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#21 |
Global Moderator
Join Date: Nov 2001
Location: Derby, UK
Age: 48
Posts: 9,355
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Nice tutorial tapper.. Can you look at skweek. The map search doesn't work.
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#22 |
Joy Division
Join Date: Nov 2006
Location: East Yorkshire
Age: 60
Posts: 243
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Nice tut. I'm getting there - didn't need to look at the tut to find the tiles, so some progress is being made
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#23 | |
2 contact me: email only!
Join Date: May 2001
Location: Auckland / New Zealand
Posts: 3,188
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Quote:
Everyone needs to learn that this tool saves your work easily - you don't lose all your settings unlike GfxRip. Hence we can work with your exact image and work out the problems. |
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#24 |
Moderator
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#25 |
2 contact me: email only!
Join Date: May 2001
Location: Auckland / New Zealand
Posts: 3,188
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A word of warning...
I thought I'd better add a little disclaimer about Maptapper. There are some games like Top Banana where the "correct" tiles appear to be the same as "random colours thrown together by a blind elephant" and the team cannot offer hints as to how to distinguish these "correct" tiles from the random junk in memory.
Enlarge the picture to see the horror. How on earth would you find these? ![]() |
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#26 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,887
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Very CooL
![]() Would it be possible to have a tile search tool? Been wanting to try this finaly had a chance -Realy like the Map search tool .Great to see an App like this released great work ![]() |
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#27 |
Lesser Talent
Join Date: Jan 2003
Location: UK
Age: 42
Posts: 7,957
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Seriously Codetapper this is an amazing release.
You deserve a shed load of credit for your continuing output. Much appreciated. MUCH appreciated. |
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#28 |
2 contact me: email only!
Join Date: May 2001
Location: Auckland / New Zealand
Posts: 3,188
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Thanks for the comments.
The grid feature has been implemented in the Tile Ripper tab as of v0.8.4 (Build 56). Under the Tools menu you can set the thickness of the grid (defaults to 1 pixel) and toggle it on and off with the checkbox at the top of the screen. I've also included a very rough C64 mode, and included is a Target Renegade level 1 map. Cyan in the map is the changable colour on the map, so it's not 100% everywhere but gives you an idea what you can do! Last edited by Codetapper; 08 July 2013 at 14:55. Reason: Added Target Renegade demo |
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#29 |
Global Moderator
Join Date: Nov 2001
Location: Derby, UK
Age: 48
Posts: 9,355
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Cool additions thanks. Any chance of allowing the grid colour to be specified/changed?
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#30 |
2 contact me: email only!
Join Date: May 2001
Location: Auckland / New Zealand
Posts: 3,188
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Yep, hopefully the next version
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#31 |
Global Moderator
Join Date: Nov 2001
Location: Derby, UK
Age: 48
Posts: 9,355
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Wicked. Thanks
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#32 |
Posts: n/a
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Brilliant stuff. I got my hands on the original GfxRip only yesterday morning before I later stumbled across this little gem. You've done a great job modernising it.
I think this is a bug.. or perhaps I just couldn't work out otherwise.. In the Map Search tab, once I've chosen to apply one of the colour replacement tools, I am then unable to adjust the selection area. Also.. On loading the app, it immediately errors with: Access violation at address 76F6ACB2 in module 'nt.dll'. Write of address 00404FA1. It then continues on happily ![]() Good work with this, it's rather good. Last edited by TimRex; 29 July 2013 at 21:28. Reason: Added platform details for bug report |
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#33 | ||
2 contact me: email only!
Join Date: May 2001
Location: Auckland / New Zealand
Posts: 3,188
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Quote:
Quote:
Alternatively go to the Tools menu and set it up to not load the last project you were working on, quit and restart - and see if the message still appears. Also are you definitely using the latest version? Some older versions had a problem when the map was set by default to a 64x64 map, and if your tiles happened to be 320x200 then it'd be trying to allocate 1 gig of ram etc and pop up an error. But the later versions detect that and warn you nicely. Please update and tell me if it's still not working. |
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#34 |
Moon 1969 = amiga 1985
Join Date: Apr 2007
Location: belgium
Age: 48
Posts: 3,914
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incredible work !
could it be used to change the graphics in game not jsut in the a save state ? with this tool could we change the games graphics ? i don't think so, but it costs me nothing to ask. ![]() could we make hacked verions of games like some did with mame ? |
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#35 | |
2 contact me: email only!
Join Date: May 2001
Location: Auckland / New Zealand
Posts: 3,188
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Quote:
A lot of games have a separate "bounds" map showing where you can walk, fall, die, respawn, special collectables etc so although you could change the map, your character may not obey the new map. |
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#36 |
Moon 1969 = amiga 1985
Join Date: Apr 2007
Location: belgium
Age: 48
Posts: 3,914
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but you can't put it back to the adf or exe ?
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#37 |
2 contact me: email only!
Join Date: May 2001
Location: Auckland / New Zealand
Posts: 3,188
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The game stores the graphics in a particular format (with infinite possibilities due to widths, skip values etc), and Maptapper converts them to an 8-bit indexed colour image.
Currently you would have to write your own utility to convert the graphics back to the binary format the game needs and overwrite the data yourself. Maptapper in theory knows how to convert the graphics back as it knows the exact settings used, but there's no code to do this. But even if it did, it's not an easy job because most games store all the data compressed on the disk aswell, so you could write back to the savestate but not necessarily the EXE or ADF. |
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#38 | |
Moon 1969 = amiga 1985
Join Date: Apr 2007
Location: belgium
Age: 48
Posts: 3,914
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Quote:
I don't know if you have an interest ? sadly i have not the knowledge to do this. ![]() |
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#39 |
Global Moderator
Join Date: Nov 2001
Location: Derby, UK
Age: 48
Posts: 9,355
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I think there are a lot of other things that are more important just for the ripping of maps. As nice as this is Maptapper couldn't support every game etc and would probably need to have settings for them all.
Let's be grateful for what we currently have. Who knows what the future will bring though! |
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#40 | |||
Posts: n/a
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The error occurs before the main window context is drawn, or even a window frame. |
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