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Tile Viewer QoL : Width & Height, Hotkeys

Open torridgristle opened this issue 6 years ago • 1 comments

Currently the Tile Viewer can only go as low as 8 tiles wide, which is a problem when trying to get a good look at a sprite what's made of 4 or 5 tiles.

When viewing the S-CPU bus in the Tile Viewer you can only see a small piece at a time which makes scanning through it fairly troublesome. An option to load multiple 0x8000 or so chunks of memory at a time with a thin line between each chunk of memory would be nice.

Hotkeys for going through addresses (Page Up / Page Down ?) and going through palettes (Home / End ?) and adjusting the number of tiles for width and height (Shift + Arrow Keys ?) and adjusting the bit depth (Alt + Up / Down Arrow Keys ?) and fine adjustments to the offset (Alt + Left / Right Arrow Keys ?) would be nice for scanning through memory as well. Controls similar to CrystalTile 2 if you want a reference for common interfaces so there's less of an internal conflict between learned interfaces when your brain sees a tile viewer and loads up another program's wildly different hotkeys. This happens to me with CrystalTile 2 and TiledGGD, and I'm pretty confident in CrystalTile 2 having the better controls.

torridgristle avatar Jul 28 '18 17:07 torridgristle

Not a bad idea. I may try to integrate overall GUI hotkeys (for things other than the main emulator window) into the same configurable input system that almost all other keyboard inputs use, and probably use QKeySequence to provide familiar defaults based on the user's OS whenever possible.

devinacker avatar Aug 24 '18 15:08 devinacker