Here's a little utility I whipped up some time ago to facilitate Keen:Vorticons modding in a Linux environment. It's called TilePhile and is intended as a replacement to Andy's Windows-based TileInfo. Though it cannot extract the data from an EXE yet, all other core functionality is implemented.
Download TilePhile v0.1
TilePhile v0.1 Source Code
The first zip contains Linux and Windows binaries, along with a text file containing the necessary instructions.
If you are a Mac user capable of compiling a binary for OS/X, please give me a yell and I'll send the code across. I intend to compile a DOS version down the track as well.
Update 2009-08-31
pizza2004 has volunteered for the OS/X port. Just sent him the source code.
Apparently back in late May I did actually create a utility for extracting the tileinfo data from Keen.
Download textract v0.1
Source included. Only supports Keen 1 presently. No documentation yet.
TilePhile - Cross-Platform Vorticons TileInfo Editor
- CommanderSpleen
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TilePhile - Cross-Platform Vorticons TileInfo Editor
Last edited by CommanderSpleen on Mon Aug 31, 2009 3:15 am, edited 1 time in total.
Any technical discussion is best directed at the PCKF Thread.
Paradox'd!
Anyway, cool utility. I'll have to try it out sometime. I haven't needed TileInfo yet since I've moved to Linux (I've needed Modkeen and Mindbelt, but both of those work perfectly under WINE).
Paradox'd!
Anyway, cool utility. I'll have to try it out sometime. I haven't needed TileInfo yet since I've moved to Linux (I've needed Modkeen and Mindbelt, but both of those work perfectly under WINE).
- CommanderSpleen
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All I need to know is the location of the tileinfo in the executable. But now that I think about it, that should be easy enough to devise from the tileinfo file patch.
For Dangerous Dave II and Shadow Knights, if you can send me a copy of their respective tileinfo files, where to extract them from the executable and what all the values mean, it should be pretty straightforward too.
For Dangerous Dave II and Shadow Knights, if you can send me a copy of their respective tileinfo files, where to extract them from the executable and what all the values mean, it should be pretty straightforward too.
- CommanderSpleen
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Hey Spleen,
Just downloaded TilePhile. Looks great so far!
I was wondering if it's possible to put in an option to manually set the hex value for any plane of any tile.
As far as I can tell, there is only one routine that examines the the bottom, left, and right blocking planes, and it only checks if they are equal to zero. It's easy enough to patch the game so that it only checks the low order byte for zero, leaving the high order byte free to store custom information about that byte.
Just downloaded TilePhile. Looks great so far!
I was wondering if it's possible to put in an option to manually set the hex value for any plane of any tile.
As far as I can tell, there is only one routine that examines the the bottom, left, and right blocking planes, and it only checks if they are equal to zero. It's easy enough to patch the game so that it only checks the low order byte for zero, leaving the high order byte free to store custom information about that byte.
It took that much space and program to extract tile data from Keen 1? What does it do, give it a buff and polish afterwards? A simple BASIC extractor will do the same thing, it's just copying a segment of 1 file to another. If you want you can borrow my extractor for Keen 1-3, Shadow and Dave.
Good idea there Lemm, it'd add another plane of data, as it were.
Good idea there Lemm, it'd add another plane of data, as it were.
- CommanderSpleen
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