What games do you play?

Started by Ice_Eagle, June 18, 2006, 03:43:40 PM

Previous topic - Next topic

0 Members and 5 Guests are viewing this topic.

DragonsLover

Quote from: geoo89 on June 18, 2006, 06:43:55 PM
Yeah, I really like it as well. And: I found out the level file format for Pushover! It's just that my C++ skills don't allow me to program an editor yet. :(
You can do it with a hex editor, but it's quite some fiddling around.
Here's the only level I made: http://207.58.177.175/~geoo89/lemmings/P04096.SCR

Seriously, it is possible to edit Pushover levels? :thumbsup:

That's cool! I always wanted to do that!
I like dragons! They're the center of my life! I'll never forget them...

Timballisto

Right now, I seem to have started playing  "the Sims" alot, although I don't know why. 

-In response to www.minesweeper-planet.com-

THERE'S CHEATS FOR MINESWEEPER?!?!?!?! What the heck?! :XD:

EDIT: oops, it seems Timballisto is still logged on, that would explain why this thing now allows me to move topics and delete others posts and things.
Yeah, this post really belongs to Dumb lem-logging off now, sorry

Mr. K

The Sims?  Never enjoyed the Sims part of it, but building the houses is fun.  I've made some wacky designs.

geoo

Quote from: DragonsLover on July 18, 2006, 07:19:51 PMSeriously, it is possible to edit Pushover levels? :thumbsup:

That's cool! I always wanted to do that!
Yes, it is indeed. It's just that there's no editor for it, i.e. you have to do it with a hex-editor. But, hey, why don't you write one? :wink:
I don't have the format decription on my computer since it crashed recently, but I should be able to dig it out from my sent mails. So, if you want...

chaos_defrost

Seriously, if someone writes an editor for Pushover levels, that'd be amazingly cool.
"こんなげーむにまじになっちゃってどうするの"

~"Beat" Takeshi Kitano

Proxima

Just last week I finally got round to buying the PC re-release of Repton 3. Sorry, folks, looks like I won't be getting anything more done with Lemmings for a while.  :winktounge:

geoo

FWIW, here's the information I figured out about the Pushover file formats (*.scr, *.bcx, *.plx, *.pal):
First, all files except for the *.pal are compressed with RNC_ProPack by Rob Northen with the key 0x1984.
(Use command "PPibm u -k 0x1984 filename.ext" to unpack)

A friend of mine, blackhole89 has written a program to display the information of the *.bcx/*.plx files on the screen: http://207.58.177.175/~geoo89/lemmings/displ.zip
Source is included. Rename the respective files for the themes (styles) to whatever.ext and decompress them. Sample for the aztec style is included.

Herman Perk worked out some information about the codes and the levelfile names: http://www.infordigital.com/Forum/f42/flash-game-puzzle-18179/#post31545

As for my part...First the uncompressed *.scr format:
decompressed file size: 3958 bytes

consists of 3 sections:
section 1: 0x0000 - 0x0617 (1560 bytes) - game field information
section 2: 0x0618 - 0x0775 (350 bytes) - general level information
section 3: 0x0776 - 0x0f75 (2048 bytes) - unknown

section 1:
gamefield consists of 20 columns * 13 rows = 260 fields (13th row is only half-visible)
1 field = 16 * 16 px
the information for 1 field takes 6 bytes

first/second byte: background sprite to be displayed - see displ (part 1)

third byte: foreground - see displ (part 2)

fourth byte: stone located in that field
  0 = none
  1 = Standard
  2 = Stopper
  3 = Splitter
  4 = Exploder
  5 = Delay
  6 = Tumbler
  7 = Bridger
  8 = Vanish
  9 = Trigger
  A = Ascender

fifth byte: unknown - only used in the option levels

sixth byte: unknown - only used in the option levels


section 2:
Quote0x0618 - 0x061F = Style name
0x0620 - 0x062B = string "  SILENCE   "
0x062C             = x-pos entrance
0x062D             = y-pos entrance
0x062E             = x-pos exit
0x062F             = y-pos exit
0x0630 - 0x0773 = some text
0x0774 - 0x0775 = time (minutes/seconds)

