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PostPosted: 24 Jul 2012, 17:03 
Artists Guild Team

Joined: 02 Mar 2012, 12:10
Posts: 75
Recently, I had included some (basic) info about coding stations, using m4nfo, into its user manual:

http://www.ttdpatch.de/grfspecs/m4nfoManual/index.html

regards
Michael


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PostPosted: 06 Mar 2013, 19:38 
Artists Guild Team

Joined: 02 Mar 2012, 12:10
Posts: 75
Meanwhile, I´ve been able to add a first tutoral about coding stations: http://www.ttdpatch.de/grfspecs/m4nfoMa ... nsTut.html

regards
Michael


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PostPosted: 12 Apr 2013, 22:57 
Artists Guild Team

Joined: 02 Mar 2012, 12:10
Posts: 75
During the last couple of weeks, there have been important additions to m4nfo.

- despite the already unrivalled speed of m4nfo in coding very large sets (not minutes, but seconds), I´ve implemented a so-called grf-linker to be added to the development environment to reduce production times even more. The underlying idea is that in a distributed set you don´t have a need to run grfcodec on the whole set, but only on those part grf files which have been changed.. By setting up a clever "makefile" this could spare considerable amounts of time during set development.

Attachment:
linkgrf.png
linkgrf.png [ 13.14 KiB | Viewed 5815 times ]

- a second new feature is the automated handling of data sizes depending on the underlying plain nfo 81/85/89 scheme. This is totally transparent to the user who´s even more relieved now from unnecessary nfo intricacies, but keeps the code as small and efficient as possible.

Both feature will be included in the available m4nfo modules as soon as I finish the revision of my web site.

regards
Michael


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PostPosted: 13 Apr 2013, 12:09 
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Joined: 29 Feb 2012, 00:55
Posts: 1770
Location: Hellas
m4nfo may sound Chinese to me :oops: but this is a very bright idea and implementation!
Bravo!


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