Página académica del Colegio Nacional



Comunidad y Foros de discusión
No estás autentificado

< Último hilo   Siguiente hilo ><<  1    2  >> Nuevo Tema  Publicar una respuesta
Autor: Asunto: PG research thread

PV3 Coder





Envíos: 184
Registrado: 24/10/2002
Status: Desconectado

  publicado el 1/5/2003 en 09:43
Here we'll post information about what we know on PG
 
Reply With Quote Visit User's Homepage

Miembro normal



Envíos: 16
Registrado: 3/5/2003
Status: Desconectado

  publicado el 3/5/2003 en 11:31
Any progress made of discovering the vdungeon format? such as viewing and editing the graphics?
 
Reply With Quote

Moderador




Envíos: 15
Registrado: 2/5/2003
Status: Desconectado

  publicado el 3/5/2003 en 16:31
Actually, I have just made some progress today. I found out that the images are run length encoded (RLE). In the beginning of the file, there is a 16-color palette. I hope to find out some more soon. If you want to help, please get in touch with me (icq 10910921).
 
Reply With Quote

PV3 Coder




Envíos: 184
Registrado: 24/10/2002
Status: Desconectado

  publicado el 8/5/2003 en 04:06
I've finnish the coding of B2 extraction algorithm, so we have implemented:

Extraction:
B0, B1, B2

Compression:
None yet

We are corrently figuring out B3 and B4. If anybody wanna help, there is a file at http://www.princed.com.ar/codif.doc, so the task is to figuring out how this algorithm works.

So at the moment we have:

Expansion:
60% coded.
Compression:
0% coded.
Figuring out:
50%



[Editado el 8/5/2003 por poirot]

 
Reply With Quote

PV3 Coder




Envíos: 184
Registrado: 24/10/2002
Status: Desconectado

  publicado el 28/5/2003 en 14:56
Thanks to Anke we know the last two of the 5 compression formats, so no we need to figure out some file properties.

Expansion:
90% coded.
Compression:
10% coded.
Figuring out:
90%

 
Reply With Quote

PV3 Coder




Envíos: 184
Registrado: 24/10/2002
Status: Desconectado

  publicado el 28/5/2003 en 15:03
Here you'll have some example of an extracted file from pv.dat using PG extractor:


 
Reply With Quote

No registrado


  publicado el 31/5/2003 en 08:29
Which version do you use for research?
 
Reply With Quote

PV3 Coder




Envíos: 184
Registrado: 24/10/2002
Status: Desconectado

  publicado el 31/5/2003 en 11:34
Princed Graphics Extractor (PGE) Version 1.0 Alpha, made in Ansi C and based in functions that will be translated to C++ to creare the cPrincedGraph Class.

For researching we used several Hex editors (I prefer to use vxi32) and the program itself. For the PG researching we also made a specific hex viewer in pascal.

[Editado el 31/5/2003 por poirot]

 
Reply With Quote

Moderador




Envíos: 15
Registrado: 2/5/2003
Status: Desconectado

  publicado el 31/5/2003 en 20:23
I think anonymous was talking about the Prince-version. I think I'm using version 1.3 for the research, but I'm not even sure of it. I assume the graphics are the same in all versions.
 
Reply With Quote

PV3 Coder




Envíos: 184
Registrado: 24/10/2002
Status: Desconectado

  publicado el 31/5/2003 en 23:56
Ohhh, both vdungeon.dat (in versions 1.3 and 1.4) were well extracted.
 
Reply With Quote

Miembro normal



Envíos: 16
Registrado: 3/5/2003
Status: Desconectado

  publicado el 6/6/2003 en 05:27
Any progress with PG compression?
 
Reply With Quote

PV3 Coder




Envíos: 184
Registrado: 24/10/2002
Status: Desconectado

  publicado el 7/6/2003 en 02:39
The first compressor will be very quick and dirty and will be done within the week.
 
