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Post by sgomes on Jul 26, 2006 14:43:42 GMT
Hi everyone! I'm creating this thread so we have centralized information on all the stuff that allow us to extract and edit the several kinds of data in the game. That way we'll have a general idea of what has been done, and what we can still do. If anything is missing or incorrect, please let me know and I'll correct it ASAP. Game resourcesData cubes text: DONE, by The Last Zica ( tool here) Episode script: DONE, by The Last Zica ( tool here) Music: DONE, by ?? (program unavailable; original LDS files here, MIDI files here) Sounds: DONE, by ?? ( Samples here; tool unavailable) Background tiles: DONE, by szevvy ( tool here) Actor sprites (ships, enemies, shots, etc.): DONE, by Mindless ( tool here, reverse tool here) Level layout (what is where): MISSINGShip data (armor, weapon, flight pattern, etc.): MISSINGWeapon and equipment data (power, effect, etc.): PARTIAL (see Useful information for hackers below) Other toolsShipEdit (for editing custom ships) TyrHack (for editing weapons and equipment, may not work correctly with Tyrian 2000) Genvoice (for editing voice samples) Useful information for hackersPost by szevvy, detailing level format: herePost by The Last Zica, detailing lots of internals: hereText file by Gamera, on how to edit weapons and equipment: here
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Post by Gamera on Jul 31, 2006 13:50:12 GMT
IIRC the sound files are just the source sample files stuck together maybe with some headers. You can get your own samples and put them together with a hex editor. I tried it but I couldn't get my samples into the correct format so it sounded shitty. There are also restrictions on length and stuff.
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Post by sgomes on Jul 31, 2006 18:53:08 GMT
IIRC the sound files are just the source sample files stuck together maybe with some headers. You can get your own samples and put them together with a hex editor. I tried it but I couldn't get my samples into the correct format so it sounded shitty. There are also restrictions on length and stuff. Well, if we get some definite information on how to put them together (formats, hex addresses, etc.) I'll definitely list it as done. That or a tool which does the same thing.
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Weep
Member
Posts: 22
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Post by Weep on Aug 1, 2006 3:21:04 GMT
Haven't the sound files already been exported? I've got a folder with them all (or at least most) sitting on my HD that I downloaded from somewhere...
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Post by sgomes on Aug 1, 2006 16:07:12 GMT
Haven't the sound files already been exported? I've got a folder with them all (or at least most) sitting on my HD that I downloaded from somewhere... Hmm, if you could find out where you got them from, or put them online yourself it would really help!
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Post by gencoreoperative on Aug 1, 2006 17:54:27 GMT
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Post by Tempest on Aug 1, 2006 18:34:35 GMT
I even set most of those sounds as my desktop sounds...
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Weep
Member
Posts: 22
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Post by Weep on Aug 1, 2006 19:54:34 GMT
Yeah, gencoreoperative found it. 
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Post by sgomes on Aug 3, 2006 18:46:18 GMT
Excellent! I've updated the information
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Post by The Last Zica on Aug 3, 2006 19:53:43 GMT
A few more observations in passing someone's liable to find useful sometime or other: default configuration enemy information is in the same places as the weapon and equipment data, in fact it's the last table (or pair of tables in 2k, if memory serves) in each set (weapon data is similarly the first table or pair of tables in these sets, with player ships, shields, etc between.) Armor, flight, and firing pattern can be optionally overriden by appropriate commands in the level script, the specific weapons fired cannot. Also, for the purposes of where the base data is, powerups are enemies; thier data is in the same table, there's a flag that differentiates. This includes front/rear weapon level powerups, all the arcade mode weapon selection/improvement powerups, special weapon selection powerups, the armor pickups dropped by the armor ship, the armor ship itself, point powerups such as the 5k crystal Tempest has as his avatar, etc. Most of the weapon/special related powerups use high values of score to represent which weapon they're meant to select, i.e. in the 30k range, so it should be possible to create ones that don't yet exist (i.e. a Zica Supercharger sidekick arcade powerup.)
If memory serves the level scripting has very limited provisions to create enemies which do not rely on the abovementioned data, but what properties they can be assigned are highly limited and thus enemies created thusly are rather plain vanilla - I don't recall if they can even be made to shoot anything. Most enemies are created referencing a table entry as per above.
The generalities of level layout are glossed over in my other post sgomes linked.
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bb1
Member
Posts: 256
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Post by bb1 on Aug 4, 2006 2:48:52 GMT
It is people like The Last Zica that make people like me feel stupid..
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Post by The Last Zica on Aug 4, 2006 4:55:29 GMT
Glad to be of service. >;-)
Update on the level tile maps... the layers are sizes 14x300, 14x600, and 15x600 respectively. That much I'm certain about, checked some of my old notes. The format itself... looks to be a little more complex than I recall. It's uncompressed, but there seems to be a trio of mapping tables at the start of the file, one for each layer - 128 2 byte indexes into the shape file per table. Then the tile data that follows (3 sets, also one for each layer, 1 byte per tile) apparently indexes into the mapping table.
I also confirmed for certain that Tyrian2K does indeed have a pair of tables each for weapons and enemies where Tyrian 2.x has only one each.
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Post by Tempest on Aug 4, 2006 7:20:00 GMT
I actually have sprites of (I think) ALL front and Rear Weapons at their maximum level.
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Post by szevvy on Aug 5, 2006 2:15:30 GMT
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Post by sgomes on Aug 5, 2006 17:50:03 GMT
Looks like Gamera did it for me, thanks!
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