Go Back   Forums > Abandonia.com > Community News & Feedback
Memberlist Forum Rules Search Today's Posts Mark Forums Read
Search Forums:
Click here to use Advanced Search

Reply
 
Thread Tools Display Modes
Old 26-12-2010, 08:17 AM   #1
The Fifth Horseman
FUTURE SCIENCE BASTARD
 
The Fifth Horseman's Avatar


 
Join Date: Oct 2004
Location: Opole, Poland
Posts: 14,276
Default

Quote:
Originally Posted by Ohne Mitleid View Post
I think I would be able to work things out though, if I could only find some way to capture the screen without a full 15,999,744 to try and eliminate and then attempt to assign proper indexes to the other 256.
Captures straight from my copy of DOSBox 0.74.
http://img577.imageshack.us/img577/7728/atlantis001.png
http://img824.imageshack.us/img824/1738/atlantis003.png
Custom builds should also have PNG support if compiled with libpng.

The compression you've encountered might possibly be some variant of RLE. It's fast, cheap and was somewhat popular back in the day.
__________________

"God. Can't you people see I'm trying to commit a crime against science and nature here?"
-- Reed Richards

Last edited by The Fifth Horseman; 26-12-2010 at 08:23 AM.
The Fifth Horseman is offline                         Send a private message to The Fifth Horseman
Reply With Quote
Old 28-12-2010, 12:22 AM   #2
Ohne Mitleid
Brazen Pangolin
 
Ohne Mitleid's Avatar


 
Join Date: Dec 2010
Location: ,
Posts: 202
Default

Awesome, thanks once again Fifth Horseman! In the mean time, I had found out how to screen capture in 256 color indexed by accident. It seems DOSBox will not do it for me, but launching from D-Box will. But that is not for this post.

Your pics provided me with further information, letting me know the colors don't match up with RGB values across systems, much less trying to translate what they mean into bytes or however. The indexes helped a lot though.

I now have a definitive set of goals to accomplish instead of just poking around. Hopefully, I will move forward faster. I get too distracted by "ooo...what does this do?" though.

New things:
- I found out by accidentally changing something, how to become an air-fish. I can "swim" through the air.
- I discovered the SW version does not allow you to "creep" swim, like you can tip-toe using ALT while you walk. Couple this with:
- I have meshed the palette from 1.LBM with level one text, a big step. Palettes within the LBM file are chopped up, shared by game elements AND scattered, meaning 1 comes before two when comparing palette 1 and 3, etc. However, this leads to slow your swimming turning you into the Human Torch while performing the side crawl. Something Reed Richards probably would not approve of.
- I have pinpointed one of the sprites in START.LBM. It only proves I cannot use this info to find other sprites within the file based on the same information, I can adjust the horizontal location of the sprites appearance but have no idea where the vertical is determined and the compression is beyond my level. It appears to chunk out in segments horizontally...not even contiguously based on color sequencing
- Last point: I usually don't give up, I love learning new things and I post way too much info in this forum

Man, I love this!

[EDIT: I forgot. The Lost City opening screen rock formation on the right bears a striking resemblance to Augustine Rodin's "Thinking Man" IMHO]

Last edited by Ohne Mitleid; 28-12-2010 at 12:52 AM. Reason: Importance to some
Ohne Mitleid is offline                         Send a private message to Ohne Mitleid
Reply With Quote
Old 09-01-2011, 11:44 PM   #3
Ohne Mitleid
Brazen Pangolin
 
Ohne Mitleid's Avatar


 
Join Date: Dec 2010
Location: ,
Posts: 202
Default Latest English transition update

Update of completion to English: I have the Full working Executable. Opening intro movie plays, Skill level selection screen and the Beginner / Master status bar, all in English.

The only problem now is I cannot figure out the compression for the "shop" graphics. I have the English versions edited for display and ready to swap out but since I cannot figure out the compression, those graphics won't work with the current program. I would also have to have the FINISH to the game translated, but it does make any sense to me at this time since I wouldn't be able to swap out the graphics, even if it were to be translated then created.

I figured out the compression for the graphics which involved editing 4,624 bytes manually, but I really have no intent of doing this with the four - 320 x 200 byte screens that remain. One pixel out of place while editing and the whole thing becomes a real mess. All I need is some way to save it in whatever format it is in, swap out the body (the content in the game does not include dimensions, attributes or a stored palette).

Help?
Ohne Mitleid is offline                         Send a private message to Ohne Mitleid
Reply With Quote
Old 10-01-2011, 05:08 AM   #4
The Fifth Horseman
FUTURE SCIENCE BASTARD
 
The Fifth Horseman's Avatar


 
Join Date: Oct 2004
Location: Opole, Poland
Posts: 14,276
Default

Describe the compression. I'll see what can be done for an automated decompressor/compressor.
__________________

"God. Can't you people see I'm trying to commit a crime against science and nature here?"
-- Reed Richards
The Fifth Horseman is offline                         Send a private message to The Fifth Horseman
Reply With Quote
Old 10-01-2011, 07:51 AM   #5
Ohne Mitleid
Brazen Pangolin
 
Ohne Mitleid's Avatar


 
Join Date: Dec 2010
Location: ,
Posts: 202
Default

Thank you, that would be great!


