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  #811  
08-21-2010, 12:55 PM
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well his walking/running cycle is or bugged or something...
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  #812  
08-21-2010, 12:59 PM
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well his walking/running cycle is or bugged or something...
Ahh that will prob be the missing duplicated frames, I *may* get version 0.3 out tomorrow that should fix this and give you full sprite sheets too rather than individual frames.

I really wanted to get FG1 working but its harder than I expected
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  #813  
08-21-2010, 01:09 PM
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,well you did a good job with this,i really like it
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  #814  
08-21-2010, 05:19 PM
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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.
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  #815  
08-22-2010, 02:34 AM
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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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  #816  
08-22-2010, 02:36 AM
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I found that lots of sprites all in their own dirs was a nightmare to actually make use of..

So now each row all has the same width and height and each row is stuck together in a massive sprite sheet as shown below, much better
Brillant work paul, plus rep.
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  #817  
08-22-2010, 05:30 AM
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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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Last edited by Scraby; 08-22-2010 at 03:53 PM..
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  #818  
08-24-2010, 09:34 AM
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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 )
All righty, so it seems there is a bug in the part of my app that parses the frame table since these are missing and abegas.ban has nothing converted at all

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!
Attached Files
File Type: zip Decoder 0.3.zip (181.5 , 343 views)

Last edited by Paul; 08-24-2010 at 10:37 AM..
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  #819  
08-24-2010, 05:38 PM
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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....
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  #820  
08-24-2010, 06:30 PM
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great job paul
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  #821  
08-26-2010, 12:03 PM
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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....
I don't think thats a bug, I think those Anim's actually exists in the cam files for some reason
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  #822  
08-26-2010, 07:47 PM
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Just a theory, but maybe it uses different sprites for different screens?
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  #823  
08-27-2010, 12:15 AM
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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!
Attached Files
File Type: zip Decoder 0.4.zip (181.3 , 308 views)

Last edited by Paul; 08-29-2010 at 10:54 AM..
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  #824  
08-30-2010, 06:59 PM
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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.
Attached Thumbnails
Click image for larger version

Name:	Abe FG1 Diagram.png
Views:	367
Size:	313.4 
ID:	11834  
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Last edited by mlg man; 08-30-2010 at 07:14 PM..
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  #825  
08-31-2010, 12:57 AM
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This is great! Thanks for all your work.
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  #826  
08-31-2010, 10:50 AM
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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.
The other guy fully documented the AE FG1 format, its similar in AO it seems there are 3 "types".

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
Attached Thumbnails
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Name:	FG1.JPG
Views:	361
Size:	22.7 
ID:	11835  

Last edited by Paul; 08-31-2010 at 03:31 PM..
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  #827  
09-01-2010, 05:30 AM
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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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Last edited by Scraby; 09-01-2010 at 12:21 PM..
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  #828  
09-01-2010, 03:23 PM
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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
Possibly, but it would take a lot of effort, you can't change the width or height either, or the number of frames etc.. what exactly would you be looking to change?
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  #829  
09-02-2010, 03:18 AM
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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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  #830  
09-02-2010, 05:52 AM
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Standard glukkon
Those glukkons in SoulStorm Brewery.
They are green.

Last edited by NovaMan; 09-03-2010 at 05:58 AM..
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  #831  
09-03-2010, 05:04 PM
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Is it possible to replace non converted bnds with othere bnds that have the same amount of frames?

:
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
Oh, its photoshoped. But, i am making my own Slig game which uses that kind of method. If you want me to send you a demo of my game, PM me
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Last edited by mlg man; 09-03-2010 at 05:07 PM..
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  #832  
09-04-2010, 07:31 AM
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  #833  
09-05-2010, 09:11 AM
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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
Attached Thumbnails
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Name:	FG1 335.bmp
Views:	332
Size:	450.1 
ID:	11851  

Last edited by Paul; 09-06-2010 at 02:04 PM..
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  #834  
09-05-2010, 09:43 PM
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thanks,i was making a game with sligs too but i didnt know how to make that
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  #835  
09-07-2010, 11:40 AM
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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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  #836  
09-08-2010, 04:06 AM
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plus rep
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  #837  
09-08-2010, 10:34 AM
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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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  #838  
09-08-2010, 10:45 AM
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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?
Short answer: Yes...

Long answer: ...but it probably won't happen.

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  #839  
09-09-2010, 10:32 AM
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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?
Check out the open source alive engine thread for the new engine level editor mock ups

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
Attached Files
File Type: zip Decoder 0.5.zip (186.0 , 473 views)

Last edited by Paul; 09-12-2010 at 02:06 PM..
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  #840  
09-14-2010, 04:20 AM
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gz paul
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