Reply With Quote

Miembro reciente



Envíos: 2
Registrado: 11/6/2003
Status: Desconectado

  publicado el 12/6/2003 en 17:33
I just have to say something, the graphics in version 1.0 and version 1.3 of PoP are not EXACTLY the same....on level 3 in version 1.3 to dungeon rock is coloured green....on the original version it is still blue. I don't think it will make a difference to PG, but I'd just thought I'd mention

 

____________________
This is a signature.

 
Reply With Quote

PV3 Coder




Envíos: 184
Registrado: 24/10/2002
Status: Desconectado

  publicado el 12/6/2003 en 18:41
I think this is only graphic change, not a format change, so when you extract the prince 1.0 files you'll get a different bitmap. Do you still have Prince 1.0? can you send it?
 
Reply With Quote

PV3 Coder




Envíos: 184
Registrado: 24/10/2002
Status: Desconectado

  publicado el 13/6/2003 en 11:12
Well... PG is 100% figured out, so let's move to the PR development thread.
 
Reply With Quote

Miembro normal



Envíos: 14
Registrado: 26/5/2003
Status: Desconectado

  publicado el 24/9/2003 en 23:04
Has anyone been able to compile the vdungeon.dat yet? The file size only seems to be about 8bytes for some reason, and the game doesn't work with the new vdungeon. Is this just an area that still needs to be fixed or is it just me?
I'm keen to get editing with the graphics.

Poirot- I've done some more levels- I'll email them to you soon if you want- - but no doors work or anything. I haven't figured out how to edit the start positions with the extension download either.

 
Reply With Quote

PV3 Coder




Envíos: 184
Registrado: 24/10/2002
Status: Desconectado

  publicado el 25/9/2003 en 06:01
I'm very bussy this semester, but we are working (slowly) in PV3. I think PV3 will come out for the end of the year. After that We'll start the development of a new pop game engine.

The last PR version (which I've never published due to many crach errors I have to fix) could extract the .dat to bmp and import again the files to the .dat. The problem is in the game: it only supports a bit memory and oue new graphics may need more memory than the replaced images, in that case the whole screen level where this graphic appears is displayed with trashed pixels and wrong colors. I hope I can solve this problem, but I want to finish PV3 first.

About the levels, yes send them!

 
Reply With Quote

Miembro normal



Envíos: 14
Registrado: 26/5/2003
Status: Desconectado

  publicado el 25/9/2003 en 10:38
No problem them. Is it worth editing the little fiddly graphics images now anyway for when they can be successfully compiled? If that's the only way to change them I'll do so-, or if there's going to a more efficient way i'll wait. I think i read somewhere that was going to be the case, but i'm not sure where the comment was.
Looking forward to be able to change start and end doors as well as working trigger panels too.

I'v only done the first 7 levels, I'll try and finish them soon- before i send them. Hopefully today at earliest (if i don't do anything that I'm supposed to be doing instead )

 
Reply With Quote

PV3 Coder




Envíos: 184
Registrado: 24/10/2002
Status: Desconectado

  publicado el 25/9/2003 en 22:22
there are some interesting things in the alpha testing thread about adding guards and editing the start position
 
Reply With Quote

Miembro normal



Envíos: 14
Registrado: 26/5/2003
Status: Desconectado

  publicado el 26/9/2003 en 00:23
I've just emailed a new set of levels to you at projectv3@princed.com.ar (hope that'sthe right address still). - including a pic illustrating intended door/trigger associations for level 9.

I made another comment about starting postions, I'd sent the email before i came here and read your comment (above) about interesting comments in the Alpha testing thread. I'm about to have a look now....
Let me know what you think of the levels.
Adiós.

 
Reply With Quote

PV3 Coder




Envíos: 184
Registrado: 24/10/2002
Status: Desconectado

  publicado el 26/9/2003 en 03:24
I've got the levels they are really cool, just like Mechner's (yes, Mechner designed himself pop1 levels, even in binary format!).

I'm starting to look at all PV3 sources we have, so we can finish PV3 as soon as possible, now we have lots of levels to compile/edit

 
Reply With Quote

Miembro normal



Envíos: 14
Registrado: 26/5/2003
Status: Desconectado

  publicado el 28/9/2003 en 11:48
I've started editing the graphics, and have been changing the little images to new ones (done the walls, pillars and some of the floors).

