
* Another skin chaser. The icons used to build the bitmap for the bottom screen were (like the top and bottom screen before) being held open as resources. I've converted the resource routine to match the top and bottom screen allocations - and I think that will do the trick.
Skin deleters -- unite!
Updates and more ...
V1.05 -> V1.07
* The program form is now bigger to accomdate the overwhelming requested feature of full skin preview. Some areas will continue to look 'padded', while other areas that were "crunched" before now have some breathing room.
* Once again, I believe I have the skin deleting problem licked, but - time will tell. It's all about resource management man ...
* The program form is now bigger to accomdate the overwhelming requested feature of full skin preview. Some areas will continue to look 'padded', while other areas that were "crunched" before now have some breathing room.
* Once again, I believe I have the skin deleting problem licked, but - time will tell. It's all about resource management man ...
Monday, October 13, 2008
Another shot at skins ....
V1.04 -> V1.05
* I have removed all references to .NET 3.x. This should now be a full 2.0 compliant application.
* I think I nailed down the skin deleting (again). Let's hope this works.
* I have removed all references to .NET 3.x. This should now be a full 2.0 compliant application.
* I think I nailed down the skin deleting (again). Let's hope this works.
Thursday, October 9, 2008
Skin woes walloped
V1.03
* I believe I finally got the deleting of skins down now. No more problems deleting skins (I hope).
* Invalid XML in skins should no longer send the program into an infinite loop.
* Many beta testers do not have the empty.bmp file that is required during the deletion of skins. This is now automatically downloaded if the user is missing it.
* I believe I finally got the deleting of skins down now. No more problems deleting skins (I hope).
* Invalid XML in skins should no longer send the program into an infinite loop.
* Many beta testers do not have the empty.bmp file that is required during the deletion of skins. This is now automatically downloaded if the user is missing it.
For your dialup folks ...
V1.01 -> V1.02
* I figured out how to check the cheat file date without downloading it! No more "skip cheat file" option.
* Added an option to view the WHAT'S NEW about the cheats file and CycloDS firmware. The what's new with CycloEdit will come later - that takes a little more effort to make happen.
* I figured out how to check the cheat file date without downloading it! No more "skip cheat file" option.
* Added an option to view the WHAT'S NEW about the cheats file and CycloDS firmware. The what's new with CycloEdit will come later - that takes a little more effort to make happen.
1.01 ...
I threw a quick 1.01 up .. this fixes problems when deploying skins that have incorrectly been zipped up into subfolders.
Not much of an upgrade, but will help a lot of people.
Not much of an upgrade, but will help a lot of people.
Wednesday, October 8, 2008
So ... whats next?
There are several small features yet to be included with CycloEdit Professional. The top ones are:
- Getting the RERESH CARD and DUPE CHECKER working
- A feature I want to do called CLEAN UP CARD will walk the card and rename all the ROM files to their "proper" Game Title name and rename the save files too.
- Add a deploy mode for SELECTIVE BACKUP that includes the card structure
Some or all of these will hit 1.01. I don't plan on using my full resources to add these updates, however. I want to get a site update done on DualScreenRadio.com - and I need to divide my time up a bit better to make that happen :)
If you're a CycloDS Evolution user, you really owe it to yourself to come over the DualScreenRadio.com and check out all the goodies we have to offer.
- Getting the RERESH CARD and DUPE CHECKER working
- A feature I want to do called CLEAN UP CARD will walk the card and rename all the ROM files to their "proper" Game Title name and rename the save files too.
- Add a deploy mode for SELECTIVE BACKUP that includes the card structure
Some or all of these will hit 1.01. I don't plan on using my full resources to add these updates, however. I want to get a site update done on DualScreenRadio.com - and I need to divide my time up a bit better to make that happen :)
If you're a CycloDS Evolution user, you really owe it to yourself to come over the DualScreenRadio.com and check out all the goodies we have to offer.
Tuesday, October 7, 2008
Found the problem with skins ...
I forgot to included the empty.bmp file with the zip distro. Just redownload 1.0.
Early bug reports on 1.0 have been light and the launch appears to be a success!
Early bug reports on 1.0 have been light and the launch appears to be a success!
Monday, October 6, 2008
V1.0 released
Well, I've decided to release V1.0 of CycloEdit Professional.
