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#51
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Yes, folks.
Here's the new version of the LBA Scene Manager, version 2.20. It now allows you to edit ambient and Twinsen data, clone actors' life scripts, it has many bugs corrected, and the scrollbars now go correctly (the number increases, when you click the UP button, and decreases, when you click the DOWN button). This is except for the Y-coordinate vertical scrollbar for the actors, and for the horizontal scrollbars. Actually, what you all think are sliders, are actually scrollbars. Also, even the Z point is now displayed, and the XY plane is now correctly displayes (for the actors). Also, I added the Change Scene command, to change the scene, without re-loading the whole HQR (but it works only, when you have a scene, loaded from a .HQR). Also, you can now also edit Twinsen's move script (except for LBA 2/TO scenes, where you can only edit actor/sprite move scripts). Also, here, I also attach the new version of the documentation for the actor move scripts, which has been corrected, thanks to alexfont (and me). I'm looking forward to hearing from you all. Here are the addresses: http://80.55.102.190/~obrasilo/SManager.zip (the program) http://80.55.102.190/~obrasilo/SManager-source.zip (the source). http://80.55.102.190/~obrasilo/MoveScript.txt (the source). Yours sincerely, João de Camões (OBrasilo).
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#52
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- OBras: it actually saves the scene data incorrectly. You should fix this. Also, you should make a custom entity maximum option, otherwise, how are you goin to continue with your mod?
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**************** **************** **************** **************** **************** **************** Long live the MBN. And long live The LBA Trio. ![]() ![]() |
#53
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I know. Actually, I already made a version 2.30, which will be released as soon, as I fix a few more bugs, and I add the sprite descriptions (for both games), and then, it will be released as Scene Manager v2.40. So, stay tuned.
__________________
Join #doki-doki on irc.ringoflightning.net for some nice chit-chat about anime, manga, and other aspects of Japanese culture now! Last edited by Battler; 2004-11-10 at 11:33. Reason: Forgot a letter... |
#54
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Good.
I'm now reworking again, when have a little time, in the second revision of the scene format. Just need to finnished the Move Script macros descriptions and start the Life script one. As soon as I finished the Move script descriptions I'll post or send to you, the way you can correct your documentation.
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LBA2Remake v0.4.0 released - open source re-implementation of the LBA 2 original engine for the web. [Play on Browser]|[Changes]|[Github] The Sacred Carrot website |
#55
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- alexfont: Also, a life script documentation would be appreciated, as otherwise, the editor can't be complete.
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#56
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Quote:
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__________________
LBA2Remake v0.4.0 released - open source re-implementation of the LBA 2 original engine for the web. [Play on Browser]|[Changes]|[Github] The Sacred Carrot website |
#57
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IMPORTANT ANNOUNCEMENT:
LBA Scene HQR version 3.0.0 is finally out. It has many new features, like sprite descriptions added, tabs (flat buttons), toolbar, and statusbar in the main window, etc. Here are the addresses: http://80.55.102.190/~obrasilo/SManager.zip (the program), and http://80.55.102.190/~obrasilo/SManager-source.zip (the source code). Here's a screenshot of this version: ![]() I'm looking forward to hearing from you all (and hope you all will like it). Yours sincerely, Joao de Camoes (OBrasilo).
__________________
Join #doki-doki on irc.ringoflightning.net for some nice chit-chat about anime, manga, and other aspects of Japanese culture now! Last edited by Battler; 2004-11-24 at 19:55. Reason: Forgot a something... |
#58
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Nice version Obras. Now its better.
