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  #301  
12-20-2007, 03:29 PM
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I'm really close to decoding type 4 sprites Not sure how to apply the palllete yet though, and I always end up with an extra pixel in the image which might break some other sprites
But once those are sorted there should be quite a few AE sprites to play with ;D

edit: Got palts working but seems I havent got the width and height figured out properly yet
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Last edited by Paul; 12-22-2007 at 06:11 PM..
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  #302  
12-24-2007, 06:29 AM
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I'm really close to decoding type 4 sprites Not sure how to apply the palllete yet though, and I always end up with an extra pixel in the image which might break some other sprites
But once those are sorted there should be quite a few AE sprites to play with ;D

edit: Got palts working but seems I havent got the width and height figured out properly yet
I cant quite make out the the one on the left... what is it?
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  #303  
12-25-2007, 04:57 AM
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If you listen to the MISEQ19.mid from the ripped music it sounds like "normal" instruments sounding. Like directly recorded in a studio and then the game distorts them to sound all wierd and, well, computergame-like.
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  #304  
12-25-2007, 05:48 AM
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I cant quite make out the the one on the left... what is it?
The door that opens where abes head pops up and says hello
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  #305  
12-25-2007, 10:40 AM
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paul do you have news about add graphic filter for get a better graphic on the pc version of abe games?
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  #306  
12-26-2007, 10:38 AM
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As I've said before, not for a very veryyyyyyyyy long time. On the plus side I can convert type 4 AE sprites, im working on type 3, that will allow conversion of 90% of the games sprites.
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  #307  
12-26-2007, 06:33 PM
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Paul , thats awsome, 90%, whoot, long ago we didn't even have anything and now, 90%!!!
Great Job Paul, Actualy, Exelent Job!
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  #308  
12-26-2007, 08:42 PM
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Yeah, there are 8 types of sprites, but it seems like 3,4 and 8 are the only ones actually used, ive done 4, and im doing 3 now, so that only leabes 8 which a few sprites use.
As for the cam files, I don't know where the hell its getting its shift offset lookup table from..
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  #309  
12-27-2007, 10:36 AM
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The door that opens where abes head pops up and says hello
Oh yeah, i can just see abes head shape


:
Yeah, there are 8 types of sprites, but it seems like 3,4 and 8 are the only ones actually used, ive done 4, and im doing 3 now, so that only leabes 8 which a few sprites use.
As for the cam files, I don't know where the hell its getting its shift offset lookup table from..
Very well done on progress of these level files,
hopefully you get so far in progress, we will be
making our own screens
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  #310  
12-27-2007, 05:40 PM
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i've been working on the BND Files, they are scripts on which sligs, bird portals, and modduckens are placed, if some how paul you can figure its structure or something, we can make a Level Editor, Compiling The CamTool For Backgrounds And A Future BND Editor With Maybe a ban editor, a full level editor! !!!!!
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  #311  
12-27-2007, 05:48 PM
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Yeah... BND is exactly the same as .BAN but they have mutipul BAN parts all stuck together
So in a BAN you could have just Anim or Font, in BND you can have 5 Anim's and 3 Fonts etc.
There are no scripts in ban or bnd, they are purely sprites..
I can't parse all of the frame table properly ATM though, once thats sorted all type 3,4 and 5 sprites will be done for AE.
However slig beat seems to be a bit screwed up :s I can't play the animation in the game though cause I don't even seem to beable to beat any muds when I press X.
So wtf is the beat up muds default key??

edit: Oh btw if you're trying to make a level editor read what I posted a while back about the [level name]path.bnd Those are the ones you need to look at (actually is that what you are talking about?). Those are called bnd since there is mutipul Path's in them, but I just call them path files.
Actaully the S1Path.bnd in AO should be called S1Path.ban if it follows the rules properly
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  #312  
12-28-2007, 03:17 PM
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yer i was looking at the path file, i thught since its got a script on were screens are i would try to muck it up i did some edited and i made the first screen swap with the second, but abe starts on the first, and the game starts likenormal except its starts on the secong screen so abe has to run all the way to the right, and then you can see abe, its very confusing, in repture farms first cam file, there some code to make it the first screen. The teleport thing is a debug in the ddcheat look what i found while hex editing. Its a little bit of code. maybee paul you can understand it, its in a binary form so hex it as if it were a Bin Or EXE File!
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  #313  
12-28-2007, 11:47 PM
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Yeah I've told you I've seen that before... heres the function its in:

00415E1F CC INT3
00415E20 > > 56 PUSH ESI
00415E21 . 8BF1 MOV ESI,ECX
00415E23 . 68 A8135500 PUSH Exoddus.005513A8 ; ASCII 0A,"[Teleport]"
00415E28 . E8 33F70D00 CALL
00415E2D . A1 5C0F5500 MOV EAX,DWORD PTR DS:[550F5C]
00415E32 . 25 FFFF0000 AND EAX,0FFFF
00415E37 . 8B0C85 640F550>MOV ECX,DWORD PTR DS:[EAX*4+550F64]
00415E3E . 51 PUSH ECX
00415E3F . 68 88135500 PUSH Exoddus.00551388 ; ASCII "Level (1,2): %s
"
00415E44 . E8 17F70D00 CALL
00415E49 . 33D2 XOR EDX,EDX
00415E4B . 66:8B15 5E0F55>MOV DX,WORD PTR DS:[550F5E]
00415E52 . 52 PUSH EDX
00415E53 . 68 68135500 PUSH Exoddus.00551368 ; ASCII "Path (Up/Down): %d
"
00415E58 . E8 03F70D00 CALL
00415E5D . A1 600F5500 MOV EAX,DWORD PTR DS:[550F60]
00415E62 . 25 FFFF0000 AND EAX,0FFFF
00415E67 . 50 PUSH EAX
00415E68 . 68 48135500 PUSH Exoddus.00551348 ; ASCII "Camera (Left/Right): %d
"
00415E6D . E8 EEF60D00 CALL
00415E72 . 68 24135500 PUSH Exoddus.00551324 ; ASCII "Teleport = Enter Reset = Alt
"

