07 July 2008, 20:58 | #41 |
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very professional packaging. I have tested the editor with the CD32 data and I must say it works very well and it looks very convenient.
I have slightly modified a level, saved, and it worked. Good job figuring out all the level / tile codes, and writing such a profesionnal editor. But even with all those features, it's a lot of work to create levels from scratch. The only easy way to do it is to create a png with PSP (using grid mode) and to import the image. A suggestion: when adding Lucozade, apples, bonuses... you could automatically couple the apple tile with the "bonus" behaviour. Same thing for spikes, etc... This way it's a lot faster to create levels. BTW Do you want to try to do the same for Chaos Engine CD32? I think this is a lot tougher. I already figured out the tile layout and the sprites, but there's a lot of other data and I cannot figure them out. Maybe it would require some resourcing... Anyway, we should rename this thread now, since the Imploder compression works. Last edited by jotd; 09 July 2008 at 11:27. |
10 July 2008, 22:26 | #42 | ||||
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I'm still working on Froggy. While modifying World 1 I got the urge for more features to make the tile editing a bit faster\easier. World 1 and 5 are probably the most difficult to edit because of the "dirt" tiles that need to look align, as well as their shadows when you go underground. |
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11 July 2008, 08:31 | #43 | |||
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Then I use the "import" feature of my editor to recognise the tiles (using a simple RGB pixel to pixel comparison) and re-insert the tiles in the editor. This way I can work only with PSP (using the undo feature, etc...) for the background tiles, and then I can import the image in the editor to add things I cannot do with PSP. I can export back to PNG afterwards. That's the best and fastest solution I have found to create levels. Else, you'll have to implement a lot of stuff in your editor and you'll never get the flexibility of PSP. [QUOTE] Team17 had this idea too, because the data for this is actually inside the level files! I haven't gotten around to adding it yet though, I want to do it Right, which means adding a sortof sub-editor for this data as well. [QUOTE/] you mean that you could not add new bonuses, only change the backgrounds. You need a little more guesswork to create a full Superfrog editor. I don't think people would like tweaked levels. They'd like brand new levels. I suggest that you check my Gods Editor (if you don't know it, it does not create data for the original Gods game, but for my remake). Quote:
I'm able to write maps for Chaos Engine from the level data, but not more. No bonuses locations, no nodes, no exits. I've been daunted by the amount of unknown data. And it exists a possibility that some stuff is code-driven (specially with the Bitmaps and their complex secret stuff). So you won't be able to create a brand new level without actually coding stuff, which is impossible when using the original engine. But if you can figure out the file format, it will be easier for a Java / C++ remake anyway Quote:
Hence the export/import function, and work by block of tiles directly in PSP. In the context, it's much easier. |
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11 July 2008, 11:37 | #44 | ||||
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22 July 2008, 16:58 | #45 | |
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(but the mapfiles on EAB are not mine) the other information in the level files is unknown to me. |
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22 July 2008, 17:54 | #46 |
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I had a closer look at the level files, I've found out only a few bits more besides the level format. If I get something more usable, I'll let you know.
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14 February 2011, 00:08 | #47 |
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If you're implementing a decompressor you need to implement every feature. But, with a compressor, you can implement a tiny little subset of the features ... anything that outputs something that looks Imploded (and so that SuperFrog accepts). I bet that means you hardly need any code.
Last edited by mrdiskodave; 14 February 2011 at 11:55. Reason: be clearer |
03 May 2011, 09:54 | #48 | |
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Sorry for the topic deviation but:
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10 December 2013, 10:00 | #49 |
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Sorry for necroposting, but this is fully rewritten and fully functional Windows version of FImp.
Used: Musashi 68k, EASy68K, explode.c, IMPLODER.S. Last edited by Dr. MefistO; 10 December 2013 at 10:09. |
12 December 2013, 15:02 | #50 |
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it does work
crunched the Imploder amiga-executable, decrunched with xfddecrunch within winuae - and the result still works edit: the "imploder test" does hang after mode 02 - tested with the imploder execuable: Mode 00: 73514 bytes Mode 01: 72360 byte Mode 02: 70758 byte now nothing, program stalled. Last edited by emufan; 12 December 2013 at 15:07. |
12 December 2013, 20:20 | #51 |
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Don't know about amiga-executables. I have wrote only data-mode to compress and decompress binary data.
And I'll check this file. It named FImp? |
12 December 2013, 23:28 | #52 |
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the imploder was just given as an example. you can just try win_imploder.dll, inclued in your archive above. the gui is stalled forever, after displaying Mode 02 of "implosion test".
win7 home premium x64 amd cpu. is it possible , to insert the output-filename automaticaly. just adding a bin at the end or something? |
13 December 2013, 06:23 | #53 |
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In "Implode test" it not creates output file, it's just testing compression ratio.
Compression mode up from 03 takes much more time and memory to compress. I think that something going on with stack. And 0x200 bytes is not enough for compression in such cases. Try to compress small files and it will work. So, I'll try to do something with this. Last edited by Dr. MefistO; 13 December 2013 at 06:29. |
13 December 2013, 15:24 | #54 |
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you are right, ofcourse
Code:
Mode: Implosion test; Mode 00: 518 bytes Mode 01: 318 bytes Mode 02: 282 bytes Mode 03: 284 bytes Mode 04: 284 bytes Mode 05: 284 bytes Mode 06: 284 bytes Mode 07: 284 bytes Mode 08: 284 bytes Mode 09: 284 bytes Mode 10: 284 bytes Mode 11: 284 bytes Best mode is: 02 (282 bytes). Done! |
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