Search found 113 matches
- 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...
- Tue Jul 13, 2010 11:08 am
- Forum: General
- Topic: Cosmo's Cosmic Adventure II: The Humanizer Thread
- Replies: 203
- Views: 172484
- Tue Jul 13, 2010 10:55 am
- Forum: Coding
- Topic: 32 and 64-bit UNLZEXE
- Replies: 7
- Views: 22064
- 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...
- 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 ...
- 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.
- 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...
- Sat Jan 24, 2009 7:59 am
- Forum: Coding
- Topic: File formats
- Replies: 40
- Views: 59890
- 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 ...
- Tue Jan 20, 2009 10:25 pm
- Forum: Coding
- Topic: File formats
- Replies: 40
- Views: 59890
- 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...
- 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 ...
- 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...
- 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...
- 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...