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Join Date: Oct 2004
Location: Opole, Poland
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![]() Chrono Quest is practically guaranteed to use a completely different method of storing data - it would have to be reverse-engineered from scratch.
And then someone would have to translate the text portion of the game anyhow.
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![]() "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; 11-01-2011 at 01:07 PM. |
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![]() I was not clear enough, sorry. The repeat sequence consists of at least three bytes: a repeat sequence count, a palette index and a stop current sequence / next sequence start byte. Outside of these repeat sequences, and even inside with the palette index byte, the values can be anywhere from 00 to FF. Within the repeat sequence, between the palette index and the stop current sequence / next start byte can be another byte with a value in excess of 7F which would allow the current repeat sequence to keep repeating with the new information of repeat count and new palette index. I am not sure if that is any clearer or if it makes things more confusing.
PCX formatting would be great. In fact, when I was looking at the graphic files in hex and searching on the internet, I was almost sure the format used by the game was a PCX. I only have access to versions 0, 2 and 5 to convert the files to though, so the utility either needs to identify one of those versions, or I need to find another program, maybe.
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![]() Awesome! That is fantastic! Hopefully, I didn't overlook anything else...
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#4 | ||
Join Date: Oct 2004
Location: Opole, Poland
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![]() One English shareware version, coming right up.
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#5 | ||
Join Date: Oct 2004
Location: Opole, Poland
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![]() This should do the trick. Let me know if there are any problems.
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![]() Quote:
Any suggestions?
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#7 | ||
Join Date: Oct 2004
Location: Opole, Poland
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![]() The executable is standalone - everything the program uses from those two headers is added to the executable during compilation.
I've added status reporting. See how far this one goes before it crashes, and we'll know where is the problem. Please show me the PCX file you tried to run through it. There might be something about that file that I didn't account for in the code.
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![]() "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; 13-01-2011 at 03:01 PM. |
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![]() First off, my apologies. The program may be working in its first iteration (I haven't gone back to check). It seems when I chose to save in version 2, although the graphic does not change on the screen nor does the application give me any sort of warning, it changes the palette to 16 colors, which is obviously a problem.
After correcting this, the second version you sent me did the job in an eye blink. After loading it as a replacement into Atlantis, it displays on the screen correctly, sort of. It has some extra stuff displayed which usually indicates there is additional information which is crowding out what needs to be displayed for the torch animation. Bleh...look here Anyway, great job! I am off to investigate and will report back with what I find. I am sure it is something minor and I am sure it is something I didn't communicate to you correctly!
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I can ride my bike with no handlebars Last edited by Ohne Mitleid; 14-01-2011 at 04:33 PM. Reason: Link no longer necessary |
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#9 | ||
Join Date: Oct 2004
Location: Opole, Poland
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![]() In which file is the sprite stored, and at what offset does it start?
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#10 | ||
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![]() The graphics work perfectly...well, I haven't checked out the last one yet but I'm 99% sure it isn't an issue. As I said, it was my communication (or lack of knowledge about the issue) at fault here.
Four graphics to convert - 1.MNU, 2.MNU and 3.MNU for the shops, then FINISH.LBM for the ending. <<EDIT: All are working fine now>>The MNU files all have 19 bytes appended to them that repeat 00 0C in sequence, if that means anything to you because it makes no sense to me.<<EDIT: It turns out those are the end sequences, not beginning, for the sprites>> 1MNU and 3MNU have the first byte as 00 and 52 respectively, which have nothing to do with the graphic content but seems to affect something(?)...it shifts screen position for 3MNU if it isn't there. Everything I checked now seems to work though. To answer your question: The sprites for the weapons change and animated torch are contained within the MNU files at different offsets dependent on the size of the graphic for the shop screen. This just means a cut, paste and append to the the newly (Thanks to you I'm going back to the game now to see if I can finish this up. This is pretty cool!
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I can ride my bike with no handlebars Last edited by Ohne Mitleid; 14-01-2011 at 02:17 AM. Reason: Corrections: Addendums |
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