Search found 143 matches

by T-Squared
Mon Oct 19, 2015 11:14 pm
Forum: General
Topic: Anyone still have these old ckpatch/dn1edit files?
Replies: 3
Views: 7462

https://www.dropbox.com/s/ob92j0k8goqqe ... 0.zip?dl=0

Here's a link to my copy of COSMEDIT10.ZIP. :D

Cosmo's Cosmic Adventure doesn't do well for editing with this program. (It's more a level viewer than an editor.)
by T-Squared
Sat Feb 01, 2014 6:02 am
Forum: Theory
Topic: Lass's tile conservation tips
Replies: 17
Views: 62871

See, this is exactly what I've been doing with my tilesets for Cosmo II. I've been trying to remove duplicate tiles to make space for other decorations, as well as making those decorations as neutral and generalized as possible. Unfortunately, it's not perfect, because a few tiles have to be put int...
by T-Squared
Fri Jan 31, 2014 3:39 pm
Forum: General
Topic: Cosmo's Cosmic Adventure II: The Humanizer Thread
Replies: 203
Views: 172704

Fleexy wrote:Windows Calculator in Programmer mode allows bit manipulation.
You mean as in it can show individual bits like I found on Mac OS's calculator?
by T-Squared
Fri Jan 31, 2014 3:33 am
Forum: General
Topic: Cosmo's Cosmic Adventure II: The Humanizer Thread
Replies: 203
Views: 172704

To set the value, you'll need to take the first two bytes in the map file. They are little endian, so the bytes are swapped. If the bytes (in hex) are 34 12 then they are the hex value 1234, or the decimal value 4660. To figure out whether the rain flag (64) has been set, you need to use a logical ...
by T-Squared
Tue Oct 22, 2013 1:11 pm
Forum: General
Topic: Cosmo's Cosmic Adventure II: The Humanizer Thread
Replies: 203
Views: 172704

Do we have the level format anywhere? Yes, on the Modding Wiki: http://www.shikadi.net/moddingwiki/Cosmo_Level_Format but the format breakdown is very rough and is hard to quantize. (e.g. For the music index of the iFlags value, what's the smallest value that each of those symbols refer to? Would o...
by T-Squared
Mon Oct 21, 2013 3:36 pm
Forum: General
Topic: Cosmo's Cosmic Adventure II: The Humanizer Thread
Replies: 203
Views: 172704

Now that we have the ability to change all of the graphics and tile attributes, I'm having a slight problem reading the format for the level to change its more complex attributes, namely: Whether or not it has rain The palette rotation attribute If its background moves horizontally, vertically, both...
by T-Squared
Sat Oct 19, 2013 11:33 pm
Forum: General
Topic: Cosmo's Cosmic Adventure II: The Humanizer Thread
Replies: 203
Views: 172704

Thanks to levellass' help, I was able to hack together a test level with the tiles I already had. https://www.dropbox.com/s/wcntk9je9mds2k3/vortivilletest.png Yes, your eyes are NOT deceiving you. That is a portion of Vorticon VI, but the sign is in English instead of SGA. (There's a reason for that...
by T-Squared
Sat Oct 19, 2013 2:24 pm
Forum: General
Topic: Cosmo's Cosmic Adventure II: The Humanizer Thread
Replies: 203
Views: 172704

YAY!

It's a bit crude, but I believe I can make do with it. :D
by T-Squared
Fri Sep 20, 2013 2:38 pm
Forum: General
Topic: Cosmo's Cosmic Adventure II: The Humanizer Thread
Replies: 203
Views: 172704

Hey levellass, do you have that tile attribute editor still?
by T-Squared
Mon Aug 05, 2013 4:10 pm
Forum: General
Topic: Cosmo's Cosmic Adventure II: The Humanizer Thread
Replies: 203
Views: 172704

Oh right sorry, I thought you were posting the graphics because you couldn't import them. How are you going with the mod in general then? If you're looking at tile attributes you must have a few levels done - can you post some screenshots of them? I'm curious to see what they look like. Any plans f...
by T-Squared
Sun Aug 04, 2013 7:36 am
Forum: General
Topic: Cosmo's Cosmic Adventure II: The Humanizer Thread
Replies: 203
Views: 172704

I was going to import some of the tileset images, but they'll need to be reduced to 16-colour EGA with the correct palette before that can be done. The importing of images or tilesets into the game is not the problem. I already have a program for that. (Two, actually, thanks to levellass.) What IS ...
by T-Squared
Sun Jul 28, 2013 5:35 am
Forum: General
Topic: Cosmo's Cosmic Adventure II: The Humanizer Thread
Replies: 203
Views: 172704

Hellooo?


*crickets*



*a tumbleweed blows by*


I have some music for the game (And some other graphics) in my DropBox...:

https://www.dropbox.com/sh/ul8gsihslzh11op/ypJGwVA1O0
by T-Squared
Wed Jul 03, 2013 2:55 am
Forum: General
Topic: Cosmo's Cosmic Adventure II: The Humanizer Thread
Replies: 203
Views: 172704

OOH! May I try the program? :D (If it works, that will be perfect!)

(BTW, I'm also working on Atroxian Realm. Check out the BWB Megaraocket story image I did, under T-Squared Productions in the Dropbox folder.)
by T-Squared
Sun Jun 30, 2013 9:56 pm
Forum: General
Topic: Cosmo's Cosmic Adventure II: The Humanizer Thread
Replies: 203
Views: 172704

Yes! Exactly! Tile properties like whether Cosmo can grip onto a surface, or if it appears in front of him instead of behind him, or if it is a surface that Cosmo can't walk up.
by T-Squared
Sun Jun 30, 2013 5:23 pm
Forum: General
Topic: Cosmo's Cosmic Adventure II: The Humanizer Thread
Replies: 203
Views: 172704

One of the more difficult challenges will be making custom TILEATTR maps by hand. :( (Yes, I could just as easily place the tiles where the attributes I already want are, but I could run out of already-present attributes quickly. The custom map could probably be done, but I could easily lose track o...