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Autor: Asunto: PR development & testing

PV3 Coder





Envíos: 170
Registrado: 24/10/2002
Status: Conectado

  publicado el 13/6/2003 en 11:10
Well, a new version of PR has been released, you can download from here.

Wav and Mid files work perfectly, graphic files have some problems, but we'll solve it.

There is also a unix binary file (very useful to classify .dat files uploaded in unix web servers).

If you wanna test: Upload some .dat files and the system will say what kind of file you are uploading, even if you upload an invalid or a renamed file. It also detects similar files, so if somebody uploaded the original levels.dat, nobody will be able to upload it again. Test it, it works! I'm very happy! I've been 7 hours dealing with unix permissions and modes.

 
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PV3 Coder




Envíos: 170
Registrado: 24/10/2002
Status: Conectado

  publicado el 25/6/2003 en 17:38
We are working with thraka in the Princed Resource Manager. You can download form the home page.

Here you have an example of what can you do with it:


[Editado el 25/6/2003 por poirot]

 
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PV3 Coder




Envíos: 170
Registrado: 24/10/2002
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  publicado el 1/7/2003 en 14:14
PG figuring out is done, we know the whole 100% format, including title.dat and big images. We could unpack them!!!

Extracted:


Here you'll see the impovements:
In PR v0.3


In PR v0.4


In PR v0.5



 
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Registrado: 31/5/2003
Status: Desconectado

  publicado el 2/7/2003 en 05:02
Great!
 
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Registrado: 4/7/2003
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  publicado el 4/7/2003 en 02:02
Hey that's really cool, it was a tough cookie but you managed to do it eventually .

However, I think the project could still go one step beyond to be completely useful, regarding the animations. It would be great to be able to extract the prince, guard, etc. frames correctly aligned. It looks like in the game, each frame is clipped to its minimum size (i.e. with no black borders around it), so when you put them together, the frames are misplaced and the animation looks "wobbly" as in the one displayed above. Somewhere in the game files (probably in the graphics ones, but who knows) there must be the "axis" information needed to align every animation frame nicely.

Of course, finding and figuring out such information could be a royal pain in the ***, so it's fine if you leave it as it is (which is what's more likely, and it's enough). However, what do you think about it? Do you think it's interesting/viable?

 

____________________
Greetings from Inverse
mr_santana@hotmail.com

 
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PV3 Coder




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Registrado: 24/10/2002
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  publicado el 4/7/2003 en 16:35
I'm afraid the image axis are saved in prince.exe file. Eero is disassembling the file, but he will focus on level type, mirror and other things. Anyways, we'll try to ask Mechner the source code so we can edit the axis and other things.

If you know about it and you wanna help my mail is pr at princed dot com dot ar.

 
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  publicado el 4/7/2003 en 20:50
Alright thanks for at least considering it. Honestly, I'm not that brilliant at hacking files so I'm afraid I can offer little help v_v. I made that suggestion because I am heavily considering programming a PoP remake for the Gameboy Advance, and with Prince's high precision control that feature would simplify things a great deal.

By the way, do you guys have Mechner's email? I'd like to ask him about legal issues and stuff (basically, if they would sue me if I ever release the thing XD).

 

____________________
Greetings from Inverse
mr_santana@hotmail.com

 
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  publicado el 5/7/2003 en 06:46
quote:
Eero is disassembling the file, but he will focus on level type, mirror and other things.

I will be doing it somewhere next week, and yes, at first I'll only figure out things you mentioned... I may focus on other things afterwards I guess.

 
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PV3 Coder




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  publicado el 5/7/2003 en 15:03
I think Ubisoft has the rights over the game, check this url http://forums.ubi.com/messages/message_view-topic.asp?name=popgeneral&id=zzzmt in the Ubisoft Forum. If you still need Mechner's email ask Tammo Jan.

If you start this new remake and you need hosting, etc, feel free to ask so this project can be a princed assosiate project.