Big thanks to everyone with suggestions and comments and bug hunting!
Still plenty of debugging to do ... 1.0 is almomst SYNONYMOUS with finding bugs, so keep them coming.
Please, start leaving you opinions for what you would like to see next. Already on the slate are the dupe checker, the card refresher and both screen skin preview.
What else would you like to see most?
Big thanks to everyone with suggestions and comments and bug hunting!
Still plenty of debugging to do ... 1.0 is almomst SYNONYMOUS with finding bugs, so keep them coming.
Please, start leaving you opinions for what you would like to see next. Already on the slate are the dupe checker, the card refresher and both screen skin preview.
What else would you like to see most?
Friday, October 3, 2008
Beta firmware users - update now!
V0.97b -> V0.98b
* Forgot to add 1.5b4 to some internal tables to toggle certain options ... this is fixed. Recommended EVERYONE update.
* Forgot to add 1.5b4 to some internal tables to toggle certain options ... this is fixed. Recommended EVERYONE update.
Threaded web calls!
V0.96b -> V0.97b
* All web accesses are now threaded. The app shouldn't feel like it's locked up during those LONG downloads and you get an activity bar.
This is damn near RC1 folks!
Update as usual inside CycloEdit.
* All web accesses are now threaded. The app shouldn't feel like it's locked up during those LONG downloads and you get an activity bar.
This is damn near RC1 folks!
Update as usual inside CycloEdit.
Skin updates ...
.95b is available ... this adds some enhanced, requested functionality to the Skins section. It now displays the default skin name and allows SINGLE click access to the preview.
Update inside CycloEdit Pro.
Update inside CycloEdit Pro.
Link to the original beta ..
There is now a perm link to the original beta - get it and update immediately to ensure you have the latest build.
Thursday, October 2, 2008
Regressions ...
Regression bug snuck in. Renamer was failing. New build. Just update - problem solved :)
Forgot some changelog info (and another new minor build)...
V0.92b -> V0.93b
* Deployment folder setting now sticky. Should make testing easier :)
V0.9b -> V0.92b
* Formatting of text files now works! Remember to check mark it before doing your deploy. The code is identical to my WrapIt command line tool. See that for more information on protecting areas, etc.
V0.92b -> V0.93b
* Deployment folder setting now sticky. Should make testing easier :)
V0.9b -> V0.92b
* Formatting of text files now works! Remember to check mark it before doing your deploy. The code is identical to my WrapIt command line tool. See that for more information on protecting areas, etc.
New build ...
What can I tell you? Wrapit easily integrated into my code.
So, now, the deploy center is basically done. I still need to handle the collisions and cleanup efforts, but CORE functionality is done.
Yes, I am aware that your deployment folder isn't "sticky" and resets each run. That's on my list of things to do.
Anyway, if you've used my Wrapit tool, this works the same way. Look here. Is it perfect? No. Is it better than nothing? Yes!
We are fastly closing in on 1.0!
So, now, the deploy center is basically done. I still need to handle the collisions and cleanup efforts, but CORE functionality is done.
Yes, I am aware that your deployment folder isn't "sticky" and resets each run. That's on my list of things to do.
Anyway, if you've used my Wrapit tool, this works the same way. Look here. Is it perfect? No. Is it better than nothing? Yes!
We are fastly closing in on 1.0!
Wednesday, October 1, 2008
Let's put out the beta!
I'm not done, but happy enough for a beta!
V0.87b -> V0.9b
* Deployment Tool is partially operational! Here are the known issues:
- Formatting of TXT files isn't implemented yet. You won't get an error, but it won't do anything either.
- Filename collisions aren't handled and will error out the program
- Clean up of NFO, DIZ, etc files doesn't occur yet. They will be copied over.
+ Secret revealed! Renaming by Game Title during deployment implemented! No database, dat files etc needed! Title is pulled from the game!
* Various small fixes.
Get V.9b via the update center!
V0.87b -> V0.9b
* Deployment Tool is partially operational! Here are the known issues:
- Formatting of TXT files isn't implemented yet. You won't get an error, but it won't do anything either.
- Filename collisions aren't handled and will error out the program
- Clean up of NFO, DIZ, etc files doesn't occur yet. They will be copied over.
+ Secret revealed! Renaming by Game Title during deployment implemented! No database, dat files etc needed! Title is pulled from the game!