Which brings me back to the point that the screen shot you had of this can't be real since %d is a C String which would become a number
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  #314  
12-29-2007, 05:31 PM
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Or, there could be a script that converts it to name? :s But anyway, is there any evidence on how to start it, you know, activate the teleport function. If so, your the best! By The Way, what program did you use to make that code, iv'e tryed "PE Explorer" and i guess it does its job.
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  #315  
12-29-2007, 05:38 PM
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I use ollyDbg its a pretty good debugger. The function isn't called directly, its done by call eax or somthing so there isnt a way to know where or even if its called at all. There is a lot of stuff in the exe that is never used but you can edit the memory to force it to execute, of course the game will crash after doing so since the stack is buggerd up.
Im thinking a level editor might not be possible because it seems to be in exactly the same format as AO path files, the offsets are added onto a base pointer in a table of function pointers which do some pre-hardcoded stuff :/
Also the shift table used to decode cam files is created by using some other hardcoded lookup table.. so thats not looking too good either.
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  #316  
12-29-2007, 05:57 PM
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how can i edit the memory?
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  #317  
12-29-2007, 10:27 PM
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Like I said.. use ollyDbg..
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  #318  
12-31-2007, 07:50 AM
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Well, I found a better memory editing program, Quick Memory Editor, it is realy good for games, i can make scrabs disapear, by swapping SCRAB.BND with code UXB.BND!

Happy New Year!

:P
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  #319  
12-31-2007, 10:56 AM
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Yeah but thats pointless if you're trying to figure the file formats out, you need to see the machine code thats mainpulating the memory, what you've done can be done by just hexing the files, change scrab.bnd to uxb.bnd in the Indx of the lvl file or change its ResID to 0, it will do the same thing just because the game can't find the file to load it.

edit: Found somthing where you can open a file if its missing, dunno how you'd do it without doing it the way I did it though (forcing it to run by editing function return values etc)

edit again: who has used the level select cheat? I saw this

Positive 2 Positive 1 Negative 2 Negative 1 Slog/Fleech Attack Slog/Fleech Clash Slog/Fleech Angry Character Possessed Character Attack Character Patrol Mystery Silence Ride Elum Base Line meat grenades rocks none Credits Test Level Bonewerks Ender

Test Level?
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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.


Last edited by Paul; 01-05-2008 at 02:13 AM..
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  #320  
01-05-2008, 06:23 AM
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could you teach me how to activate it, and Test?, that Must be a secret cheat! HMM..
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  #321  
01-05-2008, 06:52 AM
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how you lot understand and know how to do all this is beyond me.but i do like seeing what you find and come up with.keep it going!
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  #322  
01-05-2008, 09:08 AM
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could you teach me how to activate it, and Test?, that Must be a secret cheat! HMM..
its not a cheat, its a debug/devlopment thing.. you just need to step through the file loading functions and edit the return value in the eax register
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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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  #323  
01-05-2008, 09:31 AM
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I've tried, while in hex, changing Fleech.BND to ABEGAS.bnd, then the game crashes.. is it wrong to switch the values around?, it crashes 0NLY when i'm in range of a fleech. wtf?

oh, and wheres stmod located?

Last edited by ParamiteSurprise; 01-05-2008 at 09:34 AM..
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  #324  
01-05-2008, 11:22 AM
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Because you also need its resource ID, the easiest way of switching them would be to just rename the files and recreate the lvl file since the offsets and file sizes would also be wrong if you just hex'ed the name to somthing else.
Also if you switch them like that it prob still won't work cause there is tons of stuff thats hardcoded into the game, which is a very poor way of doing things and also why the game exe is so huge
One way of doing it might be to edit the path file, im not sure if that would be possible either (yet) cause each "section" has an id, and the id is an index into a function pointer table, each function has a set of files it will load, so there are some tight restrictions..
Although at least the files seem to be grouped logically, e.g if slog.bnd is loaded so is slogblow.bnd metalexplosion.bnd or whatever etc..
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  #325  
01-05-2008, 02:47 PM
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It works renaming the video files, and i made the GT interactive last, and OWI Play first , also, changed the Bad ending to the good ending, so either way you will get the good ending FMV, but not the unlocks.

Oh, and why couldnt oddworld be as easy modded as GTA you can change ANYTHING



:
Well, I found a better memory editing program, Quick Memory Editor
I used to use quick memory editor, then my trial went up, so i switched to something free, called cheatengine, edits memory aswell as hex and speed values.

Last edited by ParamiteSurprise; 01-05-2008 at 02:50 PM..
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  #326  
01-05-2008, 05:14 PM
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Prob cause the videos don;t have res id's
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  #327  
01-21-2008, 07:53 PM
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no one's talking anymore, as i have said before, are you working on anything paul?
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  #328  
01-22-2008, 06:29 AM
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That "frame buffer" happens when ya turn the Scroll Lock on, it happens ingame too - - i just dont understand it


actually the game shows that when you write the line in the shortcut and while playing press tab.
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  #329  
01-22-2008, 09:20 AM
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Can someone plz group all of the downloads to the first post so we dont have to go all away round 11 pages for them?
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  #330  
01-22-2008, 11:56 AM
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If you make a list, I'll edit the first post and add them in.
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