KeenGraph 2.2

KeenGraph is a ModKeen alternative with extra features for Keen:Vorticons.
levellass
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KeenGraph 2.2

Post by levellass »

http://levellord.toxicsheep.com/KeenGraph.zip


Re-released after some feedback, this is the beta version of my rewrite of KeenGraph. It now supports the great Keen 1 tile patch!

* Helluva faster (Comparable to Modkeen now!)
* Modkeen\tileinfo compatible bitmaps
* Only sprites are 8-bit, the other graphics are traditional 4-bit
* Runs from command line, bat file or txt file
* Works 100% with Dave 2
* Handles errors better


Old features reused are:

* 'Grouted' bitmaps; no more filling in annoying sprite masks!
* Edit Dangerous Dave II and Shadow Knights
* Custom commands to make editing easier
* Extra hitbox flexibility
* Warnings if your graphics are too large or buggy
* Reads patch files and can import\export to patched files


Things I want to hear ideas on:

* Extracting the DOS screens
* Whether I should bother with Keen 4-6
* Other ID games I should support


So download it and give me your feedback! There shouldn't be too many bugs lying about the place now, but you never know, I have a horrible habit of being told I've done very stupid and obvious things wrong, which is why I need YOU, the modders to test things! (It's foolproof, but Keen fans are such ingenious fools.)

EDIT: Fixed minor bug that made KeenGraph overlook the 2&3 finale files when exporting

And Xky, you can delete the old KeenGraph topic now, it is outdated.
levellass
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Post by levellass »

Now supports Lemm's great Keen 1 tile patch! Also, I'm looking for suggestions for Keen 4-6 support, which I'm polishing up now. KeenGraph 3.0 should also support Biomenace (I want to do a bio mod sometime.) and hopefully Keen Dreams and Dave 3/4

See link in original post for download.
Draik
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Post by Draik »

Nice. Glad it runs from DOS (it does run from DOS, rite?), I do a lot on my linux box.

In the How To Use file, "ilegally" needs two L's at the start, not one.

Also, it's only technically illegal to distribute modded copies of the executable. But yeah.
levellass
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Post by levellass »

What can I say? I didn't spellcheck the file.

ALL my programs are designed in a DOS environment, so they better darn well run from DOS!


I have received the suggestion that when exporting graphics and such, they should export to their own subfolder to keep things neat. What do people think of this?
lemm
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Post by lemm »

I think an option to specify the export folder for all the graphics is fine, just like modkeen.
levellass
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Post by levellass »

Right. Well that's implemented at least.

Currently KeenGraph only exports the new extra tileset patch, should I make it fully compatible with the patch (Autodetecting the patch and building files)?
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Fleexy
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Post by Fleexy »

Definitely.
lemm
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Post by lemm »

I just finished the sloped tiles... could you put this in as well?


Also What do you mean by "autodetect the patch"?
Draik
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Post by Draik »

I'm assuming it means checking the patch file for either patch and acting accordingly.
levellass
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Post by levellass »

Yes, that's correct. It already scans patch files for renamed files and palette patches, it should be easy enough to make it look for and export the extra tilesets.

I'm not sure what you mean by adding something for sloped tiles, but when I'm certain the sloped patch isn't changing any more, I'll make KeenGraph compatible with it. The big problem as I see it is there's no utility yet that can write sloped tile data into the tileinfo files.
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Post by CommanderSpleen »

Tell me how it needs to be written in and I'll consider it for TilePhile.
lemm
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Post by lemm »

This is the format I am sticking with:

Image

The slope information, described in the pic goes in the old animation plane.

All the blocking information goes into the old blocking right plane. A slope is always going to have two "slope blocking" bits set.. for example the slope in the picture blocks from the top and from the left.

That leaves 5 bytes per tile empty. Anyways these can just be set to zero.
levellass
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Post by levellass »

Once the new tileinfo format can be built up, I'll make an importer for it.
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Post by levellass »

Now added, multiple tileset creation.

Things I may add if anyone wants: 24-bit bitmap support, support for any program that currently messes up a bitmap's palette. Would anyone welcome these?
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Post by lemm »

Nice!

I would never use a 24-bit bmp for any keen stuff, myself... MOST image editors out there have a save as 256 colour bmp option.

However, I think it would be handy to have a text file where you can specify colour x in your 256 colour bitmap maps to the 4 bit RGBL in the egalatch file. So I would say yes to #2.
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