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TileViewer demo is out.
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Ysoft_Entertainment
VB Programmer




Joined: 23 Sep 2003
Posts: 810
Location: Wherever There is a good game.

PostPosted: Fri May 21, 2004 12:20 pm    Post subject: TileViewer demo is out. Reply with quote

as I promised here is a demo of the tileviewer
read the readme file first
and leave some comments.

Note to XP users:Tell me if it works on xp, since I am using WinME and cannot test it on xp

the reason the file is big is because the program requires vbruntime files.
http://www.geocities.com/yuriym3/tileviewer.zip
copy and paste the link, and enjoy.

umm....... for those who don't know what that is
its the program that lets you export graphics from your ohr game.
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OHRGFX
Striving to become better pixel artist then Fenrir Lunaris. Unfortunately the laziness gets in the way of my goals.
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Sparoku
Pyrithea Amethyst.




Joined: 02 Feb 2004
Posts: 467
Location: Washington State

PostPosted: Sat May 22, 2004 2:11 am    Post subject: Reply with quote

You should let my bro, Linkmax, know about this!
He keeps complaining about not being able to export his graphics.
(He keeps yaking about it. I wish he'd shut up sometimes. Oookay... )
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Sat May 22, 2004 4:06 am    Post subject: Reply with quote

A megabyte! Are you insane? And I see that I need to install software as well...

You sure Visual Basic was the best language for this? : P

Well, I'm on WinXP, and it is not working for me- but I'm going to try rebooting the computer first, and get back to you.

By the way:

http://www.hamsterrepublic.com/ohrrpgce/miscfiles.php

Look near bottom of page, at Tiletool.
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Flamer
The last guy on earth...




Joined: 04 Feb 2003
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PostPosted: Sat May 22, 2004 4:08 am    Post subject: Reply with quote

bwahahah, VB!? you have got to be kidding me...

interesting... TMC...
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Ysoft_Entertainment
VB Programmer




Joined: 23 Sep 2003
Posts: 810
Location: Wherever There is a good game.

PostPosted: Sat May 22, 2004 6:29 am    Post subject: Reply with quote

like the readme says, you need to install vbruntime files, which is included in a zip, thats why its 1 mb in size, the actual file is 24k

and can you be more specific as to why it doesn't work, what errors
and I know of neo's tile tool.

however I made one for windows too, because his is kinda hard to use.

ok.. I figured that it wouldn't work on other computers, so I recompiled it and used the setup wizard, so now it includes the setup file and should run smoothly... sorry for any trouble

the file is now 1.41 MB, VB sucks big time, but thats all I can use now, sorry.
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OHRGFX
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jabbercat
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Joined: 04 Sep 2003
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Location: Oxford

PostPosted: Sat May 22, 2004 7:30 am    Post subject: Reply with quote

No source? Probably someone could port it to C/C++ with no problems (Don't look at me). What sort of file I/O did you use? Also, why did you need the runtime packet, there shouldn't be anything out of the ordinary with the programe to need that enviroment. But, none the less well done!
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Ysoft_Entertainment
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Joined: 23 Sep 2003
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PostPosted: Sat May 22, 2004 8:29 am    Post subject: Reply with quote

well, it uses api's putpixelV command, and commond dialog boxes for load and save feature.

other than that, its pretty simple code, really.
it will get complicated as I implement all the features into it. like loading/saving all the sprites, maybe even the map viewer that will let you save the map into bmp file, with all of the tileset, unlike the built in-ohr map viewer. and the.

as for the source.. I have a bad reputation of not commenting the source at all, so I won't release the source code, to me, it only waiste of time, I understand the code, and that is that.
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OHRGFX
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jabbercat
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PostPosted: Sat May 22, 2004 11:08 am    Post subject: Reply with quote

I was going to do something for walkabouts but ... *diverts work on others* Raspberry! I suggested a map veiwer to Minnek but he made some pretty good points, 'cause most bmps will be pretty big (2+megs) and would take the program ages to make.
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Ysoft_Entertainment
VB Programmer




Joined: 23 Sep 2003
Posts: 810
Location: Wherever There is a good game.

PostPosted: Sat May 22, 2004 12:06 pm    Post subject: Reply with quote

hm... actually I am doing all of the sprites with this program
in the Future, the program will load walkabouts, hero graphics, all the enemy graphics, weapons graphics.. did I miss anything?


as for the map viewer, it won't take ages, I would say 2 to 3 days with vb
and what if I was going to save them in pcx format? its pretty small
or other image formats.
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OHRGFX
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
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PostPosted: Sat May 22, 2004 1:22 pm    Post subject: Reply with quote

Hard to use? DOS? Sad...

The exact error is that the program is missing COMDLG32.OCX or one of its dependencies is missing/invalid.

Can I try out the new version?
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Ysoft_Entertainment
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PostPosted: Sat May 22, 2004 3:20 pm    Post subject: Reply with quote

ye, I figured it was a problem when I tried running it on different computer. thats why I uploaded the new version, which now has its own setup.
so try that and tell me what else you get.

the old link has the new file, so click or copy it.
edit:fixed the stupid link, so now it works
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OHRGFX
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jabbercat
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PostPosted: Sat May 22, 2004 11:45 pm    Post subject: Reply with quote

Nooo! Not PCX! Its horrid, although the format is rather simple, most people can't even figure out how to open it. Is it going to export the graphics with their OHR colour sets or are all graphics 24-bit?
I ment for the program to actually make a bmp would take ages, not how long it takes you to program.
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Ysoft_Entertainment
VB Programmer




Joined: 23 Sep 2003
Posts: 810
Location: Wherever There is a good game.

PostPosted: Sun May 23, 2004 6:38 am    Post subject: Reply with quote

the program is going to export everything in 24-bit colors

4 bit colors might be implemented in the future versions. but for now, the final version is going to export everything in 24 bit color.

unless someone here knows how 4-bits are saved,
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OHRGFX
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TMC
On the Verge of Insanity




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PostPosted: Sun May 23, 2004 10:01 pm    Post subject: Reply with quote

Sure I do!

*Googly*

http://www.fortunecity.com/skyscraper/windows/364/bmpffrmt.html

Basically, 4 bit and 8 bit BMP's just have a palette of 16 or 256 colors after all the header information for the BMP, and each pixel is just a palette color number.
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Ysoft_Entertainment
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PostPosted: Mon May 24, 2004 8:32 am    Post subject: Reply with quote

Thank you tmc, I will try to implement the 4-bit saving of graphics.
the new name for the program is going to be ohr graphic extractor.
the final version is going to come out sometimes this month, hopefully
although shortened the byte splitting code from about 6 or 7 lines, to 1 line per upper and lower byte, hehe.
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