section 3:
unknown - used in the levels, but doesn't seem to have any function

The uncompressed *.bcx resp. *.plx format:
graphics for background resp. foreground, 16*16 sprites
1 sprite: 160 bytes
information is split up into 5 layers of 32 bytes each (1 layer = 256 bits = 16*16)
5th layer is always empty
the 4 bits at a position 'n' make up a 4bit value for the pixel 'n' within the sprite
the 4bit value defines one color for the pixel at the position 'n' taken out of the palette

My explanation is crappy, here's an example:
Quote8A      AA      5x  ...
92      B2      Ax  ...
2A      A1      5x  ...
55      25      5x  ...  = hex code, each string = 32 bytes
10001010101010100101...
10010010101100101010...
00101010101000010101...
01010101001001010101...  = bin code, each string = 256 bits
--------------------
3849587870F2183C3D3D...  = color for pixel


the *.pal (64 bytes):
0x0000 - 0x001F defines palette of 16 colors
2 bytes each for defining one color:
  first four bits empty
  four bits for each RGB component
0x0020 - 0x003F empty


And I'm close with the format for the domino graphics, the last(?) thing that would be required for an editor (Although it would most likely be easier to create a separate file for those 11 stones).
Bah, code tag doesn't even have fixed font...

DragonsLover

EXCELLENT!!! :thumbsup:

I'm using XVI32 (hex editor) and I don't see any 0x0000 numbers. I'm not a pro using that. :embarassed: What's that?

EDIT: Ok, I'm sorry: I just forgot to unpack the file. :laugh: It's ok now.
I like dragons! They're the center of my life! I'll never forget them...

DragonsLover

Oh, and there's a style that wasn't used in the game: CAVERN. I just look at it with Displ and the style is so sweet! :thumbsup:
I like dragons! They're the center of my life! I'll never forget them...

Mossaic91

Other than Lemmings, i play

PC:
Runescape
Stepmania
The Sims 2

PS2:
WWE Smackdown vs Raw 2006
DDR Max


Liebatron

-The Sims
There are some cool cheats for that game. I say this because I thought you guys wanted to hex edit the Sims for a moment, and I thought I might point this out.
practically infinite money, Expand your lot,̆ get the ability to Move people, maiilboxes, cars, literally anything, except walls, which you can move anyway. You can just delete any trash your sims leave lying around. XD

- No mailbox=no bills :laugh:
But i'd suggest keeping it, as you can't get it back and if you don't pay your bills, some idiot coes and takes some stuff from your house." Hmm, I think I like this widecsreen TV. this couch, and this bed." *take*

Mr. K

I found the whole living part of Sims (2) to be actually boring.  You waste a huge amount of your time getting your sims to the top of the career tree, raising kids, making sure those kids get married, etc.  And then they die.  However, building houses is quite fun.  I've made some pretty weird things.

Liebatron

My sims can never get to the top of the career tree, The kids go from baby to kid, but they never actually grow up :XD:

Maybe that's because you have an expansion pack. also, my sims don't die  :laugh:-Unless they get caught in a fire or if you put them in a swimming pool and take out the stairs :shocked:

They can also starve to death, but otherwise, they're like the fish in the aquarium, feed them occasionally and they will walk happily in circles forever. :tongue:

DragonsLover

For these that enjoyed playing Push over, there's another puzzle game made by Ocean that took the character of the Dog (Colin) from Push over. The game is "One Step Beyond" (a few called this game "Push over 2", but it isn't the concept of dominoes in this game). I'm trying it and it is nice!
I like dragons! They're the center of my life! I'll never forget them...

geoo

I heard of it, but it was said it is not as good as the original Pushover. I downloaded the music and it is not as nice either, but that doesn't say anything about the game.
It's only available for Amiga, so I need to get WinUAE, is that correct? Maybe I should try it.