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  #51  
Old 2017-06-06, 16:40
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Finally I think I should finish this project even if it's just for myself.

I should restart the dev as soon as I have some time.
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  #52  
Old 2017-06-07, 22:14
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Originally Posted by gravel22 View Post
Finally I think I should finish this project even if it's just for myself.
I'm still very much interested in trying it out. I'd make a great challenge.
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  #53  
Old 2017-06-09, 21:43
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If you do start it again, and get as far as the scene management besides grid management that'd be pretty neat!

Since I've been getting better at programming, it wouldn't be hard to find out the formula of how the sprites are stored for LBA1. I've already done so for LBA2.

I've even been thinking of how I could convert audio (such as WAV, MP3, etc) to VOC files - which is what LBA1 uses for it's audio.

This may be a bit more difficult though - I know the WAVs partially but not enough to get them to VOCs yet. Perhaps I ought to study how the VOC's are stored, since I haven't yet.
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  #54  
Old 2017-06-11, 21:28
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Originally Posted by MrQuetch View Post
If you do start it again, and get as far as the scene management besides grid management that'd be pretty neat!

Since I've been getting better at programming, it wouldn't be hard to find out the formula of how the sprites are stored for LBA1. I've already done so for LBA2.

I've even been thinking of how I could convert audio (such as WAV, MP3, etc) to VOC files - which is what LBA1 uses for it's audio.

This may be a bit more difficult though - I know the WAVs partially but not enough to get them to VOCs yet. Perhaps I ought to study how the VOC's are stored, since I haven't yet.
Nice man! That would be pretty neat to replace some sounds by another. Already that would be great.
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  #55  
Old 2017-06-13, 01:18
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Nice man! That would be pretty neat to replace some sounds by another. Already that would be great.
I agree.

Still annoying that we can't make custom models for LBA2 yet. Still feels like it's on the tip of my tongue...
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