well his walking/running cycle is or bugged or something...
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I really wanted to get FG1 working but its harder than I expected :( |
:( ,well you did a good job with this,i really like it
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Hi guys I have a question, I can't seem to find the graphic for the glowing G button that is used for the BOOM machine, does it use some sort of different file format?
Awesome work btw. |
Its certainly in there! I think its much brighter green though I'll give you the exact file name next time I test this and convert everything again.
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plus rep paul :)
EDIT:i found that the slog walk run animation isnt there too,just like the sligs(sorry,im just informing :) ) |
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I think I need to make a brute force way of making sure all frames are pulled out, so I think I will release another version of the app that does that sprite sheets directly from archives and then look at something else. I made a DDrawProxy hook DLL so I plan on using this to figure out how more stuff works, I think that I might beable to make a debug hook into the game, I'll give it ago anyway :) Edit: Here goes v0.3! |
I found a bug: When converting a mixed amount of CAMS and BNDS, it glitches up and starts converting cams with the abe sprites!
If that wasn't clear enough, there are some sprites with the name R1P16C10.CAM.BMP and so on.... |
great job paul
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Just a theory, but maybe it uses different sprites for different screens?
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Well if you look in the cam files you'll see the same Anim is in them
Edit: And here goes 0.4, same deal (meaning you need the DLL's from 0.1!) the major changes in this version are: -Will rip all AO sprites -Should rip all AE sprites -Converts fonts Check the readme.txt for full change log. Edit: Be aware that all AO and AE files take up to 2GB of space when converted! |
Paul, you are truly amazing!
Ok, now, the deal with the FG1 files. i have a fealing they are just points. Or they are a white bitmap in some format. Ill upload some examples later. Edit:Ok, heres a quick diagram of what i ment. |
This is great! Thanks for all your work.
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1. Will create a "PBuf" in the code, this seems to be the pixels to copy and paste over the image. 2. Will index rects into the PBuf to copy over the bits, or index "full" blocks that don't have transparency to copy and paste over the bits 3. An "end" type I'm in the process of figuring out exactly how to perform step 2, since the pixel data is compressed in some way :/ Edit: Figured the compression out, its the same as some Anim compression types. Seems there are two things at play here, Chnk block and PBuf, looks like it should be pretty simple to figure out the AO FG1 from here on, free time permitting ;) |
WOW, :O you really are truly amazing,this is so great,im gonna use mega font to credit you in my slig game,can i ask, is it possible to make a program that repacks these things,so that we can edit the glukkon sprites ingame or something like that :)
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hm i would love to change those glukkons a bit,mix them up,so that aslik appears as a standard glukkon,that standard glukkon is at feeco office,dripik is at bonewerkz,phleg is at slig barracks :),would that be nice? mlg man how did you do that with the cam so that abe passes that stone?would love to know that
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They are green. |
Is it possible to replace non converted bnds with othere bnds that have the same amount of frames?
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^ Suck my dick.
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AO FG1 has a few issues.. and AE FG1 has image compression that I've yet to figure out :( Not going amazing so far :/
Edit: I think I know what the AE data is now, pretty simple and I don't know why I didn't see this long ago! Edit again: Yay, AE FG1 bang on the money, just a small issue to fix with AO now :) |
thanks,i was making a game with sligs too but i didnt know how to make that :)
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Ok guys I've got FG1 for both AO and AE fully figured out now :) Once I get time to clean it up I'll get a new version done so you can try it out. That just leaves fixing bugs in Anim frames and then I've got a perfect rip of *ALL* AO and AE gfx :)
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plus rep :D
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Hi Paul,
I am really impressed with your work on this and I think that you are amazing. Well done. With this breakthrough, is a full level editor (making your own playable levels) anywhere within the realms of possibility? |
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Long answer: ...but it probably won't happen. |
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Edit: Took a while to get it together but here is 0.5 with FG1 support. Edit: Ignore what the change log says, I have found that some animation frames are still missing :) Not to worry since I see what the problem is and will also be able to save frames back into their logical grouping again. Edit: Wasted most of my Sunday trying to figure some things out, seems there are extra frames that are never used by the game and thus have no "index". It will take me a while but I plan on rewriting my Anim parser stuff to pull out all frames properly, and also to possibly dump the extra un-indexed frames. Seems I've got a bit more reverse engineering to do before I can close the lid on this one :( |
gz paul :)
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