31 December 2020, 13:57 | #61 |
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sprites are on my dropbox: https://www.dropbox.com/s/gt9affswpw...rites.zip?dl=0
no tilemaps though. CTDV version probably is the easiest since it has files. I'd check files "LEVEL1 -> LEVEL5". The end of the files seem to contain maps (small values, repeated) Last edited by jotd; 31 December 2020 at 14:02. |
31 December 2020, 14:10 | #62 | |
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Will check out the CDTV version. |
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31 December 2020, 16:30 | #63 |
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06 July 2022, 12:27 | #64 | |||
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I played Xenon 2 in the last century on the SMS and I have to say, I had some rose-tinting which was destroyed when I got a DOS copy recently to play it again. As I got into building games in Unity recently I'd like to rebuild Xenon 2 with a few changes here and there. I came across this forum looking for how to get the graphics and you guys have done an awesome job extracting them! I just wanted to ask if anyone had actually already done a re-imagining of Xenon 2 there isn't much point doing it again. Also (and I realise this thread has been on-and-off active for 2 decades here so don't know if anyone will even read this) for anyone else interested in seeing Xenon 2 rebuilt, does anyone have any change/feature requests? Current feature plans: * Better hit detection * Smarter bosses (getting rid of any "blind spots" where you can hurt them but they can't hurt you) * Fixing the standard fire rate so you don't need to button mash * Make the shop and upgrade system more intuitive (even after playing the game for hundreds of hours I never worked out what everything did) * Add a few extra options for how to equip your ship (like being able to drag-and-drop your weapon pods so you can change the positions) * Replace laser projectiles with proper laser beams * Add lighting effects and normal maps, I think the graphics will work well with a lot of light and shadow use * Add an ending |
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06 July 2022, 15:14 | #65 |
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placeable weapon pods? sounds a lot like X-Out, which is no bad thing. all this sounds damn good tbh, hope you get somewhere and some responses from the big brains.
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09 July 2022, 16:50 | #66 |
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I've started building the first level. Just placing tiles at the moment painstakingly one at a time.
Bit of a slog, but doesn't take a whole lot of effort. Though I'm glad that there are only five levels to rebuild like this XD Once I've got the level tiles set up I'll start working on implementing the player and enemy behaviour. |
09 July 2022, 17:23 | #67 |
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from level map there are tools to compute tiles and map them for you. I think I even wrote one. Of course the rips don't contain the full tilemap...
Last edited by jotd; 09 July 2022 at 17:30. |
10 July 2022, 00:49 | #68 | |
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Uh, I don't think I know what level map or tools you're referring to. Can you point me in the right direction? If it's something to do with those CDTV files, I have no idea what those are. |
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10 July 2022, 09:36 | #69 |
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I mean: if you have the ripped PNGs of the background, some tools can detect the tiles and extract them. It's easy, specially if you know it's 16x16. Extract the first one, move x+16 extract the second one, see if it's the same as the first one, repeat...
In the end you get a list of tile indexes and tile images, that can rebuild the whole level. Useful when the levels are ripped as PNG but you don't know how it was done |
10 July 2022, 10:00 | #70 |
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Oh, no I don't have images of the level background. I don't know how I'd even get that cleanly, trying to cap it from the game and join the caps together would have a lot of issues with enemies and projectiles overlapping tiles.
Rebuilding it tile by tile doesn't seem so slow that doing that would be faster anyway. I I've almost finished level 1. |
10 July 2022, 14:19 | #71 |
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it's been done for a lot of games, by people who used custom tools and rebuilt images but didn't share how they did (a recent example here: https://eab.abime.net/showthread.php...scramble+level). There a tile mapper is useful.
But yes, sometimes a tedious work that you can do in hours is better than looking for a smart solution for days and not finding it |
10 July 2022, 17:27 | #72 |
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I created a program to do this and turning the pictures of Maps in HOL back into real Maps was fun. You can even use a paint package like Paintshop as a map editor. Turn on the Grid 16x16 and edit then run the finished picture back through the program.
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11 July 2022, 14:05 | #73 | |
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That's awesome! If you wouldn't mind sharing that with me, I'd certainly be interested in giving it a try so I can see whether it's more or less time consuming than doing it manually. |
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11 July 2022, 14:05 | #74 |
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I've noticed in the files people have been able to rip there appears to be no sign of the player status bar (with health rating, # of lives left, etc). Have I missed something? Or are people able to find the artwork for that? It's not so complicated that I couldn't put something together myself (or even just screen cap it from the game) but if the images are already out there somewhere not much point.
Progress so far: Level 1 mapping complete Player ship moves and shoots (with animation and manoeuvre jets) The level scrolls (with a cool parallax starfield moving below you that I built from scratch) The first static shooter enemy is working, shoots, can be shot or collided with (including damage flashes and animation), I think it's complete https://www.dropbox.com/s/8aahzw6dl5..._gif1.gif?dl=0 I'm going to continue doing all the static enemies first as they're much simpler and don't have to move. I'm drawing diagrams of the other enemy move patterns as I go and have started thinking about how to code in their movement. |
11 July 2022, 14:08 | #75 |
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It's horrible mess all command line etc - If you link me the pictures.
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12 July 2022, 19:54 | #76 |
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I uploaded a map created from the picture in the first post of this thread to the zone.
90 Tiles were created. Probably not right some look way too similar. The map is 16px tiles 20x75 Word. - You can view it in Maptapper or whatever. |
11 November 2023, 08:01 | #77 |
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Finally... After nearly 20 Years... Xenon2 Tiles and Levelmaps
This post started back in 2005 and - as far as I understand it - no one ever extracted full tilesets and built the levelmaps. Even HOL doesn't have them.
With Xenon2, everything works "a little bit" different. So let's start with some technical stuff - what I found out only from work with the savestates of all 5 levels:
Now let's finish part I with the tilesets in PNG. With the level maps - and in the near future on my website - an archive will be available in the zone with all relevant data (IFF Files !!!) that I used for the rip and created. |
11 November 2023, 08:28 | #78 |
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Xenon2 Game Rip - Part II - The Levelmaps
The levelmaps are the most difficult rip I've done so far. Even more difficult than Z-Out.
The Archive in the Zone: https://eab.abime.net/zone/hajodick_xenon2_hol.zip Now I'll do something else... Work on my Stamp Collection or rip some maps from arcades... No idea so far. At least I can say, that I'm very proud of this rip. Tried several times but never got a grip on it - as many others before. Finally it has been done - Yeah |
11 November 2023, 08:56 | #79 |
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Kudos
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13 November 2023, 17:50 | #80 |
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Wow, incredible work.
Does this mean I need to try and work on my GBA code again? Seriously though, that's some excellent work. I tried using maptapper about a year ago to see if I could rip anything of interest, and all the graphics seemed to have some weird offsets. |
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