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  #601  
01-26-2010, 01:32 AM
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Check this out... http://www.youtube.com/watch?v=DoH21GFonqM
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  #602  
01-26-2010, 06:56 AM
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That's so awesome In that way you can create alternative game where your goal is to use sligs to kill as many mudokons as possible
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  #603  
01-26-2010, 07:33 AM
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I think you're getting closer and closer to being able to completely remake the game.

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  #604  
01-26-2010, 08:47 AM
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@Paul, I know that, I'm trying to decode the first segment.
@mlg man, try and search for character identifiers. Abe is 0x45 0x00. Now that you've found that, it corresponds to uint16_t id
I haven't looked at the AE stuff for like 2 years, I'm pretty busy lately but when I get time I'll try to rewrite a working version of the decompiled function :/
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Crawling sligs will shout "Mommy!" while running around and then the slig mommy will appear and help them put their pants on.

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  #605  
01-26-2010, 05:33 PM
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It would be cool if you could make Abe Oddysee And Exoddus multiplayer. Someone is a slig with "Magical climbing powers." and 2 others are moduckens. and bird portals take you to secret places. and normal sligs can throw grenades. Just look at me. my imagenation is going wild. (PS) how did a bunch of hackers make multiplayer for gta vice city and gta san andreas??? They have no support for it what so ever.
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  #606  
01-27-2010, 10:31 PM
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Hows version 0.2 of the level editor going?
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  #607  
01-28-2010, 04:56 AM
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Not too bad I'm rewriting a lot of it cause it sucks and adding more features like change segment type/id etc. I might have a release ready later today depending on how much time I spend on it.
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  #608  
01-28-2010, 06:28 PM
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Sweet! i cant wait!
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  #609  
01-29-2010, 07:39 AM
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Prolly won't be done for a while now since I've ill and won't be on the computer too much
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  #610  
01-31-2010, 06:44 AM
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Well I hope you get well. Its not good being sick.
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  #611  
01-31-2010, 01:32 PM
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Yeah :/ When I get the next version out it should be easy to move FG1 and Anim segments around into different cam files to see what happens, nothing amazing but it will be cool to see what happens (and change seq music id's so that you can swap the music around)
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Crawling sligs will shout "Mommy!" while running around and then the slig mommy will appear and help them put their pants on.

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  #612  
01-31-2010, 04:08 PM
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Lol, chnage abe with slig. "SLIGS ODDYSEE".
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  #613  
02-01-2010, 06:42 AM
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For abe's exoddus.
And with these changes:

Paramites instead of sligs in necrum mines.
Glukkons instead of scarbs in mudanchee vaults.
Sligs instead of paramites in mudomo vaults.

Last edited by NovaMan; 02-01-2010 at 06:45 AM..
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  #614  
02-01-2010, 07:14 AM
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Anything that extreme will likely just crash the game, switching FG1 and Seqs around shouldn't be a problem though
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  #615  
02-02-2010, 02:21 AM
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Did you notice that path file in the psx demo of abe's oddysee is in 6 different parts with the filename extension .bly
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  #616  
02-02-2010, 08:23 AM
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Yeah I already said that in the other thread..
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  #617  
02-02-2010, 07:53 PM
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In the other thread, you siad you extracted the image from the psx cam files? Can you upload the tool. cause i would like to make a psx mod. That would be cool.
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  #618  
02-02-2010, 09:06 PM
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I said it would be good to do that, I only compared the file names since the screen id's are the same
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  #619  
02-02-2010, 10:34 PM
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I have mannaged to get into the secret part of the abes oddysee demo without dieing. its just a room with bird portal. no matter what i do. the birds fly away.
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  #620  
02-04-2010, 01:33 PM
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I think I'm gonna give up on this for a while again because once again its doing my head in :@! Anyway..

-AE Cam files, it calls mdec_rest before applying the 1kb array and doing the recursive function, the recursive function could be the one thats doing the height stretching.. so that must mean they are mdec compressed?

-Hard coded info in paths etc, it seems that there are OVL files on the psx versions, OVL = overlay which is like a windows dll which would explain the hard codedness..

-BLY files, as per the psx demo these BLY file names are in AE and AO which suggests theyre some sort of debug version of the paths/scripts? Either way the format appears to be completely different from looking at the psx demo, so who knows.

-IDX, seems these are also removed from the PC version? S1.LVL has many IDX'es for each of the other levels in the psx version.

-PSX cam images, the demo and full version of psx AO have some other mdec or whatever related compression it would seem.
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  #621  
02-04-2010, 08:22 PM
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Dont give up yet! At least make level editor 0.2 before you take a LONG break. I want something to at least toy around with for a couple of weeks.
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  #622  
02-07-2010, 03:25 PM
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The cam files in the PSX version of AO are MDEC compressed, I'm 100% sure of this (wrote a noddy ps1 app and managed to display some of the image)

Which leads me to think that "Bits" means "bit stream" since thats what the DCT decoder uses. I don't have a copy of AE for PS1 anymore but I'd put good money on that also being in the same format. The pc uses some werid hacked MDEC variation of the compression, hopefully someone can do something with this info
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  #623  
02-21-2010, 06:40 AM
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Hi, I know that you are working really hard on this but I am just wondering what you are actually doing here as I am quite interested. If it is some sort of level editor, how long do you expect until you have finished it/if you finish it?

Last edited by Jango; 02-21-2010 at 08:05 AM..
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  #624  
02-21-2010, 07:56 AM
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The cam files in the PSX version of AO are MDEC compressed, I'm 100% sure of this (wrote a noddy ps1 app and managed to display some of the image)
Hello! You can create a patch to add subtitles (English) in AO and AE?
I hope you have understood.
I have written to you in pm.
http://www.oddworldforums.net/showpo...postcount=1482
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  #625  
02-21-2010, 08:56 AM
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Do you mean a subtitles only for FMV?
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  #626  
02-21-2010, 01:05 PM
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Please can someone answer my question. ^^

I don't mean to be rude or anything, I would just quite like a response please.
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  #627  
02-21-2010, 01:46 PM
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Do you mean a subtitles only for FMV?
Yes.
Only for FMV.
The alternative answer - Da.
Such patch is necessary to me.
Tak kak ia nixrena niponimay cho oni govoriat!!
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  #628  
02-22-2010, 01:02 AM
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I think this patch isn't needed and is very difficult to make.
Here it is some video transcripts. I wonder they are to be filled all.
http://oddworld.wikia.com/wiki/Abe%2...ne_Transcripts

PS. Write in English or you will recieve a warning from admins.
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Last edited by Versus; 02-22-2010 at 01:14 AM..
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  #629  
02-22-2010, 07:54 PM
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Um... question...
Why are you looking at the PSX versions at all?
It'll be near impossible to ever edit them due to how PSX works, better to worry about PC...
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  #630  
02-22-2010, 10:19 PM
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Jango, the initial goal (at least mine) was to reimplement the game engine. If we can do that, we sure can do a level editor. But either way, it'll take a long time to go. I don't know myself if I'll continue, since what's remaining is some hardcoded things in various places.

RayOni, unfortunately, we don't have much info about FMV's format. But well, if we get to reimplement the A.L.I.V.E. engine, we could add support for subtitles :P

Namida, well. You have a copy of the PSX game, but no more PSX, and you want to play AE on your old computer. That's an example. Another answer is that their are only a few differences between the two versions, and that the A.L.I.V.E. engine is clearly optimised for PSX.
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