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  #781  
07-23-2010, 03:47 AM
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Paul, have you already made the program to convert exoddus cams into bmps, but in a console version? Cause im just happy with that.
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  #782  
07-23-2010, 10:29 AM
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Ahh, it's ok Paul. I will just just make Abe's Exoddysee/Oddoxodus or something! There are some screens which are very similar both on Exoddus and on Oddysee (obviously not graphically, but the layout is) and I intend to make some sort of weird level by mixing cam files around.
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  #783  
07-25-2010, 02:42 AM
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Chubfish I hope to see your work someday. Abe's Oddysee with the Exoddus Graphics would be awesome!
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  #784  
07-26-2010, 04:33 PM
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So here is the decoder app at last, download the file and remove the .ttf so it ends with .zip and extract. Follow the readme and there you go!

From my testing it all seems fine apart from there could be an issue with 1 AE cam file not converting properly (STP01C11.CAM). Or it could be this is how the file is supposed to look.

Don't bother asking about replacing CAM images in AE because its NOT going to happen.

Edit: Oh BTW this will also convert pretty fast since its mulit threaded, it took about 2mins to convert all AE and AO files on my laptop

Since this uses Qt it builds and runs on Linux (which is what I developed it on) but I won't be releasing any Linux versions, I tested it under wine and it appeared to function correctly.
Attached Thumbnails
Click image for larger version

Name:	decoder.PNG
Views:	290
Size:	15.2 
ID:	11724  
Attached Files
File Type: ttf Decoder_1.0.zip.ttf (3.46 , 469 views)
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Last edited by Paul; 07-26-2010 at 04:37 PM..
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  #785  
07-26-2010, 05:25 PM
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I found something weird using this tool. In ba.lvl, we have BAP03C15 and BAP05C15 which are exactly the same (And a few others, too). What could this possibly mean?
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  #786  
07-26-2010, 06:08 PM
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Exactly the same? Are the source files the same?

Edit, I see them, strange.. maybe one has some extra data blocks such as Font or whatever.. could try removing one or the other and going to that screen.

Also what does your STP01C11.CAM look like?
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Last edited by Paul; 07-26-2010 at 06:13 PM..
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  #787  
07-26-2010, 11:11 PM
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Thanks for that! I'm going to try it out this afternoon.

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  #788  
07-27-2010, 03:12 AM
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THANKYOU so much for making it multi-threaded! It took me 13 seconds to convert all cams from each game!
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  #789  
07-27-2010, 03:29 AM
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THANKYOU so much for making it multi-threaded! It took me 13 seconds to convert all cams from each game!
Wtf 13 seconds? What CPU do you have?
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  #790  
07-27-2010, 04:38 AM
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Exactly the same? Are the source files the same?

Edit, I see them, strange.. maybe one has some extra data blocks such as Font or whatever.. could try removing one or the other and going to that screen.

Also what does your STP01C11.CAM look like?

Black, a few cyan lines on top. File attached.
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Name:	STP01C11.CAM.bmp
Views:	273
Size:	450.1 
ID:	11725  
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  #791  
07-27-2010, 05:22 AM
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Hmm I'll have a look at it later, I think the problem is that it might be getting detected as an AO cam file, I think that is the only one that fails though
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  #792  
07-27-2010, 05:51 AM
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Man I can't imagine how long it wouldve taken you to reverse engineer all the code and files from the games and write this decoder program but it's really brilliant. OWI would be proud. Good work man.
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  #793  
07-27-2010, 04:01 PM
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Thanks, I fixed the issue with the broken cam file, turns it out its just black anyway so I won't bother releasing a fix for it just yet.

