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  #126  
Old 2005-02-26, 00:22
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Battler Battler is offline
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Exclamation

LBA Scene Manager version 5.0.0
============================

1. What's new?
-------------------------
- Corrected bug of being unable to remove the last track;
- Text scenes support, and conversion (WARNING: During conversion, the life script becomes END-command only (END/00h, depending on mode));
- Cubic view for the zones (note: this, and the feature before are very big new features, thus the version of the program was increased to 5.0.0);
- Cancel button in the Save As dialog now doesn't cause an error anymore;
- The window now doesn't get centered on every call of the Form_Paint routine, but only, when you load the program;
- No more pause at the beginning;
- Program now has a "splash screen";
- License.txt file added, with GNU Public License information;
- Other bugs corrected.

NOTE: I use yaz0r's terms for the scene structure elements, this is why they are sometimes different, from what can be seen in the LBA scene format documentation. Also, when cloning the actors, the new actors is always added after the last one.

2. Description
----------------------
This is a program, that allows you to edit LBA 1/Relentless and LBA 2/TO (Twinsen's Odyssey) scenes. Scenes are the items, which are stored in the game's SCENE.HQR file (in LBA2/TO, items, from the second; the first item is a control item).
This program currently only allows you to edit/clone/remove actors, zones, and tracks in the scenes (for actors, it only allows to clone the existing ones) and edit ambient/Twinsen data (including the move script), and it also only allows you to edit/clone/remove actors, add/remove tracks, zones, and LBA 2-specific unknown data, and edit ambient/Twinsen data in LBA 2/TO scenes, but in the future, there will be the possibility to Add even empty actors (now only cloning the existing ones is possible, except, when a the current actor count is 1 (Twinsen only)), modify their life scripts, which will be de-compiled, and compiled, edit the hero (Twinsen)'s life script, which will be de-compiled, and compiled, and move script in LBA 2/TO scenes, and edit everything in LBA 2/TO scenes, and thus, it will be a complete scene editor. And then, with this program, and Zink's LBArchitect (which already allows editing the LBA 2 rooms), you'll be able to edit almost everything in the game.

3. Credits
---------------
This program was created by OBrasilo, and it was released under GPL. Soon, this program will go under cooperation with George (kargeor; who has not replied to me for a lot of time, so this cooperation is getting quite questionable), and will replace his LBAScene program. At that point, this program will be renamed to LBAScene (it's also possible, that the name will remain the same). So, the thing is just to wait, until this program goes into cooperation. Also, the isometrical coordinate
display (and now, also the Cubic View for the zones, based on it) was possible, thanks to Alexandre Fontoura (alexfont), who kindly explained me, how to do it.

4. Last-minute information
----------------------------------------
Now, all the actors are shown, when you open the LBA 2 scenes. This is due to the LBA 2 scene format, which is slightly different than the LBA 1 one, and was now completely deciphered. Now, there's a new LBA 2 scene loading routine, which loads all data. This routine is the LBA 2-variety of alexfont's LBA 1 scene (actors) loading routine, which he kindly explained me, how it goes. Both routines have also been slightly modified, in order to allow structurized scene loading, which opened new horizonts for this program, such as actor move script editing, and zone, and track editing/adding/removing (even the saving procedures have been modified for this). Also, the zones have two coordinates, and in the LBA scene format specification itself, it was erraneously specified, that they are 3-D coordinates. Actually, they're just source and destination coordinates, and this program allows you to edit them. Also, I proudly announce, that I completely deciphered the LBA 2/TO scene format (thus I added the options to edit the tracks and the LBA 2-specific unknown data, of which each item consists of the index(?) and an address. I proudly announce, that now you can edit everyting also in LBA 2/TO scenes. In this version, I introduced the zones support.

The addresses to the program are the same:
http://www.obrasilero.com/SManager.zip (the program),
and
http://www.obrasilero.com/SManager-source.zip (the source).

Enjoy it.

Yours sincerely,
João de Camões (OBrasilo).
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  #127  
Old 2005-02-26, 04:56
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Good work!
Dont have time to check at the moment,but never-the-less good work!
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  #128  
Old 2005-02-26, 11:32
ChaosFish ChaosFish is offline
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Thanks, looks great!
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  #129  
Old 2005-02-26, 16:24
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Yeah, great work OBras.
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TwinEngine v0.2.1 win32 beta released - open source re-implementation of the LBA 1 original engine.
[Discuss]|[Download]|[Changes]|[SourceCode]|[Issues]


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  #130  
Old 2005-02-26, 17:03
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Battler Battler is offline
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LBA Scene Manager version 5.1.0
============================

1. What's new?
-------------------------
- Improved the cubic view, so that it now supports zones with negative coordinates;
- You can now choose, whether to display the coordinates in the X-Z-Y or X-Y-Z (Scene Manager standard) mode (this was in version 5.0.0 as well, but with a minor bug, and I forgot to mention it in the readme);
- Help.txt file added, with a step-by-step guide on how to make the progeam work;
- Other bugs corrected.