* Various small fixes.
Get V.9b via the update center!
Understanding the Deployment Tool
For those not familiar with my deployment tool, here is how it works.
Basically, you set a folder on your hard drive to be the "deploy" folder.
Inside this folder, you put folders, NDS files, ZIPPED NDS files, TXT files, untrimmed files - whatever you want deployed to your microSD.
The nice thing is - you do this with your favorite file manager - you don't even have to have CycloEdit running. You make the deployment structure and contents the way you like it.
Then you pop your microSD in, run CycloEdit pro, go to the deployment tool, select your options, hit DEPLOY.
- All ZIPPED NDS files are extracted.
- All UNTRIMMED NDS files are trimmed.
- ... something secret here ...
- All text files are reformatted for the in-game text reader.
- Clean up occurs (non-DS files like .DIZ, .NFO are removed)
- The entire folder is deployed; all folders are preserved. You don't have to do squat.
Who is this for? This is for the people that do a LOT of maintenance on their card. Moving stuff on daily, for example.
How is this a better system than say, Rominator?
This is a DEPLOYMENT TOOL. YOU control where the files are deployed to. Many people have folders for ACTION, PLATFORMER, PUZZLER etc. genres on your card. If you want to "mass deploy" a dozen files that fall into multiple folders ... most "rom maintenance" tools aren't going to accomodate this special structure.
There are also other limitations to databased offline rom tools that I'm solving as well. That's part of the secret :)
Also, most tools require very rigid contraints on filenames, zip required, etc. What if you want to mix and match? Some ZIPPED files ... some unzipped files ... some untrimmed ... what about Text files? Music files? Your rom manager isn't going to handle this for you.
Letting you fully prep a deployment is the only way to get this flexibility. This is the flexibility *I* need. Sure - many people will NEVER use this. I think, though, once you get used to it - you won't want to do it any other way.
Yes, it's a different paradigm that EVERYONE is used to. But you can't progress by using the same old formula that everyone else does. :)
I can't wait for beta feedback soon!
Basically, you set a folder on your hard drive to be the "deploy" folder.
Inside this folder, you put folders, NDS files, ZIPPED NDS files, TXT files, untrimmed files - whatever you want deployed to your microSD.
The nice thing is - you do this with your favorite file manager - you don't even have to have CycloEdit running. You make the deployment structure and contents the way you like it.
Then you pop your microSD in, run CycloEdit pro, go to the deployment tool, select your options, hit DEPLOY.
- All ZIPPED NDS files are extracted.
- All UNTRIMMED NDS files are trimmed.
- ... something secret here ...
- All text files are reformatted for the in-game text reader.
- Clean up occurs (non-DS files like .DIZ, .NFO are removed)
- The entire folder is deployed; all folders are preserved. You don't have to do squat.
Who is this for? This is for the people that do a LOT of maintenance on their card. Moving stuff on daily, for example.
How is this a better system than say, Rominator?
This is a DEPLOYMENT TOOL. YOU control where the files are deployed to. Many people have folders for ACTION, PLATFORMER, PUZZLER etc. genres on your card. If you want to "mass deploy" a dozen files that fall into multiple folders ... most "rom maintenance" tools aren't going to accomodate this special structure.
There are also other limitations to databased offline rom tools that I'm solving as well. That's part of the secret :)
Also, most tools require very rigid contraints on filenames, zip required, etc. What if you want to mix and match? Some ZIPPED files ... some unzipped files ... some untrimmed ... what about Text files? Music files? Your rom manager isn't going to handle this for you.
Letting you fully prep a deployment is the only way to get this flexibility. This is the flexibility *I* need. Sure - many people will NEVER use this. I think, though, once you get used to it - you won't want to do it any other way.
Yes, it's a different paradigm that EVERYONE is used to. But you can't progress by using the same old formula that everyone else does. :)
I can't wait for beta feedback soon!
Closer and closer ....
Deploying to the card in the DEPLOY CENTER now works! What a pain in my ass. Syntax sucks.
In any event, I have to add the txt file wrapper to the process and clean up some stuff - but I expect a working build later tonight or tomorrow.
We're getting close.
In any event, I have to add the txt file wrapper to the process and clean up some stuff - but I expect a working build later tonight or tomorrow.
We're getting close.
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