Hopefully this will help. I've come a long way, I would hate to fail now

Last edited by Ohne Mitleid; 14-01-2011 at 04:29 PM. Reason: Link no longer necessary
Ohne Mitleid is offline                         Send a private message to Ohne Mitleid
Reply With Quote
Old 10-01-2011, 10:10 AM   #6
The Fifth Horseman
FUTURE SCIENCE BASTARD
 
The Fifth Horseman's Avatar


 
Join Date: Oct 2004
Location: Opole, Poland
Posts: 14,276
Default

Can you show me the raw data for the master icon before and after the conversion process you applied?
I think I understand the procedure, but I'll need an example entry and output to test my program on.

The compression/decompression procedure itself will be fairly easy to code.
__________________

"God. Can't you people see I'm trying to commit a crime against science and nature here?"
-- Reed Richards
The Fifth Horseman is offline                         Send a private message to The Fifth Horseman
Reply With Quote
Old 10-01-2011, 02:07 PM   #7
Ohne Mitleid
Brazen Pangolin
 
Ohne Mitleid's Avatar


 
Join Date: Dec 2010
Location: ,
Posts: 202
Default

This should do it. The file is at the bottom of the same page.

Last edited by Ohne Mitleid; 14-01-2011 at 04:29 PM. Reason: Link no longer necessary
Ohne Mitleid is offline                         Send a private message to Ohne Mitleid
Reply With Quote
Old 11-01-2011, 11:38 AM   #8
The Fifth Horseman
FUTURE SCIENCE BASTARD
 
The Fifth Horseman's Avatar


 
Join Date: Oct 2004
Location: Opole, Poland
Posts: 14,276
Default

This is a functional algorithm for the compression process. http://5thhorseman.pastebin.com/14cVLejD
There's two things I'm somewhat unclear on, though: how the original format handles repeat sequences spaced more than 127 pixels apart, and palette indexes above the 127th. If those situations never happen, we're good. Otherwise I'll be going back to the drawing board as soon as we find an example in the original data.

The interleaving is next on my list.
__________________

"God. Can't you people see I'm trying to commit a crime against science and nature here?"
-- Reed Richards
The Fifth Horseman is offline                         Send a private message to The Fifth Horseman
Reply With Quote
Old 11-01-2011, 05:07 PM   #9
Ohne Mitleid
Brazen Pangolin
 
Ohne Mitleid's Avatar


 
Join Date: Dec 2010
Location: ,
Posts: 202
Default

Quote:
Originally Posted by The Fifth Horseman View Post
This is a functional algorithm for the compression process. http://5thhorseman.pastebin.com/14cVLejD
There's two things I'm somewhat unclear on, though: how the original format handles repeat sequences spaced more than 127 pixels apart, and palette indexes above the 127th. If those situations never happen, we're good. Otherwise I'll be going back to the drawing board as soon as we find an example in the original data.

The interleaving is next on my list.
I looked at your algorithm and while parts of it make sense to me, I cannot figure it out as a whole. So this post would probably be more clear to understand if I could speak in C++, but since I cannot, I'll try my best to explain.
I was unable to find a sequence that was spaced more than 127 pixels apart, but that is a very good question. The full screen graphics for this program all have a 3 color rectangular border around the edge. If this were combined with the interleaving, odds are it would probably cause a break in any sequence larger than 127, so maybe the graphics were planned this way to avoid having to code around those situations. If that isn't the explanation, my theory would be that the byte indicating the next repeat sequence location would be FF and the byte at current location plus FF would be FF (or the next repeat sequence location number) until the sequence longer than 127 pixels apart was broken.
The original format handles all palette indexes over 127 as the correct palette index except for the first byte of the graphic. If the first byte is larger than 00, it is handled as the indicator for the number of pixels to be repeated. My logic fails when it comes to figuring out what happens to the second byte when the first byte is 00, but it does not matter, at least for this program, since all of the graphics that need to be converted have the first line of on screen pixels set to be a sequence of three or more.
Ohne Mitleid is offline                         Send a private message to Ohne Mitleid
Reply With Quote
Old 11-01-2011, 12:20 PM   #10
arete
If All Else Fails, Play Dead
 
arete's Avatar


 
Join Date: May 2008
Location: Waterside, South Africa
Posts: 3,138
Default

Could we perhaps apply this process to Chrono Quest if you guys perfect it? Frodo's been bugging me for ages.
__________________

"You have heard that it was said, 'You shall love your neighbor and hate your enemy.' But I say to you, love your enemies, bless those who curse you, do good to those who hate you, and pray for those who spitefully use you and persecute you..."
arete is offline                         Send a private message to arete
Reply With Quote
Reply


Similar Threads
Thread Thread Starter Forum Replies Last Post
Lost City Of Atlantis, The Romano Games Discussion 26 28-02-2014 09:11 PM
Lost City of Atlantis Bazly Gaming Zone 26 10-06-2011 07:04 PM
City of Lost Children, The Paco C 11 28-06-2010 07:29 AM
City of Lost Children, The Paco Approved Requests 1 27-02-2010 09:46 AM
Atlantis - The Lost Tales [GoG] Stroggy Invalid Requests 43 09-01-2010 07:17 PM

Thread Tools
Display Modes

Posting Rules
You may post new threads
You may post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Forum Jump
 


The current time is 07:27 PM (GMT)

 
Powered by vBulletin® Version 3.7.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.