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Releases: NicholasMoser/GNTool

4.5.1

01 May 02:42
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🐛 Fixes

  • Add fix for parsing code 'Allow Additional Eye Textures' with no codes.json #152
  • Force bundle codes.json and refresh on build #153
  • Add ability to do quick refresh and full refresh #154
  • New Opcode, Comments, Invalid Branch Finder #149

4.5.0

14 Jan 05:12
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🎉 New features

  • Add Duplicate Costume Fix #135
  • Add Diff Report #139
  • Seq Edit Export/Import #138

🐛 Fixes

  • Always Use Uncompressed Dir for New Workspace Hash and Modified Dt/Tm #132
  • Dependency Updates, Code Cleanup, Kankuro Costume Fix #133
  • Fix Tayuya Costume Extension #134
  • Add check for large Choji when extending Choji costumes #137
  • Include assembly with seqedit files #142

4.4.0

07 Sep 01:41
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🎉 New features

  • Change workspace state from protobuf to SQLite. This will maintain passivity by converting old protobuf workspaces to SQLite workspaces. The purpose is to add new functionality to the workspace and speed up refresh and build times. #124
  • Add ability to add/remove new files to the workspace and thus the GNT4 ISO. #124 #130
    • These files can be FPK compressed or as-is.
  • Allow codes.json files to be embedded in the GNT4 ISO so that they can be reused. #130 #131
  • Add support for additional costumes for characters. #126

4.3.0

13 Jul 02:32
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🎉 New features

  • Add new opcodes to SEQ Disassembly Report: buttons_pressed (#117), recording and printing text to screen (#116), and play_sound(#118).
  • Allow reordering of characters and stages in the character select screen #122
  • Add permissive SEQ parsing so that SCON4 SEQ files can be parsed #120

4.2.0

22 Jun 02:02
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🎉 New features

  • Many SEQ Disassembler Report improvements #91 #92 #96 #97 #98 #102 #105
  • Add official support for Linux #88 #90 #93 #99 #100
  • Add ability to convert GNT Rev 3 animations to a GNT4 animations (Note: Only a few animations need to be converted). #107
  • Add support for recording functionality in training mode, similar to the recording in Bloody Roar #109 #111
  • Add more room for dol injected Gecko codes #109
  • Add an SEQ Assembler to the SEQ Editor, allowing you to assemble opcodes into binary #112

Thanks to @Athkore for the contributions!

4.1.0

27 Mar 18:10
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🎉 New features

  • Add a Dolphin SEQ Listener. For more info, see the documentation under Dolphin SEQ Listener Documentation #85
  • Add support for disassembling m_title.seq, game00.seq, chr/cmn/1000.seq, loading.seq, f_camera.seq, camera00.seq, camera01.seq, player00.seq #86

4.0.1

25 Mar 01:16
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🐛 Fixes

  • Fix SEQ Editor Code Overlap Check. When adding a SEQ edit in the SEQ editor, it will make sure that any new codes do not overlap existing codes. The logic for checking if two codes are overlapping is incorrect. This has now been fixed.

4.0.0

16 Mar 02:01
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🎉 New features

  • Upgrade to Java 17, Gradle 7.2, and JavaFX 17. These upgrades provide performance and security enhancements to GNTool. #82
  • Add tools for extracting, modifying, and importing animations. #80
  • Updates to the GNTool documentation. #83

NOTE: Despite the major version change, this version contains no breaking changes and is passive with existing workspaces.

3.15.0

12 Jan 03:56
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🎉 New features

  • Update GUI to be larger and more user-friendly. #76
  • Create SEQ editor #75
  • Add button to save repacking templates #77

🐛 Fixes

  • Fix parsing ISOs that use codes with more than one C2 gecko code in them.

3.14.2

03 Dec 04:58
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🐛 Fixes

  • Handle Duplicate Packed Files. Now when you modify an uncompressed file that is packed in multiple FPK files, it will update all FPK files instead of just the first.