In the next version I'll hopefully have FG1/Font or Anim added in! This could take any amount of time though
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  #794  
07-27-2010, 11:15 PM
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Great, Paul! I'll keep an eye on this thread!
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  #795  
07-28-2010, 01:29 AM
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Wtf 13 seconds? What CPU do you have?
QuadCore AMD Phenom II X4 945, 3000 MHz

I'm making a vid for youtube that has all the cam files for each game, in the order that they should go. (Level order: e.g. R1, E1, L1, F1, F2, F4)
Each cam is shown for .10 seconds. Ill post a link in the fan corner when done.
Thanks again Paul

EDIT: here it is: http://www.youtube.com/watch?v=M1taUnL5iu0

Last edited by Littleleeroy; 07-28-2010 at 09:02 AM..
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  #796  
08-08-2010, 02:25 PM
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Here is the next release of the decoder app, the one cam that didn't convert properly has been fixed. And it will now attempt to convert all AO sprites (yes it really should be *all* of them).

Edit: Forgot to mention, it requires the DLL's from the previous version.

Double edit: Also forgot to say that AE sprites are in the works for the next version, hopefully to the same level of completeness as AO
Attached Files
File Type: zip Decoder_0.2.zip (179.3 , 359 views)
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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; 08-09-2010 at 10:53 AM..
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  #797  
08-10-2010, 02:52 AM
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Great job on all the sprites! I found a *bug* with your Decoder V0.2, in which when you choose the output folder using the programs 'choose' a folder feature, e.g. C:\~\ODD CAM\converted the program renames each new folder to:
convertedABEBLOW.BAN
in the ODD CAM\ folder, instead of ODD CAM\converted\
I can get around this by just adding a \ to the end of the line, but maybe you could update it in V0.3.
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  #798  
08-10-2010, 09:35 AM
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Great job on all the sprites! I found a *bug* with your Decoder V0.2, in which when you choose the output folder using the programs 'choose' a folder feature, e.g. C:\~\ODD CAM\converted the program renames each new folder to:
convertedABEBLOW.BAN
in the ODD CAM\ folder, instead of ODD CAM\converted\
I can get around this by just adding a \ to the end of the line, but maybe you could update it in V0.3.
Cheers, I'll fix that one
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  #799  
08-12-2010, 11:21 PM
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I made A nice little Animation viewer for all!

Can anyone find the easter egg? :P


Oh and paul, are you willing to give me the source code just for ban and bnd files. I just want to implement it into my program.
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File Type: zip AbeAnimViewer.zip (477.6 , 276 views)
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  #800  
08-15-2010, 06:59 AM
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I'm not sharing my code at the moment ;( Besides its C++ so you can't use it directly in a vb/c# app.
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  #801  
08-19-2010, 02:28 AM
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I might sound like a bit of a noob but i've downloaded your decoder v0.1 and 0.2 and it dosn't seem to be working for me

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This application has failed to start because QtCore4.dll was not found.
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  #802  
08-19-2010, 02:40 AM
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I might sound like a bit of a noob but i've downloaded your decoder v0.1 and 0.2 and it dosn't seem to be working for me
Same here, were not noobs.
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  #803  
08-19-2010, 04:43 AM
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Same here, were not noobs.
I'm pretty sure we're all thinking the same thing right now. It doesn't need to be said.
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  #804  
08-19-2010, 06:54 AM
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I might sound like a bit of a noob but i've downloaded your decoder v0.1 and 0.2 and it dosn't seem to be working for me
Sorry I should have been more clear in my second post .

0.2 requires DLL's from 0.1 I did not upload them twice since theyre quite large. What you need to do is download 0.1 and extract all the files from the zip (which contains QtCore4.dll) and then it will work.

To use 0.2 you need to copy the dll files from the 0.1 release into the 0.2 release, hope this helps!
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  #805  
08-19-2010, 08:38 AM
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Also forgot to say that AE sprites are in the works for the next version, hopefully to the same level of completeness as AO
Nice progress.
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  #806  
08-19-2010, 02:49 PM
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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
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Name:	ABEBSIC.BAN.PNG
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  #807  
08-20-2010, 11:04 AM
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nice work paul this is great
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  #808  
08-20-2010, 11:50 PM
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Great work!
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  #809  
08-21-2010, 10:54 AM
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hmm im having trouble finding slig movement sprites...
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  #810  
08-21-2010, 12:53 PM
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hmm im having trouble finding slig movement sprites...
In 0.2 there is a slight bug where repeated frames are not saved out many times, what do you mean by movement, walking / running?
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