 
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PV3 Coder




Envíos: 170
Registrado: 24/10/2002
Status: Conectado

  publicado el 11/7/2003 en 03:31
News

You can download PR 0.5 Beta in the home page, I'll post 0.6 as soon as I can fix the problem in the bmp compiling. I'll remake PR in separate programs that performs one step: dat <--> extracted raw <--> uncompressed raw <--> bmp

This will take a big time, but I'll be able to solve the bigest problems that are in the two steps: bmp --> uncompressed raw --> extracted compressed raw. This is the only one way to separate the problem and turn one big problem into two separated problems.

If my predictions are ok, I'll be releasing PR 1.0 editor with DLL in a month. I'm not going to add more Pop2 features than it has now, I first want it to work, and after that I'll make newer, optimized and expanded versions. I don't think I can add compression for the B3/B4 algorithms for the moment, I have to study a bit more this compression algorithm due to the problems with big images. I set the objetives for PR v2.0, so it may support POP2 dat files and B3/B4 compression.

Testers needed
If anybody wanna help, please test PR v0.5 with sound files (both mid and wav) and tell me if you find any error. I need to know exactly what kind of midi format it does support and what doesn't (for the documentation). I don't have time to work there because I'm programing the graphic modules. So if you can help please post here.

Ohhh, my mail is ecalot at princed dot com dot ar.

 
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PV3 Coder




Envíos: 170
Registrado: 24/10/2002
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  publicado el 19/7/2003 en 15:36
I've been working in PR v0.6, here you have some news:

PR v0.5 was able to do:
dat <--> extracted raw --> uncompressed raw --> bmp

Now PR v0.6 is able to do:
dat <--> extracted raw --> uncompressed raw <--> bmp

And in a few days it will do:
dat <--> extracted raw <--> uncompressed raw <--> bmp

I'm working very hard in compression, but it takes so much time. Currently BMP reading is done and tested.
This version will also improve a bit the command syntax.

PR v0.7 will be PR v0.6 but stable and a bit optimized. PR v0.8 will have some resource cathegorizing features and v0.9 will be a stable v0.8. I hope PR v1.0 will come out in the first week of Augost.

 
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PV3 Coder




Envíos: 170
Registrado: 24/10/2002
Status: Conectado

  publicado el 23/7/2003 en 20:33
Compression is done now (only vertical RLE).
So now we have:
dat <--> extracted raw <--> uncompressed raw <--> bmp

But we have a new problem: memory, the exe file reserves a specific memory size to each image, so if the image doesn't fix, we'll have a "memory error" in the game. This is the same problem that made impossible to add choppers into level 1 or level 2.

Any suggestions?

 
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  publicado el 28/7/2003 en 21:01
quote:
Compression is done now (only vertical RLE).
So now we have:
dat <--> extracted raw <--> uncompressed raw <--> bmp

But we have a new problem: memory, the exe file reserves a specific memory size to each image, so if the image doesn't fix, we'll have a "memory error" in the game. This is the same problem that made impossible to add choppers into level 1 or level 2.

Any suggestions?


Maybe there is just something in the prince.exe that says how much mem it will take? search for that and replace it with bigger amount?
-Thraka-

 
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PV3 Coder




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Registrado: 24/10/2002
Status: Conectado

  publicado el 29/7/2003 en 14:54
The size of the images is saved in the dat files, but yes the problem is there in the exe, I'll make some tests, but if I still can't make it work, I'll just hope Eero could edit the exe file.
 
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PV3 Coder




Envíos: 170
Registrado: 24/10/2002
Status: Conectado

  publicado el 18/10/2003 en 03:41
Bug solved PR 0.6 beta posted in SourceForge.net download page!!!!!!!!! Check it!
 
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PV3 Coder




Envíos: 170
Registrado: 24/10/2002
Status: Conectado

  publicado el 29/10/2003 en 20:22
I need some help in the researching area:

We don't know how PC Speaker sounds (ibm_snd?.dat), if anybody wants to look and see if you can edit this kind of files, please ask me, and I'll send some extracted PC Speaker files to see if there is any matching format.

It would also be great if anybody uses the midi extractor and makes a list of midi formats supported by the editor (those ones that are played in the game).

If you want to help please contact me at help at princed.com.ar or just answer here in the forum.

 
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