This version have yet lots of bugs and exceptions. I don't have time now to describe it but its just for you know that. I saw that you don't have yet the life script macros, so here's ![]() END // 0 NOP SNIF OFFSET NEVERIF //5 NO_IF LABEL // 10 RETURN IF SWIF ONEIF ELSE // 15 ENDIF BODY BODY_OBJ ANIM ANIM_OBJ // 20 SET_LIFE SET_LIFE_OBJ SET_TRACK SET_TRACK_OBJ MESSAGE // 25 FALLABLE SET_DIR SET_DIR_OBJ CAM_FOLLOW COMPORTEMENT_HERO // 30 SET_FLAG_CUBE COMPORTEMENT SET_COMPORTEMENT SET_COMPORTEMENT_OBJ END_COMPORTEMENT // 35 SET_FLAG_GAME KILL_OBJ SUICIDE USE_ONE_LITTLE_KEY GIVE_GOLD_PIECES // 40 END_LIFE STOP_L_TRACK RESTORE_L_TRACK MESSAGE_OBJ INC_CHAPTER // 45 FOUND_OBJECT SET_DOOR_LEFT SET_DOOR_RIGHT SET_DOOR_UP SET_DOOR_DOWN // 50 GIVE_BONUS CHANGE_CUBE OBJ_COL BRICK_COL OR_IF // 55 INVISIBLE ZOOM POS_POINT SET_MAGIC_LEVEL SUB_MAGIC_POINT // 60 SET_LIFE_POINT_OBJ SUB_LIFE_POINT_OBJ HIT_OBJ PLAY_FLA PLAY_MIDI // 65 INC_CLOVER_BOX SET_USED_INVENTORY ADD_CHOICE ASK_CHOICE BIG_MESSAGE // 70 INIT_PINGOUIN SET_HOLO_POS CLR_HOLO_POS ADD_FUEL SUB_FUEL // 75 SET_GRM SAY_MESSAGE SAY_MESSAGE_OBJ FULL_POINT BETA // 80 GRM_OFF FADE_PAL_RED FADE_ALARM_RED FADE_ALARM_PAL FADE_RED_PAL // 85 FADE_RED_ALARM FADE_PAL_ALARM EXPLODE_OBJ BULLE_ON BULLE_OFF // 90 ASK_CHOICE_OBJ SET_DARK_PAL SET_NORMAL_PAL MESSAGE_SENDELL ANIM_SET // 95 HOLOMAP_TRAJ GAME_OVER THE_END MIDI_OFF PLAY_CD_TRACK // 100 PROJ_ISO PROJ_3D TEXT CLEAR_TEXT BRUTAL_EXIT // 105
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LBA2Remake v0.4.0 released - open source re-implementation of the LBA 2 original engine for the web. [Play on Browser]|[Changes]|[Github] The Sacred Carrot website |
#59
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- Thanks, alexfont. Now just tell me, what the bugs are, so, that I correct them, and then, I'll make the new version of the program. Thank you very much for the life script codes.
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#60
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IMPORTANT ANNOUNCEMENT:
LBA Scene HQR version 3.2.0 is out. It fixes some bugs, it adds the shortcut keys, and it has Zink-style loading (you specify the paths to both games' archives in the Options, and then just use the Open/Change Scene command (now, it's only one command), to open the desired scene). Here are the addresses: http://80.55.102.190/~obrasilo/SManager.zip (the program), and http://80.55.102.190/~obrasilo/SManager-source.zip (the source code). I'm looking forward to hearing from you all (and hope you all will like it). Yours sincerely, Joao de Camoes (OBrasilo).
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#61
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Hmmm, it's not "Zink-style loading". I introduced it just to simplify loading since more than one file has to be loaded at the same time. I think standard loading will be easier when you open only one file at a time.
__________________
Emerald Moon Base projects: Little Big Architect v 1.2, Package Editor - v 0.11+, Text Editor 2 - v 2.3, Font Editor - v 2.03+ Technical stuff: LBA File Information Project LBA Prequel: The forum topic |
#62
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- Zink: Actually, it's easier, as I did it. In this way, you just choose the game and the scene, while with standard loading, you have to do specify the file to open every time you want to change the game (and also every time you restart the program). So I decided to use this style of loading from now on.
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#63
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Alexfont, can you help me with one thing? I saw you did the isometric positioning in your scene editor, and would really appreaciate, if you enlighten me, on how to do it. I really need it.
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#64
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Ok, here's what I made:
For X scroll: edt_actorX->Text = scroll_actorX->Position; img_actorpos->Top = 45 + ((edt_actorX->Text.ToInt()) * 46) / 32767 - ((32767 - edt_actorY->Text.ToInt()) * 46) / 32767; img_actorpos->Left = 0 + ((edt_actorX->Text.ToInt()) * 46) / 32767 + ((32767 - edt_actorY->Text.ToInt()) * 46) / 32767; For Y scroll: edt_actorY->Text = scroll_actorY->Position; img_actorpos->Top = 45 - ((32767 - edt_actorY->Text.ToInt()) * 46) / 32767 + (edt_actorX->Text.ToInt() * 46) / 32767; img_actorpos->Left = 0 + ((32767 - edt_actorY->Text.ToInt()) * 46) / 32767 + (edt_actorX->Text.ToInt() * 46) / 32767; img_actorpos - it's a TImage with the twinsen image, the thing we want to move.
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LBA2Remake v0.4.0 released - open source re-implementation of the LBA 2 original engine for the web. [Play on Browser]|[Changes]|[Github] The Sacred Carrot website |
#65
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- alexfont: Thanks. I'll finally be able to make this thing. Thanks again.
