14 June 2013, 14:42 | #1 |
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Lost Vikings - The Challenge
This is a challenge for Amiga crackers and coders!
I'm trying to create maps for The Lost Vikings. However, I'm unable to locate the level map tiles. Codetapper thinks that the tiles are compressed. Is anyone able to work out how to decompress them? Last edited by CodyJarrett; 14 June 2013 at 14:50. |
14 June 2013, 16:51 | #2 |
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You can find them in the WinUae savestate? as a starting point?
Once you view the maps uncompressed you can maybe make a guess as to where the compressed data is stored - one approach. ;Think I read this wrong you mean you cant locate GFX tiles in both Raw and Raw inter in uncompressed winuae savestate then i have no idea Last edited by Retro1234; 14 June 2013 at 17:34. |
14 June 2013, 18:03 | #3 |
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Yes, I can't find them in the uncompressed savestate and it looks like a more advanced technique is required.
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20 June 2013, 03:21 | #4 |
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Tiles from four levels to try. It looks like this game can manage over a thousand tiles and that doesn't even show everything on the screen. Stuff like doors, switches, keys, force fields are blit after the main map is drawn. It needs to be established that these work before many more are done.
Last edited by clenched; 21 June 2013 at 01:34. Reason: upload even more tiles |
20 June 2013, 07:40 | #5 |
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Looks good, thanks! I've ripped level 1 using your tiles and Codetapper's Maptapper tool.
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20 June 2013, 07:56 | #6 |
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Fine. I'm skipping levels where I recognize tiles from a previous level. Right now I'm about two thirds down the password list.
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20 June 2013, 09:07 | #7 |
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Thanks very much. Which method did you use to rip the tilesets?
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20 June 2013, 23:02 | #8 |
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The only tileset that is missing is one from the tutorial level at the start. If you could extract these tiles too it'd be great. Thanks!
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21 June 2013, 00:22 | #9 |
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21 June 2013, 21:38 | #10 |
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Excellent, thanks clenched! Here are the maps: http://hol.abime.net/925/gamemap
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21 June 2013, 22:07 | #11 |
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Slightly off topic but about Lost Vikings.
As far as I remember first level has code STRT. |
21 June 2013, 22:15 | #12 |
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Thanks Asman. I've updated the level comments.
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22 June 2013, 01:08 | #13 |
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Maptapper must be quite a tool to rip those maps so fast. I was somewhat amazed that with a four level head start ripping tiles (never mind the levels I got to skip), you were already asking for more tiles yesterday. Good job.
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26 June 2013, 18:34 | #14 |
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even if the maps are already finished, i wonder too how you got the tilesets....
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27 June 2013, 21:29 | #15 |
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after i had half an hour of free time this morning before getting to work i´ve searched my savestate again for the tiles and...yes..i´ve found them...
the game store the tiles as a big one..and then pick out the tiles that it needs for the maps.... download my ini including savestate to have a look at them... i´ve seen this method used in Lionheart until now... |
27 June 2013, 21:54 | #16 |
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If you download Nico's savestate, the latest Maptapper will cause an access violation as there is an incorrect setting saved. The map tab will try and allocate a bitmap about 1 million pixels wide and run out of memory. Make sure you update to the latest version which brings up an alert.
If you are dealing with games like this (with one huge "tile") you need to specify the real actual tile width at the bottom of the Tile Ripper tab. Set it to 16x16 or whatever it should be, otherwise the map tab assumes each tile is 4000 pixels wide or whatever and will run out of memory! |
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