I then asked myself why not try and use the graphics from the SNES version of the game? So i started using them instead. It would take some time to go through and do all the images needed though.

However, would it be allowed? Or is it breaking the copyright issues of the game? If not- excellent- we can use their bricks etc, but if it is, no worries - we'll make our own custom gaphics (at least there'll be more variation)

In future will the editor be able to have more than the default two level styles (dungeon & palace), and have more levels like the Snes version? Hope so.

I have a pic I would post here- but Idon't know how.

 
Reply With Quote

Miembro normal



Envíos: 14
Registrado: 26/5/2003
Status: Desconectado

  publicado el 28/9/2003 en 11:58
Oh- I forgot to say- the graphics don't look too bad when reduced to 16 colours either (4-bit like the extracted ones are).

--- Also I forgot to say that with my new set of levels I sent you, if I've put two potions directly next to one another, it means there will/ should be a Big potion there.

---There are some random guards in walls and suspended in mid-air due to me changing the levels because I hadn't worked out how to get rid of them at the time. The same goes for the guard on the 1st screen of the 1st level. He shouldn't be there.

 
Reply With Quote

PV3 Coder




Envíos: 184
Registrado: 24/10/2002
Status: Desconectado

  publicado el 29/9/2003 en 08:06
remember that you have to use the same palette for all images, and reserve the first as transparent color (black).

I'm working in PV3 and some other surprises!!

 
Reply With Quote

Miembro normal



Envíos: 14
Registrado: 26/5/2003
Status: Desconectado

  publicado el 29/9/2003 en 09:20
Using same palette like you said- it's had a negative impact as I would suspect, but it's still recognizable and looks different to normal. But seeing as I rushed it as a test only, it will look neater in future.

So how do I attach the image to this post? The picture button just puts in the words '' Or should I just email it to you (assuming you want to see it)?

Keep up the excellent work on PV3 and the surprises- whatever they may be....

 
Reply With Quote

PV3 Coder




Envíos: 184
Registrado: 24/10/2002
Status: Desconectado

  publicado el 29/9/2003 en 22:31
yes please send me the bitmaps so I can upload them to the home page and link them to the forum
 
Reply With Quote

No registrado


  publicado el 30/9/2003 en 14:32
How is PG Compression comming along?
Is there a working version available yet?
I can't wait to start placing my sprites into the game.

 
Reply With Quote

No registrado


  publicado el 30/9/2003 en 16:13
SKY050 : I applied vga palletes to some of the snes prites and was suprised at the (better than expected) results.



As you can see there was only a minor colour shift in the first few screens using a standard vga 16 colour pallete.
There was only a major shift when using an EGA 16 colour pallete set, but since were using vga this isn't really an issue.

Oh yeh i prefer if we create our own sprites and just use the snes version as a source of inspiration. Lets be original shall we. I'm currently adding to my current collection of custom made sprites incase you havn't seen the last posts here they are.



-TRIDENT

 
Reply With Quote

Miembro normal



Envíos: 7
Registrado: 30/9/2003
Status: Desconectado

  publicado el 30/9/2003 en 23:16
Cool picturse anonymus I like them...
 
Reply With Quote

PV3 Coder




Envíos: 184
Registrado: 24/10/2002
Status: Desconectado

  publicado el 1/10/2003 en 03:03
really great! I think we'll have very cool designs in the next versions of the game!

You forgot to log in Trident, you can do it in the home page, and then you'll be logged in for some months.

Great works, congratulations!

 
Reply With Quote
<<  1    2  >> Nuevo Tema    Publicar una respuesta


Powered by XForum 1.6n by Trollix Software
original script by xmb


 
  All logos and trademarks in this site are property of their respective owner. The comments are property of their posters, all the rest © 2002 by me. Web site engine code is Copyright © 2003 by PHP-Nuke. All Rights Reserved. PHP-Nuke is Free Software released under the GNU/GPL license.
Página Generada en: 0.331 Segundos