Search found 113 matches

by Malvineous
Sun Oct 13, 2013 10:57 pm
Forum: Coding
Topic: Napalm's Music TSR Discussion
Replies: 10
Views: 20334

Does it need to be? I know they removed the music to save space, but did they remove the music player code as well?
by Malvineous
Mon Aug 05, 2013 11:22 am
Forum: General
Topic: Cosmo's Cosmic Adventure II: The Humanizer Thread
Replies: 203
Views: 172517

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 fo...
by Malvineous
Sun Aug 04, 2013 7:23 am
Forum: General
Topic: Cosmo's Cosmic Adventure II: The Humanizer Thread
Replies: 203
Views: 172517

The images are looking good! But unfortunately they are 24-bit true colour and the game is only EGA 16-colour - so none of the images can be imported into the game as they are. 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 ...
by Malvineous
Sun Jul 21, 2013 12:38 am
Forum: The Mods
Topic: Pirate Keen
Replies: 11
Views: 26566

This looks like a really great mod, well done Levellass! I really like the way the palette changes make it look almost VGA-like, and the music is really good too! Plus new things like shooting upwards are pretty impressive, and I did laugh at "Keenrush the Tormentor" in the story :-) Unfor...
by Malvineous
Fri Apr 05, 2013 12:23 pm
Forum: General
Topic: Cosmo's Cosmic Adventure II: The Humanizer Thread
Replies: 203
Views: 172517

The ModdingWiki now has a link :-)
by Malvineous
Thu Feb 14, 2013 10:17 am
Forum: General
Topic: Cosmo's Cosmic Adventure II: The Humanizer Thread
Replies: 203
Views: 172517

Sorry about that, but I want to keep the ModdingWiki as a place to go for reference information rather than a news/blog site :-) I hope you'll add a page for your mod once you have released the final version.
by Malvineous
Sun Feb 10, 2013 12:00 am
Forum: General
Topic: Cosmo's Cosmic Adventure II: The Humanizer Thread
Replies: 203
Views: 172517

FYI Camoto can already modify the Cosmo graphics, so if you can't compile it yourself you're welcome to send me your graphics and I can import them for you until the Windows version is ready. Here is a proof of concept where I just drew randomly over some tiles in my image editor, and imported them ...
by Malvineous
Sun Jan 20, 2013 7:29 am
Forum: General
Topic: Modding Secret Agent 1
Replies: 15
Views: 17633

I should also add that Frenkel has written a program to edit the graphics called Sammod, which I will add to the wiki page now.
by Malvineous
Sun Jan 20, 2013 3:51 am
Forum: General
Topic: Modding Secret Agent 1
Replies: 15
Views: 17633

If anything shows up it will hopefully appear on the Secret Agent page on the ModdingWiki . Secret Agent is one of the games I want to include in Camoto, but IIRC one of the problems was figuring out which level codes match up with which images. Once a formula can be figured out then a level editor ...
by Malvineous
Fri Oct 05, 2012 1:00 pm
Forum: General
Topic: What are sprite shifts?
Replies: 4
Views: 6976

Thanks for the info, that does explain something I've wondered about for a long time (and since it came up again modding Monster Bash sprites I thought it was time I found out.) So if it is to do with offsets of eight pixels, why only 1, 2 or 4 shifts? Why not 8 shifts so the sprites can move around...
by Malvineous
Sun Sep 30, 2012 6:38 am
Forum: General
Topic: What are sprite shifts?
Replies: 4
Views: 6976

What are sprite shifts?

Hi all, If you look at the Keen T+F10 cheat, you can see that some sprites have a number of "shifts" loaded, and using the left and right arrow keys you can view these shifts where available. Each shift appears to be a copy of the sprite shifted left or right by a pixel, but I'm wondering ...
by Malvineous
Sun Aug 26, 2012 11:40 pm
Forum: Theory
Topic: Do objects ever overlap recursively?
Replies: 6
Views: 14783

Good points, thanks. I had planned to allow objects to be grouped together and treated as a single object, so in this case I think it will have to mean the group appears as a single layer, i.e. other objects can't appear in between the grouped items - they are either above or below the whole group (...
by Malvineous
Sat Aug 25, 2012 12:13 pm
Forum: Theory
Topic: Do objects ever overlap recursively?
Replies: 6
Views: 14783

Try not to think of this in terms of what is technically possible in a game. The objects I am thinking of are an abstract concept only used when editing a level. The objects will be "flattened" into whatever layers are available when saving the map, but while you're editing it will be poss...
by Malvineous
Sat Aug 25, 2012 2:57 am
Forum: Theory
Topic: Do objects ever overlap recursively?
Replies: 6
Views: 14783

Do objects ever overlap recursively?

Hi all, I've got a slightly odd question about level design, as the answer will influence how the Camoto level editor works. This applies to other games too, as well as Keen. Ignoring map layers, if you consider that a bunch of tiles represent an object (like a sign, or a platform), and some objects...
by Malvineous
Sat Jul 28, 2012 1:51 am
Forum: Other Tools
Topic: TSMusic
Replies: 9
Views: 23616

I just uploaded a version with the source code. Possibly it was so hard for you to find as it's called TSRMusic, not TSMusic! I've renamed the wiki page.