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Join #doki-doki on irc.ringoflightning.net for some nice chit-chat about anime, manga, and other aspects of Japanese culture now! |
#66
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LBA Scene Manager version 3.5.0
============================ 1. What's new? ------------------------- - Added track and LBA 2-specific unknown data editing for LBA 2/TO scenes; - Tracks now also have the picture boxes with appropriate scrollbars for coordinates; - Corrected bug of zones and tracks not reflecting the changes; - Corrected bug of incorrectly saved track coordinates in LBA 1/Relentless scenes (were saved X, Y, Z, instead of X, Z, Y); - Background color of tab icons corrected; - Coordinates window added for editing the Twinsen and track start/end coordinates with the pictureboxes and scrollbars; - Corrected bug, where the program didn't allow to load a scene from a non-archive file, if it had no actors (actually, it was, what remained of versions 1.XX of the program, when it only allowed to edit the actors in the scenes); - Better coordinates support (shows grids, and the coordinates are shown isometrically on isometric scenes; the isometrical coordinate display was possible, thanks to Alexandre Fontoura (alexfont)); - Corrected many other bugs. 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 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), 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 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 actors. 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. The addresses to the program are the same: http://80.55.102.190/~obrasilo/SManager.zip (the program), and http://80.55.102.190/~obrasilo/SManager-source.zip (the source). Enjoy it. Yours sincerely, João de Camões (OBrasilo). ![]()
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#67
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Update the file in the server
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LBA2Remake v0.4.0 released - open source re-implementation of the LBA 2 original engine for the web. [Play on Browser]|[Changes]|[Github] The Sacred Carrot website |
#68
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- I will. Wait a few minutes, please.
EDIT: I did it. Now, the new version is, where it should be.
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Join #doki-doki on irc.ringoflightning.net for some nice chit-chat about anime, manga, and other aspects of Japanese culture now! Last edited by Battler; 2004-11-29 at 23:38. Reason: Updated the status... |
#69
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LOL, you should update first after posting. Ok I'll wait.
__________________
LBA2Remake v0.4.0 released - open source re-implementation of the LBA 2 original engine for the web. [Play on Browser]|[Changes]|[Github] The Sacred Carrot website |
#70
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- alexfont: It's up now. You can test it now.
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#71
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Yeah the coordinate thing its good now.
Yesterday I work a bit in my editor but the Life script display ins't good yet :S Here's a shot about it: ![]()
__________________
LBA2Remake v0.4.0 released - open source re-implementation of the LBA 2 original engine for the web. [Play on Browser]|[Changes]|[Github] The Sacred Carrot website |
#72
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- alexfont: May you explain me, how to decompile and compile the life script?
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#73
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I'm just making yet the decompile thing with yaz0r opensource help. I think its better for you look at the yaz0r code (http://cvs.sourceforge.net/viewcvs.p...-e/twin-e/src/)
![]()
__________________
LBA2Remake v0.4.0 released - open source re-implementation of the LBA 2 original engine for the web. [Play on Browser]|[Changes]|[Github] The Sacred Carrot website |
#74
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- alexfont: Thanks.
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#75
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LBA Scene Manager version 3.8.0
============================ 1. What's new? ------------------------- - Corrected minor bugs, which prevented zones and tracks to be added/removed, and LBA 2-specific unknown data to be removed; - Changed the About toolbar button image; - Added better toolbar management for the Open from Archive/Change scene button; - Corrected the bug of the description, whether a scene is isometric/internal or 3-D/external, which was not shown; - If the scene currently has an actor count of 1 (= Twinsen only), then a new actor is added, instead of cloning an exited one; - Scene can now also be loaded directly the main window (= you can now avoid the Select scene window); - Corrected bug, where some LBA 2/TO scenes weren't loaded correctly, because of too many items of a certain type; - Removed some dead code (e.g. old scene loading and saving routines, and the unused Sub Main() routine); - Fixed some file names (source code); - Added zones support in LBA 2/TO scenes (= you can now edit LBA 2/TO zones, too); - Added position button, to edit the position in the next scene, in case the type of the currently viewed zone is 0 (in both games); - Maximum actors and zones reduced to 342 (however, IMO, it will suffice for all scenes); - Status bar replaced with a label (however, the border is created in the code, with the Borders3D routine), because it couldn't split the text between lines (and the information was not completely shown); - Corrected many other bugs. 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 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://80.55.102.190/~obrasilo/SManager.zip (the program), and http://80.55.102.190/~obrasilo/SManager-source.zip (the source). Enjoy it. Yours sincerely, João de Camões (OBrasilo). ![]()
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Thread | Thread Starter | Forum | Replies | Last Post |
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How did you start playing LBA? | Mia | General | 59 | 2006-06-25 15:46 |
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LBA Scene 0.1.0 released | xesf | LBA Modifications - General | 0 | 2004-06-26 15:35 |