NOTE: I use yaz0r's terms for the scene structure elements, this is why they are sometimes different, from what can be seen in the LBA scene format documentation. Also, when cloning the actors, the new actors is always added after the last one.

2. Description
----------------------
This is a program, that allows you to edit LBA 1/Relentless and LBA 2/TO (Twinsen's Odyssey) scenes. Scenes are the items, which are stored in the game's SCENE.HQR file (in LBA2/TO, items, from the second; the first item is a control item).
This program currently only allows you to edit/clone/remove actors, zones, and tracks in the scenes (for actors, it only allows to clone the existing ones) and edit ambient/Twinsen data (including the move script), and it also only allows you to edit/clone/remove actors, add/remove tracks, zones, and LBA 2-specific unknown data, and edit ambient/Twinsen data in LBA 2/TO scenes, but in the future, there will be the possibility to Add even empty actors (now only cloning the existing ones is possible, except, when a the current actor count is 1 (Twinsen only)), modify their life scripts, which will be de-compiled, and compiled, edit the hero (Twinsen)'s life script, which will be de-compiled, and compiled, and move script in LBA 2/TO scenes, and edit everything in LBA 2/TO scenes, and thus, it will be a complete scene editor. And then, with this program, and Zink's LBArchitect (which already allows editing the LBA 2 rooms), you'll be able to edit almost everything in the game.

3. Credits
---------------
This program was created by OBrasilo, and it was released under GPL. Soon, this program will go under cooperation with George (kargeor; who has not replied to me for a lot of time, so this cooperation is getting quite questionable), and will replace his LBAScene program. At that point, this program will be renamed to LBAScene (it's also possible, that the name will remain the same). So, the thing is just to wait, until this program goes into cooperation. Also, the isometrical coordinate
display (and now, also the Cubic View for the zones, based on it) was possible, thanks to Alexandre Fontoura (alexfont), who kindly explained me, how to do it.

4. Last-minute information
----------------------------------------
Now, all the actors are shown, when you open the LBA 2 scenes. This is due to the LBA 2 scene format, which is slightly different than the LBA 1 one, and was now completely deciphered. Now, there's a new LBA 2 scene loading routine, which loads all data. This routine is the LBA 2-variety of alexfont's LBA 1 scene (actors) loading routine, which he kindly explained me, how it goes. Both routines have also been slightly modified, in order to allow structurized scene loading, which opened new horizonts for this program, such as actor move script editing, and zone, and track editing/adding/removing (even the saving procedures have been modified for this). Also, the zones have two coordinates, and in the LBA scene format specification itself, it was erraneously specified, that they are 3-D coordinates. Actually, they're just source and destination coordinates, and this program allows you to edit them. Also, I proudly announce, that I completely deciphered the LBA 2/TO scene format (thus I added the options to edit the tracks and the LBA 2-specific unknown data, of which each item consists of the index(?) and an address. I proudly announce, that now you can edit everyting also in LBA 2/TO scenes. In this version, I introduced the zones support.

The addresses to the program are the same:
http://www.obrasilero.com/SManager.zip (the program),
and
http://www.obrasilero.com/SManager-source.zip (the source).

Enjoy it.

Yours sincerely,
João de Camões (OBrasilo).
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  #131  
Old 2005-03-01, 22:24
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morshem morshem is offline
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LOL
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  #132  
Old 2005-03-01, 22:59
ChaosFish ChaosFish is offline
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hehehe
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  #133  
Old 2005-03-02, 00:15
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Battler Battler is offline
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Documentation correction: When cloning the actors, the new actor (clone) is always added before the last one.
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  #134  
Old 2005-03-07, 20:02
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Golemboy Golemboy is offline
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before the last one? why's that? is the last one the penguin?
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  #135  
Old 2005-03-07, 22:06
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Battler Battler is offline
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- Golemboy: Yes, the last one is the penguin. It's mainly because of the LBA 1 scenes.

NOTE: Also, in the text scenes, you have to edit the penguin's life script manually, as it updates it, as if it was the hex script, but in fact, it's text script, so you have to correct it manually, after adding/removing actors.
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  #136  
Old 2005-03-07, 23:21
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LBA Scene Manager version 5.2.0
============================

1. What's new?
-------------------------
- Improved the cubic view, so that it now displays the zones of the LBA 2 outside (3-D) scenes in a carthesic 3-D coordinate system, and not in the isometric one anymore;
- Corrected the "menu bug" (the Refresh and About options didn't work from the menu);
- Corrected the actor cloning/removing - now it updates correctly the penguin's life script in text scenes, and it doesn't update that in LBA 2 scenes;
- In LBA 2 scenes, now the actor treatment is different - you can remove the last actor, but not the first one (which is the Nitro-Meca-Penguin in all scenes), and when cloning, the new actor is added at the end;
- Corrected SManager.txt (this) file - removed some lines, that were related to a specific, older version of the program;
- Other bugs corrected.

