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Old 16 July 2008, 22:44   #21
BippyM
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Can someone upload a playable folder for use in winuae.. I can't be arsed to manually install it all

Why re-invent the wheel eh
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Old 16 July 2008, 22:46   #22
Hungry Horace
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although i dont much care for Superfrog, editors to any amiga games are welcomed with open arms

now do NZS please :P
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Old 16 July 2008, 22:58   #23
Shoonay
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@Bippster: uploaded
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Old 17 July 2008, 06:42   #24
Retro1234
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Thumbs up

Well done!!! I dont realy like SuperFrog but a level editer is very impressive - Maybe this should be moved to project CARE,
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Old 17 July 2008, 08:31   #25
TCD
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Great work Exl!
I will put it on a thumbdrive and try it when I'm home this evening. Editing Superfrog will be fun . Maybe we could make a 'best level' compo
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Old 17 July 2008, 10:28   #26
Retro1234
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This realy is very good - PLZ could you upload a list of settings for all tilesets- Also im haveing some runtime errors importing Tiles.
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Old 17 July 2008, 10:55   #27
Exl
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Quote:
Originally Posted by Boo Boo View Post
This realy is very good - PLZ could you upload a list of settings for all tilesets- Also im haveing some runtime errors importing Tiles.
Settings are the same for all tilesets (L*BM files). Other settings are...

Code:
Name                    Width   Height  Planes  Palette     Other
-----------------------------------------------------------------------------------------------------------------
World ending\Tables     320     256     5       Yes
World loading           320     352     5       Yes
Slotmachine + anims     320     256     6       No
World sprites           320     320     5       No
Superfrog sprites       320     384     4       No
Team 17 logo            640     512     4       Unknown     Image data starts at byte 39, and there is some
                                                            data after the image.
Superfrog title         320     256     5\6?    No          Top part of the image seems to be different.
Tile data               16      16      5       No          840 tiles are stored after each other. The tileset
                                                            seems to be designed for a 20-tile width display in
                                                            an editor.
Tile collision data     320     672     1       No          A 1-bit "overlay" of the tile graphics for collision
                                                            detection purposes.
You can find this in the info.txt file where you installed Froggy. WOrld sprites are the L*BO files, AWA1 and 2 are the two score tables, L*LP are the world loading screens.

Also, what runtime errors did you encounter?
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Old 17 July 2008, 10:59   #28
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Oh yeah, I managed to export most of them but this data table will help
Thanks again
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Old 17 July 2008, 11:24   #29
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Ok thanks - but is it possible to export the HERO himself for editing without a pallete and if so how would i do this?
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Old 17 July 2008, 11:38   #30
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For Superfrog himself it's 320 by 384, 4 bitplanes. Then select any world palette, and check the Shift colors box. His sprites use only the upper 16 colors of any world palette. Best is to use the Project-F world palette, so that his helmet is the right color as well
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Old 17 July 2008, 13:42   #31
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Suggestion needed:
Let's just hipotetically assume, I'd like to change all the sprites from SuperFrog to those from, let's say, James Pond.
What graph tools would you use?

I was thinking about Deluxe Paint / Personal Paint combo, loading the previously converted iff sprite maps into one of them, changing/merging/rebuilding the palette and copying each tile by tile, by hand.
I do realize it'll take *LOTS* of time...

What do you think?
Worth the hassle?
Got something faster?
That's how I was building maps to Worms back in the days...
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Old 17 July 2008, 18:25   #32
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James Pond could be cool - Ive been using Paint shop but im realy crap at matching pallets but how could I resist http://eab.abime.net/attachment.php?...1&d=1216311442

This gives you access to a very good games engine!

@EXL would it be possible to load custom plattes in the Tools/Graphics menu?

Last edited by Retro1234; 12 March 2010 at 12:36.
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Old 17 July 2008, 18:33   #33
Shoonay
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@Boo Boo: it was just an example, to not spoil the real game I was thinking about
BTW: Cool Sonic implementation there, but the palette seems wrong a bit, too blue...
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Old 17 July 2008, 18:37   #34
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Quote:
Originally Posted by 5h00n4y View Post
Suggestion needed:
...
What do you think?
Worth the hassle?
Got something faster?
That's how I was building maps to Worms back in the days...
Nope, the images Froggy imports and exports are how they are seen to the game. Time & effort!

Quote:
Originally Posted by BooBoo
@EXL would it be possible to load custom plattes in the Tools/Graphics menu?
Sure thing. Will add.
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Old 17 July 2008, 18:44   #35
Shoonay
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Yes and no Exl.
I'm thinking about editing/replacing those already exported tiles.
I'm not searching for a different tool, nor a different level editor to export those.
I want to edit them bitmaps!
And Froggy can't do that... right?
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Old 17 July 2008, 19:15   #36
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Oh, well in that case no. And it's not intended for that. Personally I use Photoshop CS3, as I am a graphic design student, but anything that can manipulate pixels on a bitmap and modify's it's palette will do. Corel Photo-Paint, Paint Shop Pro no doubt, The Gimp, etc.
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Old 17 July 2008, 19:27   #37
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I'm afraid the palette would get phacked-up pretty badly with so little colors ...
What I'd want to do is, load 2 seperate sprite sets and easly copy a few from one to another, preferably those that would match each other.
And all while preserving or merging the palettle.
I'm afraid Photoshop isn't a proper pixel tool for that task.

Oh well, can't do anything without the sprites that are missing from the proj.sprites forum...
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Old 17 July 2008, 19:39   #38
cosmicfrog
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this sounds way cool, can`t wait to have a looksie
so happy ribbits
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Old 18 July 2008, 14:33   #39
Retro1234
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Im realy getting into this but is there a way to edit the emeines positions and some times when I remove spikes there still there just invisible.
Goto 10
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Old 18 July 2008, 14:37   #40
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Quote:
Originally Posted by Boo Boo View Post
Im realy getting into this but is there a way to edit the emeines positions and some times when I remove spikes there still there just invisible.
Enemies and all moving things are Specials. As explained in the FAQ, the white bit is their "origin", where you place the special. The red boxed thing around it is the image of the special. Have a look at other Superfrog maps in Special mode and see how it's done.
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