Search found 113 matches
- Sun Oct 13, 2013 10:57 pm
- Forum: Coding
- Topic: Napalm's Music TSR Discussion
- Replies: 10
- Views: 20391
- Mon Aug 05, 2013 11:22 am
- Forum: General
- Topic: Cosmo's Cosmic Adventure II: The Humanizer Thread
- Replies: 203
- Views: 172637
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...
- Sun Aug 04, 2013 7:23 am
- Forum: General
- Topic: Cosmo's Cosmic Adventure II: The Humanizer Thread
- Replies: 203
- Views: 172637
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 ...
- Sun Jul 21, 2013 12:38 am
- Forum: The Mods
- Topic: Pirate Keen
- Replies: 11
- Views: 26706
- Fri Apr 05, 2013 12:23 pm
- Forum: General
- Topic: Cosmo's Cosmic Adventure II: The Humanizer Thread
- Replies: 203
- Views: 172637
The ModdingWiki now has a link :-)
- Thu Feb 14, 2013 10:17 am
- Forum: General
- Topic: Cosmo's Cosmic Adventure II: The Humanizer Thread
- Replies: 203
- Views: 172637
- Sun Feb 10, 2013 12:00 am
- Forum: General
- Topic: Cosmo's Cosmic Adventure II: The Humanizer Thread
- Replies: 203
- Views: 172637
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 ...
- Sun Jan 20, 2013 7:29 am
- Forum: General
- Topic: Modding Secret Agent 1
- Replies: 15
- Views: 17635
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.
- Sun Jan 20, 2013 3:51 am
- Forum: General
- Topic: Modding Secret Agent 1
- Replies: 15
- Views: 17635
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 ...
- Fri Oct 05, 2012 1:00 pm
- Forum: General
- Topic: What are sprite shifts?
- Replies: 4
- Views: 6978
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...
- Sun Sep 30, 2012 6:38 am
- Forum: General
- Topic: What are sprite shifts?
- Replies: 4
- Views: 6978
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 ...
- Sun Aug 26, 2012 11:40 pm
- Forum: Theory
- Topic: Do objects ever overlap recursively?
- Replies: 6
- Views: 14838
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 (...
- Sat Aug 25, 2012 12:13 pm
- Forum: Theory
- Topic: Do objects ever overlap recursively?
- Replies: 6
- Views: 14838
- Sat Aug 25, 2012 2:57 am
- Forum: Theory
- Topic: Do objects ever overlap recursively?
- Replies: 6
- Views: 14838
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...
- Sat Jul 28, 2012 1:51 am
- Forum: Other Tools
- Topic: TSMusic
- Replies: 9
- Views: 23716