Special thanks: AdmiralAlkex, Melba23, MrCrearoR, Dragon Warrior 3, SDL
MapIt is a tile world editor. MapIt was built around the concept of reversing Dragon Warrior map images. MapIt can take image input and produce a tile and world array.
Changing and replacing tile / world data is easy. B/c tile world editor.
CTRL+R in image above to signal replace tile action and I use "G" to Get the tile under mouse.
A full list of hotkeys can be assigned in the: Help Menu\Hotkeys
MapParser is a C++ project that scans images for unique tiles.
MapIt can be downloaded without MapParser. MapParser can be toggled off in the Scan_Image dialog. Without MapParser, MapIt will use the Scan_Tiles() function written in AutoIt ; which is 100 * slower Idk. If MapParser.exe will not run for you: Installing Visual C++ Redistributable for Visual Studio 2015 should fix it: https://www.microsoft.com/en-us/download/details.aspx?id=48145
You can start with example world and tiles.
Example world was made following these steps:
Started with a tile map image of DragonWarrior3 town of: Reeve From MapIt World Menu \ New \ Scan_Image dialog, I set the area to exclude the key legend to the far right of image. After scanning the map image to world and tile array. I removed a few of the map artifacts. More work could be done on this world; removing unwanted tiles, but it is fine for now. I saved my world to disk. This creates folder: Worldname: Containing folder of Tiles and a Worldname.txt. Using The Gimp, I edited some tiles to have a transparent color: Stairs, Trees, Desk Tables, Chest-of-drawers, chairs, Signs, Doors, Beds. I changed the world layers to 2: Help Menu \ Settings \ eSETTING_WORLD_L = 2 F9 Finds all selected tile on current layer and changes to a new selected tile on new layer. I used F9 to change all Trees on layer: 0 to Trees on layer: 1. Then I used F9 to change all Trees on layer: 0 to Grass on layer: 0
In this video you can see how I used the Tile Menu \ Replace From Disk option to remap tile images to my custom tiles. Conveniently my tiles already have a transparent pixel.
See video for how that was done:
To use the example world:
First unzip the world save file: http://songersoft.com/programming/mapit/worlds/Reeve_Swapped.zip From the World Menu: choose \Load Navigate to the Reeve_Swapped.txt located in the extracted zip. Or you can scan any image.
The map images I used are here: http://www.realmofdarkness.net/dq/games/nes/dw3/maps/world
For download, videos, and example of created world file data; please visit the MapIt webpage: http://songersoft.com/programming/mapit/mapit_about.phtml
I was looking around the help file and I came across _GDIPlus_GraphicsDrawRect and _WinAPI_DrawLine and I seem to be having the same "problem" where every time it draws into a window and you lose or gain focus it has to redraw itself. Is there anyway around this?
#include <WindowsConstants.au3> #include <WinAPI.au3> #Include <GDIPlus.au3> _GDIPlus_Startup() Run("notepad.exe") $hWnd = WinWait("Untitled") $hGraphic = _GDIPlus_GraphicsCreateFromHWND($hWnd) $Color = 0xFFFF0000 $hPen = _GDIPlus_PenCreate($Color, 2) For $i = 1 To 10 _GDIPlus_GraphicsDrawRect($hGraphic, 200, 200, 25 ,25, $hPen) ToolTip($i) Sleep(1000) Next _WinAPI_RedrawWindow($hWnd, 0, 0, $RDW_INVALIDATE + $RDW_ALLCHILDREN) _GDIPlus_GraphicsDispose($hGraphic) _GDIPlus_PenDispose($hPen) _GDIPlus_Shutdown()
try it for make flyers old games xml + Gdi, i belive many sources had lost
I have a situation where I am repeatedly capturing a region of the screen and feeding it into Tesseract OCR. Since the OCR is a relatively slow operation, I would like to create an in memory cache of the ocr results. An ideal hash key for this cache would be a checksum of the captured image. With this I could capture the region, checksum it, and then only if I don't get a cache hit I would write the image out to disk for external OCR.
Now I know I can do this by saving the captured image out to disk, and then summing the disk file with _Crypt_HashFile(). But that's still slower than I would like, and it shouldn't be necessary. Ideally, it should be possible to checksum the image data directly in memory so I don't have to go to disk at all. In order to do that, I need a way to dump a representation of the image into a string (or some equivalent). Then I could use the _Crypt_HashData() function against that string to create my cache hash key.
Googling around I found an article here that shows a way to convert an image object to a byte array using System.Drawing. This was the closest thing I found to what I'm trying to do. I don't know if that method could be used from within AutoIT, or if perhaps there may be a better way I don't know about. If someone could give me a shove in the right direction it would be a big help. Thanks!
Here some graphical examples written completely in FreeBasic just for fun.
3D Starfield Rotating Flight 3D Starfield Scrolling v1 Booster 3D Starfield Scrolling v3 Booster CreateWindowEx (hGUI) Example FB File2Bas Code Generator (AutoIt script) FB GFX Examples Fire Particles FMOD Examples GDI - GDI+ 3D Sinus Wave GDI - GDI+ Animated Pythagoras Tree GDI - GDI+ Particles - Repulsive Force Sim v2.0 GDI - GDI+ Plasma v5 Booster GDI - GDI+ Random Pattern GDI - GDI+ Space Flight GDI - GDI+ Tunnel Flight - WipeOut Style GDI Classic Raytraced Tunnel GDI Elastic Twister Effect GDI Exploding Pixels GDI Infinite Image Zoom Flight GDI Liquid Pixels GDI Particle Repulsion Grid GDI Particles Mouse Attraction GDI Starfield GDI The Nautilus Raymarcher GDI Worm Tunnel Flight GDI+ Impossible Possible GDI+ Kaleidoscope GDI+ Performance Test - Au3 vs FB GDI+ Polar Clock GDI+ Rotating Earth GDI+ Star Wars Scroller GDI+ Streamer GDI+ Swiss Railway Clock Ini Read - Write Mandelbrot Plasma Puristic Clock Rutt_Etra_Izer_Booster Tunnel Flight uFMOD _WinAPI_SetWindowTitleIcon
Download: FreeBasic Examples build 2018-07-10.rar
I will add new examples from time to time.
FreeBasic source codes are also included.