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> The WIP topic, part 2
Finland
Raccoon Sam
Posted: Jan 10 2009, 04:49 PM
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You need to get off your high horse.
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QUOTE (Robbydude @ Jan 10 2009, 03:25 PM)
user posted image

Flash CS4?
is it good


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read it yo
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Robbydude
Posted: Jan 10 2009, 04:50 PM
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hey maxwell can shut up and go suck a ballion
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QUOTE (Raccoon Sam @ Jan 10 2009, 05:49 PM)
Flash CS4?
is it good

I'm using Professional 8


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Finland
Raccoon Sam
Posted: Jan 10 2009, 04:53 PM
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You need to get off your high horse.
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that doesn't look like pro 8
unless you have some crazy skin thing


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read it yo
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United States
Bacteriophage
Posted: Jan 10 2009, 04:56 PM
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injustice anywhere is a threat to justice everywhere
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QUOTE (Robbydude @ Jan 10 2009, 01:50 PM)
I'm using Professional 8

high five.


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United States
Robbydude
Posted: Jan 10 2009, 04:59 PM
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hey maxwell can shut up and go suck a ballion
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QUOTE (Raccoon Sam @ Jan 10 2009, 05:53 PM)
that doesn't look like pro 8
unless you have some crazy skin thing

user posted image


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Finland
Raccoon Sam
Posted: Jan 10 2009, 05:01 PM
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You need to get off your high horse.
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ooh now i see
gj btw
and flash 8 ftw


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Germany
Deathbringer Raikyo
Posted: Jan 11 2009, 03:30 PM
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?!
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user posted image

user posted image

This post has been edited by Deathbringer Raikyo on Jan 11 2009, 07:28 PM


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DR. Demon Lizardman
Posted: Jan 11 2009, 05:10 PM
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No comment
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Evil Mario for the comp
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For best ref of all, check this one out, thanks Ashura.
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Ashura please don't tell me you've done what I think you've done
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Peardian
Posted: Jan 16 2009, 11:53 AM
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Don't die, Yugi.
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user posted image
Ehehehehe...


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United States
Joey
Posted: Jan 16 2009, 12:04 PM
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You like Huey Lewis and The News?
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QUOTE (Peardian @ Jan 16 2009, 11:53 AM)
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Ehehehehe...

!


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Finland
Raccoon Sam
Posted: Jan 16 2009, 12:06 PM
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You need to get off your high horse.
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so how bout dem bones


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read it yo
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Canada
MegaTailzChao
Posted: Jan 16 2009, 01:50 PM
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So long, and thanks for all the fish.
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QUOTE (Deathbringer Raikyo @ Jan 11 2009, 01:30 PM)
user posted image

user posted image

Assuming you can get people to play it, I think this looks pretty cool.


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Spain
Sergeant DeeY
Posted: Jan 16 2009, 03:09 PM
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~Heh Heh~
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I added some things in the new version of my engine

SMW Count Platforms
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This post has been edited by Sergeant DeeY on Jan 16 2009, 03:10 PM


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United States
Peardian
Posted: Jan 16 2009, 05:30 PM
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Don't die, Yugi.
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I'd rig 'em if I could figure out how to position the model into a good T-shape without distorting anything

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*not actually related to progress at all


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Kamikaze Dynamite
Posted: Jan 16 2009, 06:57 PM
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100 PACIFISTAS AGREE
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Ooh, I like that! It'd be nice for some sorta MM remake!

This post has been edited by Kamikaze Dynamite on Jan 16 2009, 06:57 PM


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HOOOOOOOly blap

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United States
Littlink
Posted: Jan 16 2009, 08:54 PM
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hip 2b square
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user posted image
Cool.

user posted image
Ba-dump.

user posted image
Aw yeah.

user posted image
Oh hell yes.


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Austria
Guinea
Posted: Jan 17 2009, 04:45 AM
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6
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Littlink, is the lighting of the grassy tiles supposed to be the other way round as all the others?
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Germany
Deathbringer Raikyo
Posted: Jan 17 2009, 12:13 PM
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?!
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QUOTE (MegaTailzChao @ Jan 16 2009, 07:50 PM)
Assuming you can get people to play it, I think this looks pretty cool.

Thanks.

user posted image
New Card biggrin.gif.


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United States
Littlink
Posted: Jan 17 2009, 01:37 PM
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hip 2b square
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QUOTE (Guinea @ Jan 17 2009, 04:45 AM)
Littlink, is the lighting of the grassy tiles supposed to be the other way round as all the others?

