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Bob the Hamster
OHRRPGCE Developer




Joined: 22 Feb 2003
Posts: 2526
Location: Hamster Republic (Southern California Enclave)

PostPosted: Fri Jul 02, 2004 8:47 pm    Post subject: Reply with quote

I noticed a post in another thread that made me think of your tech demo.
http://www.castleparadox.com/forum/viewtopic.php?t=2070&start=15

Fenrir-Lunaris wrote:
It's probably too much to ask, and not possible with the way the graphics are coded... but at some point in the future, I'd like to see a program that can tranfer sprites/tiles/walkabout sets and palletes from one RPG file to another without overwriting the current sprites all at once.
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Solsund
Prosecutor of Pathetic Programming




Joined: 02 Jun 2004
Posts: 36

PostPosted: Sat Jul 03, 2004 8:30 pm    Post subject: Actually it's funny.... Reply with quote

It's funny because what I'm almost done writing would let them do something similar to this, just not in a quick and easy way.

Thanks for pointing it out as I don't get much time online when not at college.
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Ysoft_Entertainment
VB Programmer




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

PostPosted: Mon Jul 05, 2004 10:20 am    Post subject: Reply with quote

and you know what I am going to do?

I am gonna do the same thing with my tool
an option to export to bmp, and an option to export to the rpg file itself.
not bad, eh?

anyway, the export to bmp wouldn't need any temp folders to work with,
an option to export to the rpg file will need a temp folder.
as of now, my tool(OHR Graphics extractor) supports, both old and new style of password, probably gonna support both old style(pre version 5) 16 color pallete, and new version 5 pallete.
anyone knows how to clear memory in VB?

oh ye, the total size of the tool, without vb runtimes is 40 KB, probably not going to exceed 50.
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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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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Mon Jul 05, 2004 4:10 pm    Post subject: Reply with quote

And I'm still working on mine too...

I expanded my plans to allow exportation of all types of graphics (name change to TinyXprt), but I might have to cut back a bit due to running out of space- my com file is about 760 bytes right now and missing key parts.
I won't add any import capabilities, but I wanted to be able to export into all bmp bitdepths and create sprite sheets, without ever using a temp folder.

To try and make it fit, I experimented around with UPX, but because its stub is about 130 bytes in size, it kills any compression that it would have had. So I'm working on my own com file compressor, with a stub just 32 bytes in size Raspberry! I'm working on the compressing code right now.
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Solsund
Prosecutor of Pathetic Programming




Joined: 02 Jun 2004
Posts: 36

PostPosted: Tue Jul 06, 2004 11:33 pm    Post subject: Am I going to mess everything up now? Reply with quote

It turns out the code to export bitmaps was easier to write than I thought
it would be. I'm a little annoyed that the documentation is messed up in
two spots, though. It claimed the colors were in the file as Red, Green, Blue
and it was really Blue, Green, Red. Besides that it was all good.

Note: The new passwords are not in as I haven't gotten a copy of the
new OHR version on my computer to test it out with.

What's this old 16 color template you are talking about Y_Soft?
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Ysoft_Entertainment
VB Programmer




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

PostPosted: Thu Jul 08, 2004 4:30 am    Post subject: Reply with quote

16-bit palettes were saved differently before version 5

old pallete format was saved like this

7byte header-meant nothing
and 16 byte records
the total number of records was saved in GEN(38 )

new pallete format
16 byte header-means something
first 2 bytes tell the program that the file is in new format the data is always 4444
next 2 bytes tells the program the last index of the palette(number of palettes-1)
the rest is reserved,
folowed by 16byte records.

that is what I was talking about(sorry for not being more specific.)
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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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Solsund
Prosecutor of Pathetic Programming




Joined: 02 Jun 2004
Posts: 36

PostPosted: Fri Jul 09, 2004 9:34 am    Post subject: Aha Reply with quote

I seemed to remember the palette file not being the current setup but I
couldn't remember exactly what it was. That's very helpful, thanks.
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Ysoft_Entertainment
VB Programmer




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

PostPosted: Fri Jul 09, 2004 9:59 am    Post subject: Reply with quote

no problem, could someone give me a link to a game that has the palletes before version 5?

that would help me test the program a lot.
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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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Solsund
Prosecutor of Pathetic Programming




Joined: 02 Jun 2004
Posts: 36

PostPosted: Tue Jul 13, 2004 9:03 am    Post subject: Doesn't really go here but... Reply with quote

This doesn't really go here or anywhere else but I figured I'd throw it out
and see if it helps anyone.

I had some trouble when it came to running things on a set time schedule
and every time I thought about a new item to add I would think about how
it needed to be at a different frame rate than another one so I scrapped
the whole time keeping system I had and created a C++ class to handle
it all for me.

I figured being such a standalone piece of code I'd pop it online so someone
else could use it, or hopefully modify it to fit their needs.

It's found on the webside found in the link below.
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Solsund
Prosecutor of Pathetic Programming




Joined: 02 Jun 2004
Posts: 36

PostPosted: Fri Jul 16, 2004 5:21 pm    Post subject: Anyone willing to test something for me? Reply with quote

Could some people test something for me?

Now that I'm back at college I've been using the computers here and
have found that if you change the size of the window in my program and leave part of it off the screen the picture jumps completly out of the box.

It still manages to clip properly (meaning if only half the box is on the screen only half the data gets drawn) but it's damn annoying as it doesn't affect my computer.

Anyone who responds, if you don't mind, please tell me your OS version and DX version #. DX version number can be found by running DxDiag from the "Start Menu"/"Run" box.

It may have to do with the stretching I do to change the size as I don't know why it would do this otherwise.

Thanks for any help that was given.
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Ysoft_Entertainment
VB Programmer




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

PostPosted: Tue Jul 20, 2004 4:32 am    Post subject: Reply with quote

well I was running WinME and dx8, and I think the problem occures when you view tiles, and switch the size of the screen(the graphics become misaligned) also one more bug. your password checking doesn't work. I think it has something to do with the new password encryption(I know the new format is kinda hard to get at first, but I got it working in my program), hope this helps.
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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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Solsund
Prosecutor of Pathetic Programming




Joined: 02 Jun 2004
Posts: 36

PostPosted: Tue Jul 20, 2004 6:12 am    Post subject: The NEW format is hard to get? Reply with quote

The new format is just a slighly modified old format.

It's the previous format that used the scattertable that was hard to get.

I know the password checking doesn't work. Still haven't updated it to
work with the latest update. In fact if I uploaded the latest build the
passwords don't work at all. *Edit* Now they do. It took about six lines
of code to get it working again. No new passwords, though.

This is due to the fact that I reogranized the code again. Now to load
up a OHR rpg file you simple create an instance of a class and call
that classes LoadGame. It doesn't load the data but it sets up the whole
system so that you can load any data. It only loads the data as it it
is needed.

Right now I'm working on finishing the FileSystem code so I can use the
writing features I had planned on.
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