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Old 10 July 2013, 11:22   #1
BippyM
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Allo Allo

I have decided to somplify things and started at A

I have found the tiles and maps for level 1 of Allo Allo, but some of it hasn't matched correctly.

Attached is my project, and if you look at the map in the ripper tab you'll see some looks spot on, while some of the map has very wrong tiles. Now I know it's something silly (Mask or similar) but am unsure of how to get it looking right.

Advice would be helpful please

Last edited by BippyM; 10 July 2013 at 22:30.
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Old 10 July 2013, 12:19   #2
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I believe the maps mix different tiles, so they'll have to be joined together separately. Someone else started Allo Allo as I have some of the files here and used it as a test. From memory something like a 231 tile offset was needed on some parts of the map.
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Old 10 July 2013, 12:40   #3
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Well if someone else is working on it i'll leave it.
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Old 10 July 2013, 13:51   #4
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On second thoughts I think I have figured it out. I'll use photoshop to cut and paste the map so it is correct..
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Old 10 July 2013, 20:23   #5
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right...i´ve started them in february/march this year and told Codetapper this mixed tiles indexes...

currently i'm not ripping much maps(even if Maptapper is a godsent tool) but i'm concentrating to fiddle out how the custom map formats are working...

one of the last ones was Agricola, which i've uploaded.
now my question to you...is it worth enough for you beginners to start a thread for each game which uses a custom format to teach you my methods to find out the custom formats?

maybe my english is not very well and someone might correct my spellings....
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Old 10 July 2013, 20:51   #6
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Do you mean you don't want a new thread for each game, but one thread overall?

Also with the ADJUST setting it to the correct adjustment can allow you to flip between the two map states. I have got Allo Allo level 1 done. Shall I continue or do you want to finish Allo Allo?
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Old 10 July 2013, 21:20   #7
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Here is the first level for Allo Allo (Apart from EAB changing file from png to jpg!)

Are there any obvious mistakes?

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Old 10 July 2013, 21:39   #8
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no, i want to create a thread for each game with a custom format....

and yes, please continue your work....as i said...i concentrate on how the maps can be build with Maptapper...currently working on 5th Gear.....

it is "block" based too...very similar to Brat....
tiles to blocks indexes already found, but map to blocks is not solved by now....
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Old 10 July 2013, 22:29   #9
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Cool.

All 5 levels for Allo Allo here:> http://eab.abime.net/project-maptapp...py-s-maps.html

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Old 04 October 2013, 21:05   #10
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Quote:
Originally Posted by Joe Maroni View Post
no, i want to create a thread for each game with a custom format....

and yes, please continue your work....as i said...i concentrate on how the maps can be build with Maptapper...currently working on 5th Gear.....

it is "block" based too...very similar to Brat....
tiles to blocks indexes already found, but map to blocks is not solved by now....
5th Gear is simply 2x2 tiles to form a block with word indexes, then a horizontal byte map with a width of 10 for the main game. All levels are in memroy very near each other. The palette is never set by the copperlist so requires a little trick to get the palette loaded. It might be worth a tutorial!
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Old 05 October 2013, 05:03   #11
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Thanks for this information,
right, i looked at the info tab in Maptapper and there is only one WAIT command in the copperlist...


a tutorial about how you found the right palette would be good...
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