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Old 09 February 2011, 10:52   #21
laffer
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Very cool, I never expected anyone to do this so quickly!

Thanks!

Would it be easy to grab the rest of the maps now that you know how to rip them, or would it still be a lot of hassle?

Last edited by laffer; 09 February 2011 at 14:47.
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Old 09 February 2011, 22:52   #22
Joe Maroni
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no...there is just only one value left that needs to be changed for each map but i´ll explain it later..

look at HOL....next map done....

http://hol.abime.net/828/gamemap

it would be helpful to get savestates of the levels to rip the maps...but only from AGA version first...i didn´t checked if the ECS/OCS version work the same way....
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Old 09 February 2011, 23:33   #23
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These are the level codes for the AGA version.

02-"E54C67AA"
03-"B5A48352"
04-"D5F4AB62"
05-"95B48B42"
06-"85A4834A"
07-"85B48B42"
08-"F54C6FAA"
09-"C57C77B2"
10-"D56C7FBA"
11-"A5149F5A"


Some of them are indoor 3D sections like level 3.

Last edited by Steve; 19 February 2011 at 20:53.
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Old 10 February 2011, 10:42   #24
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Awesome

By the way, I just noticed the Amiga 1200 Jurassic Park box has 2 screenshots from the SNES version on the back, and only one that looks like the Amiga version (in the middle) -

http://hol.abime.net/828/boxscan
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Old 10 February 2011, 10:45   #25
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Good work Joe !!
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Old 10 February 2011, 20:42   #26
Joe Maroni
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Quote:
Originally Posted by Steve View Post
These are the level codes for the AGA version.

02-"E54C67AA"
03-"B5A48352"
04-"D5F4AB62"
05-"95B48B42"
06-"85A4834A"
07-"85B48B42"
08-"F54C6FAA"
09-"C57C77B2"
10-"D56C7FBA"
11-"A5149F5A"


Some of them are indoor 3D sections like level 4.
i know the levelcodes, but i worked with the AGA TOSEC version cracked by Fairlight
after typing the correct code for level 5 it requests for disk 4. inserting the disk, load some tracks and after displaying the title screen the game ends up with a guru....

some working savestates would be useful....


EDIT: tried level 10 and saw it is a 3D section...ripped the overview map of the section with gfxrip...should it be added to HOL ??
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ID:	27873  

Last edited by Joe Maroni; 10 February 2011 at 21:37.
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Old 10 February 2011, 21:47   #27
Steve
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PM me your email address and I'll send you the IPF file. The cracked version is buggered!

Quote:
Originally Posted by laffer View Post
By the way, I just noticed the Amiga 1200 Jurassic Park box has 2 screenshots from the SNES version on the back, and only one that looks like the Amiga version (in the middle)
I think the middle one is from the PC version. There are no Amiga screenshots on the back of the Amiga box. Scandalous! lol.

Last edited by TCD; 10 February 2011 at 21:49. Reason: Back to back posts merged. Use the edit function.
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Old 12 February 2011, 15:26   #28
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One thing about the first level of Jurassic Park - it actually consists of two maps, the outside map and a 'sewer' map.
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Old 12 February 2011, 19:29   #29
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Can I get a savestate of the sewer level?
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Old 12 February 2011, 22:54   #30
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Oh I should have thought of that, I'll get right on it!
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Old 12 February 2011, 23:29   #31
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i thought to find out the right format that JP use, but i stuck on level 5 and 6 now...

the method i used for level 1 and 3 worked fine, but the next levels seems to work in another way....

never saw this....
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Old 12 February 2011, 23:31   #32
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Sewer Level is in the zone.
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Old 15 February 2011, 22:05   #33
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hmm...i thought to get it, but it looks like the game works in another way...

map data was found at 890584

i´ve run the data through this code:
Quote:
source$ = RequestFile$("","",0,"")
dest$ = RequestFile$("","",1,"")

s = ReadFile (source$)
d = WriteFile (dest$)


For i = 0 To FileSize(source$)/2-1

value = ReadShort (s)

value = swap_bytes (value)

;;;;
;this is the part that is used to change the format that lvlrip can use it
;;;;
value = value Shr 2

;level1 = $BA
;level3 = $130


If value => $BA
value = value -2
Else
value = value -1
EndIf
;;;;
;end of main part
;;;;


value = swap_bytes (value)
WriteShort d, value

Next
End


;read a short and swap bytes to get the right value
Function swap_bytes (word)
byte1 = word And 255
byte1 = byte1 Shl 8
byte2 = word Shr 8
mod_word = byte1 Or byte2
Return mod_word
End Function
it works fine for level 1 and 3, but at level 5 it won´t work anymore...even the sewer level looks bad....


but i´m still working on it...didn´t tried all methods....
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Old 15 February 2011, 22:44   #34
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Glad to hear you haven't given up

But even if it turns out to be impossible, it's still much better than nothing to have two of the maps
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Old 16 February 2011, 09:57   #35
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I don't said that it is impossible. It needs only more investigation.
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Old 17 February 2011, 19:30   #36
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wow, nice work on the map for the first level. i remember playing this game, i then drew the maps using the old pencil + paper technique.
well, actually, i remember the sewer level drove me crazy and i gave up, heh.
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Old 17 February 2011, 19:42   #37
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you could restart playing the game when the sewer level map is available..

EDIT: i´ve added a savestate of level 5 without any tile collision. you can walk on every part of the level. have a look and of course fun with it....

Last edited by Joe Maroni; 17 February 2011 at 22:00. Reason: added savestate
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Old 18 February 2011, 07:08   #38
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Tried out the savestate, nice
This game has quite big maps.

Recording a longplay of the PC version these days, so I had to draw a map of the sewer level (again, I keep losing my old maps ), did it in Paint this time so I won't lose it again.

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Old 19 February 2011, 17:49   #39
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I have just created a couple of maps for Level 3. First is the Ground Floor Level. Second map is Sub Level 1.

The white dot on the first map shows your starting position.

The white dot on the second map shows the level exit.

I will be making more maps of the other 3D sections when I get to them.
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ID:	27943   Click image for larger version

Name:	JurassicPark - Level 3 - Sub Level 1.png
Views:	279
Size:	27.3 KB
ID:	27944  

Last edited by Steve; 19 February 2011 at 17:54.
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Old 19 February 2011, 20:51   #40
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http://hol.abime.net/828/gamemap

Why does it say Level 3? Its Level 2.
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