NOTE: I use yaz0r's terms for the scene structure elements, this is why they are sometimes different, from what can be seen in the LBA scene format documentation. Also, when cloning the actors, the new actors is always added after the last one.

2. Description
----------------------
This is a program, that allows you to edit LBA 1/Relentless and LBA 2/TO (Twinsen's Odyssey) scenes. Scenes are the items, which are stored in the game's SCENE.HQR file (in LBA2/TO, items, from the second; the first item is a control item).
This program currently only allows you to edit/clone/remove actors, zones, and tracks in the scenes (for actors, it only allows to clone the existing ones) and edit ambient/Twinsen data (including the move script), and it also only allows you to edit/clone/remove actors, add/remove tracks, zones, and LBA 2-specific unknown data, and edit ambient/Twinsen data in LBA 2/TO scenes, but in the future, there will be the possibility to Add even empty actors (now only cloning the existing ones is possible, except, when a the current actor count is 1 (Twinsen only)), modify their life scripts, which will be de-compiled, and compiled, edit the hero (Twinsen)'s life script, which will be de-compiled, and compiled, and move script in LBA 2/TO scenes, and thus, it will be a complete scene editor. And then, with this program, and Zink's LBArchitect (which already allows editing the LBA 2 rooms), you'll be able to edit almost everything in the game.

3. Credits
---------------
This program was created by OBrasilo, and it was released under GPL. Soon, this program will go under cooperation with George (kargeor; who has not replied to me for a lot of time, so this cooperation is getting quite questionable), and will replace his LBAScene program. At that point, this program will be renamed to LBAScene (it's also possible, that the name will remain the same). So, the thing is just to wait, until this program goes into cooperation. Also, the isometrical coordinate
display (and now, also the Cubic View for the zones, based on it) was possible, thanks to Alexandre Fontoura (alexfont), who kindly explained me, how to do it.

4. Last-minute information
----------------------------------------
As the almost complete LBA 2/TO scene format is known to me, I added the options to edit the tracks, zones, and the LBA 2-specific unknown data, of which each item consists of the index(?) and an address. You can edit everyting also in LBA 2/TO scenes.

The addresses to the program are the same:
http://www.obrasilero.com/SManager.zip (the program),
and
http://www.obrasilero.com/SManager-source.zip (the source).

Enjoy it.

Yours sincerely,
João de Camões (OBrasilo).
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  #137  
Old 2005-03-07, 23:23
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Kitarii Kitarii is offline
You what?!
 
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whats the source?
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  #138  
Old 2005-03-07, 23:28
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Battler Battler is offline
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- Tophars: The source code (in VB) of the program. It's actually the program in its uncompiled state. You'll see, how I did certain things (for example, actor move script compiling/decompiling) from it.
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  #139  
Old 2005-03-07, 23:46
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xesf xesf is offline
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OBras, you should add the actor after the pinguim and not before. Its a bit weird people always change meca-pinguim life script when they clone/make a new actor.
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TwinEngine v0.2.1 win32 beta released - open source re-implementation of the LBA 1 original engine.
[Discuss]|[Download]|[Changes]|[SourceCode]|[Issues]


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  #140  
Old 2005-03-07, 23:53
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- alexfont: Actually, now people don't have to change it themselves anymore. I corrected the procedure in the program, now it's done completely automatically.
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  #141  
Old 2005-03-08, 00:44
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Ok nice, anyway if people change the script somehow this will work bad.
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[Discuss]|[Download]|[Changes]|[SourceCode]|[Issues]


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  #142  
Old 2005-03-08, 01:16
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Battler Battler is offline
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- alexfont: Nope, because it doesn't change a fixed position (well, in binary scenes, yes, but I don't recommend editing the life scripts in the binary scenes). And if that specific line in the text life script of the penguin isn't found, it doesn't get replaced at all, because it simply isn't there, that's it.
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  #143  
Old 2005-08-07, 17:37
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OK, after almost half a year, there are finally some news about LBA Scene Manager. Me, alexfont and kat15pl are now doing the functions to compile and decompile the life scripts for the program (currently LBA 1-only). I already made version 5.6.0 internal version, yes, internal version, so please, don't download it. Currently, only the decompiling is done. When the compiling is done, LBA Scene Manager will be version 6.0.0, and finally the public version.

And yes, expect some documentation about the LBA 1 life scripts, when LBA Scene Manager version 6.0.0 will be released.
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  #144  
Old 2005-09-28, 20:40
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good work
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