Search found 113 matches

by Malvineous
Tue Jul 13, 2010 11:03 pm
Forum: General
Topic: Cosmo's Cosmic Adventure II: The Humanizer Thread
Replies: 203
Views: 172484

@Lemm: Thanks for the info about the TSR, interesting to find out how you did it! I do have plans to make CKPatch generic - my overall idea for Camoto is to provide an option which automatically packages up your mod into (hopefully) a single .exe file. You can then drop this one .exe into the game f...
by Malvineous
Tue Jul 13, 2010 11:08 am
Forum: General
Topic: Cosmo's Cosmic Adventure II: The Humanizer Thread
Replies: 203
Views: 172484

Ha, I like the way you said "when" the TSR is modified to play digital sounds, especially right after the bit where I said how horribly complex it could be ;-) I don't know if Lemm's TSR works like this, but the interrupt method I outlined would allow your code to access some of the local ...
by Malvineous
Tue Jul 13, 2010 10:55 am
Forum: Coding
Topic: 32 and 64-bit UNLZEXE
Replies: 7
Views: 22064

Oh sorry, link fixed. I haven't encountered any segfaults in this version, but there's no mention of fixing any bugs!
by Malvineous
Mon Jul 12, 2010 3:59 am
Forum: General
Topic: Cosmo's Cosmic Adventure II: The Humanizer Thread
Replies: 203
Views: 172484

As far as I'm aware the TSR hasn't yet been released, it's part of an upcoming mod. I'm not sure how it works, but as I had often wondered about doing the same thing myself I would've implemented it by hooking an interrupt, then patching the sound playing code to call my interrupt when a sound shoul...
by Malvineous
Sun Jul 11, 2010 2:20 pm
Forum: General
Topic: Cosmo's Cosmic Adventure II: The Humanizer Thread
Replies: 203
Views: 172484

Ken Silverman's program worked very well when I tried it years ago, but IIRC it toggles the PC speaker very, very quickly. Is there some reason why you really need to play digitised audio out of the PC speaker? Since Lemm has recently written a TSR to play music in Keen 1-3, it should be relatively ...
by Malvineous
Sat Jul 10, 2010 1:42 am
Forum: Coding
Topic: 32 and 64-bit UNLZEXE
Replies: 7
Views: 22064

Is this different/better/worse than version 0.9G2 of unlzexe that Anders Gavare of all people ported to *nix? His version compiles and runs fine for me under 32-bit and 64-bit Linux.
by Malvineous
Sun Jan 25, 2009 4:30 am
Forum: Coding
Topic: File formats
Replies: 40
Views: 59890

Ah ok, I see now - graphic-planar is just normal planar images stuck one after the other in a single file. Yes, many games use this for their tile data. If you don't mind I'd like to combine your graphic-planar description with the normal planar data one, because in essence I don't think they're dif...
by Malvineous
Sat Jan 24, 2009 7:59 am
Forum: Coding
Topic: File formats
Replies: 40
Views: 59890

That's excellent, thanks Levellass! And thanks for all the Jazz Jackrabbit info you've added to the ModdingWiki, it's fantastic! (Oh, and in response to one of your summaries "does nobody check this" the answer is mostly no, because we don't know whether we're right or not! Most people - m...
by Malvineous
Tue Jan 20, 2009 10:32 pm
Forum: Coding
Topic: A new programmers section?
Replies: 9
Views: 11110

Don't feel awkward helping on the wikis - many of the people using them are the same people on these forums. The great thing about a wiki is you don't have to worry too much about formatting or layout, because someone will come along and fix it up if you make any mistakes. As long as the content is ...
by Malvineous
Tue Jan 20, 2009 10:25 pm
Forum: Coding
Topic: File formats
Replies: 40
Views: 59890

Well if it's only one-time decompression then I guess it's not too bad, but still, I've seen many programs where "only a second" here and there quickly add up to a really sluggish program. Also don't get me wrong, converting the code to BASIC is a great exercise to learn even more about bo...
by Malvineous
Sun Jan 11, 2009 6:13 am
Forum: Coding
Topic: Putting the patch index onto the KeenWiki
Replies: 3
Views: 7006

Putting the patch index onto the KeenWiki

Hi all, Spleen suggested that it might be nice to have all the example patches listed on the KeenWiki, to make it easier for people to document and contribute. I thought that was a great idea, so I've done up a sample page for one patch to demonstrate how it might work. (I even wrote a syntax highli...
by Malvineous
Sat Jan 10, 2009 12:48 pm
Forum: Coding
Topic: A new programmers section?
Replies: 9
Views: 11110

Now I just made a post in the other thread before reading this. It sounds like you're after the same stuff I was when I started the ModdingWiki. Given that I mainly program in C that's what the wiki's focus is on, but there's nothing to stop anyone from adding sample code in other languages (I know ...
by Malvineous
Sat Jan 10, 2009 12:28 pm
Forum: Coding
Topic: File formats
Replies: 40
Views: 59890

You know, this sort of info would go great on the ModdingWiki ;-) EDIT: And how come you want Huffman in BASIC anyway? One part of me says you'd be better off putting that time in learning C (which is really quite nice once you get the hang of it) and the other part of me says you could always compi...
by Malvineous
Fri Feb 22, 2008 11:08 am
Forum: Theory
Topic: Ground Tiles
Replies: 12
Views: 25289

Maybe I'm misunderstanding the problem, but presumably you could draw a single top-down view of the ground surface, as if the camera is directly overhead looking down at the ground. Once you've got that any half decent image editor should be able to rotate the image at all the relevant angles to pro...
by Malvineous
Thu Jan 24, 2008 10:30 pm
Forum: Vorticons Requests and Discussion
Topic: Level size limit
Replies: 3
Views: 6491

I think this would be very difficult to patch, as a limit of 65536 means it's using a 16-bit register/variable to hold the value. You'd need to change all the commands referencing this location to use a 32-bit command instead, all the code that accesses the level would need to be adjusted for 32-bit...