Probably


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United States
Xgoff
Posted: Jan 18 2009, 12:43 AM
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<):|
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RS don't look

CODE
MPUZ Level (.mpl)

MPUZ's level format is a modular tag-based format; with each tag possibly carrying its own format. Most tags, however, simply contain dumps of a table's keys and values.

Note that all >1 byte values are stored as little-endian. In the tables, offsets are relative to the first byte of the tag itself. A capital 'X' denotes a value that can vary or is otherwise unknown. '#s' and '#e' signs indicate the start and end of a section that repeats itself some number of times (generally said table dumps), offsets are not specified as they are not always known, but each repeated section immediately follows the previous.

-- List of tags; those marked with an asterisk are optional:
** LST: list of offsets where the first bytes of tags reside [must be first tag after header]
** THM*: thumbnail block
** <snip>
** <snip>
** IDX: object index table
** OBJ: list of object instances
** <snip>
** SCR*: level script

-- Description of tags; those marked by asterisks have special notes, see end of list:

HEADER:
The format header, of course, is the very first part of the file, and starts with one of the following string: 'MPUZ_XLEV' or 'MPUZ_PLEV'. The former specifies an 'unlocked' level that can be modified, while the latter specifies the level data is salted and verified with a hash upon loading. In total, the header is 128 bytes long.

(Unprotected)
Offset     Length     Description                    Default Data
-----------------------------------------------------------------
0x00          9       File ID                        MPUZ_XLEV
0x09          2       Version                        01
0x0C        117       (for future exp, nulled)       (NUL)

(Protected)
Offset     Length     Description                    Default Data
-----------------------------------------------------------------
0x00          9       File ID                        MPUZ_PLEV
0x09          2       Version                        01
0x0C         32       Hash data
0x2D         85       (for future exp, nulled)       (NUL)


TAG LIST (LST):
Immediately following the header, this tag contains a list of offsets where other tags reside. However, it only stores offsets, not the tags associated with those offsets.

Offset     Length     Description                    Default Data
-----------------------------------------------------------------
0x00          3       Tag ID                         LST
0x03          4       Byte length (incl Tag ID)
0x07          2       Tag count
#s
              4       Offset value (first byte)
#e


THUMBNAIL (THM) [optional]:
The thumbnail image is a portion of the level captured by the level editor upon level export. Typically a PNG file, it should be 384 pixels in height and width (basically the same as the game window size). Though this is an optional tag, it is probably a good idea to include it.

Offset     Length     Description                    Default Data
-----------------------------------------------------------------
0x00          3       Tag ID                         THM
0x03          4       Byte length (incl Tag ID)
0x07          X       Thumbnail data

<snip>

<snip>

OBJECT INDEX TABLE (IDX):
This table contains a list of all of the objids used or referenced in the level. The OBJ block references this table instead of storing the objids explicitly.

Offset     Length     Description                    Default Data
-----------------------------------------------------------------
0x00          3       Tag ID                         IDX
0x03          4       Byte length (incl Tag ID)
0x07          2       Entries                
#s
              2       objid index
              1       objid length (bytes)*
              X       objid string
#e


LEVEL SCRIPT (SCR) [optional]:
Levels can include an optional Lua script, which is generally useful for cutscenes or other level events that don't make sense being stored in object code. Like thumbnail data, level script data is dumped directly into the level; whether or not it's compiled depends on the option selected in the level editor; as Lua can automatically detect if a script is compiled or not, that state is not specified.

Offset     Length     Description                    Default Data
-----------------------------------------------------------------
0x00          3       Tag ID                         SCR
0x03          4       Byte length (incl Tag ID)
0x07          X       Script data


OBJECT INSTANCES (OBJ) [optional]:
All object instances are stored under one tag. The instances themselves do not have their objids explicitly stated; instead, they reference id numbers in the IDX tag.

Offset     Length     Description                    Default Data
-----------------------------------------------------------------
0x00          3       Tag ID                         OBJ
0x03          4       Byte length (incl Tag ID)
0x07          2       Entries                
#s
              2       objid reference id
              2       Number of object vars
  #s
              2       Var name index length (bytes)*
              X       Var name index string
              2       Var value length (bytes)*
              X       Var value string
  #e
#e

<snip>

NOTES:
* with these values, the most significant bit determines whether the value should be interpreted as a string or integer. 0: integer, 1: string


i believe i am planning stuff out ahead of time now oh wait i still need to write level import/export scripts so i can test them

oh but lua+ is crashing again, just wonderful!

This post has been edited by Xgoff on Jan 18 2009, 12:52 AM


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QUOTE
(5:25:58 PM) Mikau: xgoff
(5:26:00 PM) Mikau: guess what
(5:26:04 PM) Xgoff: chicken butt
(5:26:09 PM) Mikau: **** you
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