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NeoTA Idiomatic Nomenclature

Joined: 15 Mar 2004 Posts: 165
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Posted: Mon Apr 05, 2004 4:10 am Post subject: 2MAS update |
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this is a rewrite of my 2mas utility.
it doesn't require allegro, unlike the old version, and thus is 88% smaller.
it has hss and mas output options, as before. (the version currently on the OHRRPGCE website doesn't have hss output).
creating an hss file is much simpler to do, as simple as it is to make a .mas file.
as soon as someone creates an .exe of this, i can send the updated package to james for the ohr website.
EDIT: updated to split the script into 3 parts.
EDIT: De-inlined, and uploaded here
Last edited by NeoTA on Tue Sep 28, 2004 2:23 am; edited 2 times in total |
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Aethereal SHUT UP. Elite Designer


Joined: 04 Jan 2003 Posts: 928 Location: Gone! I pop in on occasion though.
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Posted: Mon Apr 05, 2004 9:38 am Post subject: |
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You sure the old one didn't output .hss files? I've used 2MAS before (a long time ago) to make .hss files, although I know the readme for the program did not document this feature (I found something about it somewhere...maybe on Monthly).
Anyway, nice job Neo.
Edit: Nevermind, one should have read Machu's thread before posting this.  _________________
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RPGCreations E Pluribus Unum

Joined: 18 May 2003 Posts: 345
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Posted: Mon Apr 05, 2004 2:51 pm Post subject: |
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As usual, I'll compile and post it here/email it to James. _________________
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Mon Apr 05, 2004 4:47 pm Post subject: |
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Oh well. Neato
I've found that the size of the scripts created by 2MAS far exceeds the size of the script code buffer. From the FAQ, 4098 bytes is the size of the code buffer, and right now I converted a palette to HSS and compiled, and found that the HSX file was 11,779 bytes in size. _________________ "It is so great it is insanely great." |
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Aethereal SHUT UP. Elite Designer


Joined: 04 Jan 2003 Posts: 928 Location: Gone! I pop in on occasion though.
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Posted: Mon Apr 05, 2004 5:47 pm Post subject: |
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You have to split the script it generates into several scripts in order for it to run without a buffer overflow. I learned this one the hard way. :\ _________________
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NeoTA Idiomatic Nomenclature

Joined: 15 Mar 2004 Posts: 165
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Posted: Mon Apr 05, 2004 5:48 pm Post subject: |
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i'll try modifying it to chain up 3 scripts.
however, something must have changed, because i recall testing it and getting the entire palette to change. maybe i split it up manually then. |
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RPGCreations E Pluribus Unum

Joined: 18 May 2003 Posts: 345
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Posted: Mon Apr 05, 2004 9:06 pm Post subject: |
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dos version zip - Click Here
mac version zip - Click Here _________________
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NeoTA Idiomatic Nomenclature

Joined: 15 Mar 2004 Posts: 165
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Posted: Tue Apr 06, 2004 2:04 am Post subject: |
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i've added the splitting of the script into 3.
fyrewulff, such executables will be a lot better with the updated readme; in future, could you either send the exes to me so i can do the packaging, or get me to send the readme/palette to you so you can do the packaging? |
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RPGCreations E Pluribus Unum

Joined: 18 May 2003 Posts: 345
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Posted: Tue Apr 06, 2004 12:52 pm Post subject: |
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NeoTA wrote: | i've added the splitting of the script into 3.
fyrewulff, such executables will be a lot better with the updated readme; in future, could you either send the exes to me so i can do the packaging, or get me to send the readme/palette to you so you can do the packaging? |
Well, the intention was that I was linking them so you could download, repackage, and then send to James the "final" version. But in the future, I'll just PM you links to compiled EXEs. _________________
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