-Spider-Man'sSkeletonHealthMeter.png)
Quote from: mechaskrom on October 21, 2026, 10:33:52 AMProbably depends on how much functionality the emulator exposes in its scripting API. With enough functionality you could probably write most tools, like a debugger, in scripts if you wanted too.
You can do a lot of crazy stuff with emulator scripting and that's why I love it. Like give Mega Man laser eyes or Mario a jetpack:
Best Scripts for Nintendo NES Emulator FCEUX!
Quote from: ReyVGM on October 17, 2026, 11:38:46 AMI'll add it to the requests, but it can be a bit complicated to grasp especially since none of us use those tools. Could you make a short video showing how it works and how you want that canvas thing to work? Although, it feels like this is getting a bit to close to image-editor territory.There are already quite a lot of guides and videos for emulator scripting. Some examples:
Quote from: ReyVGM on October 17, 2026, 11:38:46 AMQuestion, if SuperSNES9x adds LUA support, is there a script you can use or does the emu author have to write its own script?Users write the scripts (they are just txt-files the emulator can open). You can probably even get an AI to help write one for you today. There exists many scripts, but unfortunately they are generally not compatible between different emulators. You often have to rewrite them a bit to get them working in another emulator.
Quote from: ReyVGM on October 17, 2026, 11:38:46 AMThere is a debugger in the works and once that's added, scripting can also be added.As SuperSNES9X is a fork of Snes9X, maybe it's possible to copy the lua scripting implementation from Snes9X Rerecording (snes9x rr)?
Quote from: ReyVGM on October 17, 2026, 11:38:46 AMI see you've written tools too. Can't you write your own tool and add it to SS9X once scripting is available? That way you can make the tool exactly how you (and other mappers) would like it.Probably depends on how much functionality the emulator exposes in its scripting API. With enough functionality you could probably write most tools, like a debugger, in scripts if you wanted too.
. Like give Mega Man laser eyes or Mario a jetpack:Quote from: JonLeung on October 18, 2026, 01:44:00 PMQuote from: Cyartog959 on October 17, 2026, 09:43:50 PMQuote from: JonLeung on October 17, 2026, 02:51:37 PMThough, yes, you may have noticed the maps aren't 1:1. Timbrewulf and I have talked about it. But I'm still happy to have these maps as they are, maybe it'll draw more attention to Lovish. Fans of puzzly platformers should check it out! I 100%ed it earlier this year, and it was quite satisfying to do so, especially the timed challenges. I got it for free through a giveaway on social media, but I'd happily have paid for it, considering how much fun I had playing it.Well, yes, I noticed they're not 1:1, mainly because the game's engine is made with Clickteam Fusion. I'm not disappointed. I'm sure Timbrewulf will revise the maps to be 1:1 later with the select, proper tools suited for ripping Clickteam made game maps.
I don't think that Clickteam Fusion has much to do with it... At least not specifically...
By playing the game windowed, with the options of Window Size = x1 and Soft Pixels = OFF, the pixels come out 1:1 and clean.
Or when playing the game fullscreen, set your display to 1280 x 768, and set the options to Window Size = Fullscreen 1 and Soft Pixels = OFF, then do a pixel resize to 25% (since 1280 x 768 is four times larger in each dimension to 320 x 192, the original resolution).
I think it's important to consider checking the options to games with the retro aesthetic. Mapping seems more "right" with 1:1, unfiltered graphics.
Anyways, most of the Lovish maps have now been corrected to be 1:1, so thanks again to TimbreWulf, especially for putting up with my concerns.

Quote from: Cyartog959 on October 17, 2026, 09:43:50 PMQuote from: JonLeung on October 17, 2026, 02:51:37 PMThough, yes, you may have noticed the maps aren't 1:1. Timbrewulf and I have talked about it. But I'm still happy to have these maps as they are, maybe it'll draw more attention to Lovish. Fans of puzzly platformers should check it out! I 100%ed it earlier this year, and it was quite satisfying to do so, especially the timed challenges. I got it for free through a giveaway on social media, but I'd happily have paid for it, considering how much fun I had playing it.Well, yes, I noticed they're not 1:1, mainly because the game's engine is made with Clickteam Fusion. I'm not disappointed. I'm sure Timbrewulf will revise the maps to be 1:1 later with the select, proper tools suited for ripping Clickteam made game maps.
Quote from: JonLeung on October 17, 2026, 02:51:37 PMProbably the newest game on my list has been mapped by TimbreWulf! It's the indie game, Lovish!
It's a retro-styled puzzlish platformer, with most stages being a single screen, where you try to unlock the exit and then make your way to it. It's got some fun references to other games, like in the fun scenes in between each challenge. I'm not so demanding as to ask for all those random events to all be mapped, LOL.
QuoteThough, yes, you may have noticed the maps aren't 1:1. Timbrewulf and I have talked about it. But I'm still happy to have these maps as they are, maybe it'll draw more attention to Lovish. Fans of puzzly platformers should check it out! I 100%ed it earlier this year, and it was quite satisfying to do so, especially the timed challenges. I got it for free through a giveaway on social media, but I'd happily have paid for it, considering how much fun I had playing it.
Quote from: Guard Master on August 27, 2026, 07:55:01 PMSome features I'd like to have in an emulator in use for map-making are:
-The ability to directly copy to clipboard, whether the emulation screen, the tilemap viewer, sprite viewer, or tile viewer. You can even copy multiple images to clipboard and select them via WIN+V.