02 September 2007, 19:10 | #21 |
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Yeah, it does look like a valid RNC header.
- RNC1 - Decompressed file is 0x00007d00 bytes - Compressed file is 0x00002542 bytes - Output CRC is 0x8206 - Input CRC is 0xBCA0 But I've tried with http://www.yoda.arachsys.com/dk/rnc.html and some RNC ProPack I've found somewhere else (can't locate URL). Both failed. |
02 September 2007, 19:37 | #22 |
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02 September 2007, 21:44 | #23 | |
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Quote:
I've extracted one of the file and attached it to this mail, if you want to give it a shot. |
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03 September 2007, 23:24 | #24 |
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Propack on PC doesn't recognise it but xfd on miggy depacked it fine.
Attached here: Attachment 14645 Last edited by zenox98; 06 June 2013 at 11:30. |
04 September 2007, 13:57 | #25 | |
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Quote:
I couldn't find xfd for PC, so I would need set WinUAE, find+download kickstart/workbench, find that xfd decompressor and learn how all this works. Eek. But thanks guys. You've been helpful! Last edited by Lyverbe; 04 September 2007 at 18:37. |
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04 September 2007, 22:25 | #26 |
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Soz for the quaint English colloquialism
Yes a miggy is an Amiga. If you need help setting up winuae with xfd (it isn't hard) then there are loads of people more knowledgeable on here than me, but if you ask, we'll help, I'm sure! |
28 November 2007, 13:22 | #27 |
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I've disassembled the map generator and created a section on my Captive site that explains how maps are generated (with Antony Crowther's permission, of course).
Letting you know in case you care |
28 November 2007, 14:14 | #28 |
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wow i am impressed
It might be worth doing some dev work |
28 November 2007, 16:45 | #29 |
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like adding CD32 button mapping for movement Bippy?
(are there other keybaord controls? i forget) might make me play it instead of Liberation some time :P oh and i guess that would need a mouse->joystick patch to go with (or youd use both) Last edited by Hungry Horace; 28 November 2007 at 16:54. |
28 November 2007, 17:36 | #30 |
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jesus, I am truly amazed how complex Captive really is. To make all that work so quickly on an Amiga 500 with only 512kb memory to waste :s I bow to the masters of ye olde days.
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29 November 2007, 03:36 | #31 |
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I too am impressed. I am also impressed that someone has managed to figure out how it works, now we need to get a map program made that will allow us to accurately create maps
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29 November 2007, 03:43 | #32 | |
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Quote:
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29 November 2007, 13:24 | #33 |
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29 November 2007, 13:36 | #34 | |
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Quote:
So thats how the root finder works. It confused me because it worked "too well" in real-time, I was sure there was not enough cpu power to do that kind of route calculation in real-time. Really nice "automatic" solution |
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29 November 2007, 15:21 | #35 | |
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I'll check over the weekend as i'd like to play myself. Looking at your explanations i don't quite understand how all this is generated from a seed value and results in the same maps being generated generally time in, timeo out.. maybe I miss something! |
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29 November 2007, 15:38 | #36 | |
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Quote:
You can write: Code:
Seed 1234 ; <- Put any number of your choice GenerateNewDungeon With Total Chaos you can actually see the whole map at once from overhead view to confirm this easily. |
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29 November 2007, 16:04 | #37 |
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I know this, but in the instructions it says it does some mathematical computations to the seed and then uses that.
I think to understand this properly I will need to resource the mapgen prog.. Guess I'm gonna be transferring my hdf's to my girlfriends laptop so I can have a play |
29 November 2007, 17:13 | #38 |
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what i dont understand, is what you do with it once you understand it?
generate Captive maps for other games??? an AGA version perhaps? |
29 November 2007, 19:12 | #39 | ||
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Quote:
n = OldValue * 1234 n = (n + 29) & 0xffff n = (n << 8) | (n & 0xff) OldValue = n If you initialize "OldValue" with the seed 1, calls to the mathematical operations above will create 61188, 3526, 35172, etc. If you initialize it with the seed 2, the same calls with create 49417, 32127, 12014, etc. That's how a single seed number creates completely random numbers. I didn't want to be too technical on the webpage to not confuse anyone Quote:
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29 November 2007, 22:21 | #40 |
Total Chaos AGA is fun!
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How do we use your map generator on the Amiga?
Amiga version has better graphics. |
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