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Ohr graphics extractor is complete
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Machu
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Joined: 09 Jul 2003
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PostPosted: Thu Jul 22, 2004 11:30 am    Post subject: Reply with quote

Well, I'm using Windows XP and the RT version... wait, I just remembered that Metal Slug F has a different master pallete that I made; is that a problem?
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Ysoft_Entertainment
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Joined: 23 Sep 2003
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PostPosted: Thu Jul 22, 2004 12:12 pm    Post subject: Reply with quote

hmm... thats wierd, I have tested the program under windows xp and it was working fine. different master pallete would make no difference because the program loads the master file from the rpg file itself.

does anyone have the same problem? cause I am positive that it shouldn't do that, since its loading the files directly from ohr file.
can you send me the copy of your game? to test it out, also if you decide to send me the file, please include step by step instructions on what you were doing to get that problem. my email is yuriym3(at)yahoo.com
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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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Ysoft_Entertainment
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PostPosted: Thu Jul 22, 2004 6:32 pm    Post subject: Reply with quote

Uploaded the new files to address the issue with machu's problem. turns out that you had the lumps from arfenhouse and the other game in this rpg file, and my program only was showing the first instance of the graphics files. which unfortunately were not the ones your game used, so now it should load only the files that belong to that rpg file.

and here is advice, unlump your rpg file and remove those extra lumps, it just wastes space.

and for the rest of you, if you experience the same problem, download the latest files.

thanks for that bug report, machu, it really improved the program.
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OHRGFX
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Machu
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PostPosted: Thu Jul 22, 2004 8:14 pm    Post subject: Reply with quote

Woah, I didn't even know it did that! Maybe we should tell James to fix that in the next update (I dunno, make it delete unneccesary files while exiting). I just cut its filesize down by an eighth, and the program works fine, though I'll download this new one anyways.
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TMC
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PostPosted: Thu Jul 22, 2004 9:54 pm    Post subject: Reply with quote

Quote:
Woah, I didn't even know it did that! Maybe we should tell James to fix that in the next update (I dunno, make it delete unneccesary files while exiting).


I don't see how game or custom could have placed those files in there, it msut have been an accident on your part :S
But no! Don't delete unneccesary files! The ability to store whatever you want in an RPG file is potentially so incredibly useful that it would be insane to get rid of it.
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Solsund
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PostPosted: Fri Jul 23, 2004 5:27 am    Post subject: THe only way I see.... Reply with quote

The only way that I see it happening would be if two RPG files
got unlumped at the same time. Either that or if he used unlump
and put it in the Working.tmp directory, both of which are incredibly
unlikely.

Custom checks for double file opening and I don't know many people
who would unlump to Working.tmp by accident.

I found out about it as I make copies of files, make changes and use
fc to compare them as a method of taking files apart and I noticed
the my previous .bak files would still be there.

What would you possibly hide in a .RPG lump that would be usefull?
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Ysoft_Entertainment
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PostPosted: Fri Jul 23, 2004 8:00 am    Post subject: Reply with quote

machu probably used the unlumping tool with relumping tool, thats how the three files got mixed together, and since custom only opens the files that has the name that is stored in ARCHINYM.LMP, it had no way of checking for those files that do not match the name. the custom unlumps every lump stored in the RPG file. but only opens the files that matches the name stored in ARCHINYM.LMP.

thats basically it. it was stupid of me to not write that code in that only matches the name stored in ARCHINYM.LMP.
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OHRGFX
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Machu
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PostPosted: Fri Jul 23, 2004 9:10 am    Post subject: Reply with quote

I think the reason those got in there was from working in DOSBOX. It doesn't seem to close properly, so the working.tmp must have still been there.
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Solsund
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PostPosted: Fri Jul 23, 2004 1:45 pm    Post subject: Reply with quote

Possibly, however if you open custom with a working.tmp around it asks
you to clean it up. I remember the OHR doing that a long time ago (or
at least crashing).

Maybe something changed while I was gone.
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TMC
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PostPosted: Fri Jul 23, 2004 11:49 pm    Post subject: Reply with quote

Quote:
What would you possibly hide in a .RPG lump that would be usefull?


We might find out...
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Ysoft_Entertainment
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PostPosted: Sat Jul 24, 2004 1:03 pm    Post subject: Reply with quote

ok, I have found another bug.

this bug prevented you from going over 2047 on pallete scroll bar,
basically you couldn't see the sprite that had 4bit pallete over 2047.

so now its fixed, download the new file

and by the way, could someone with a really big rpg file test this program. I mean the file that has more than 2047 of everything.
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OHRGFX
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