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Author Topic: MLM Editor  (Read 44432 times)

Hungry Horace

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Re: MLM Editor
« Reply #15 on: September 09, 2008, 07:01:44 PM »



God selector is now kind of becoming the full God editor.

You can now click the eyes/mouth of the God, to test out all the animation frames for blinking/talking.


at the top left, it displays the name of God from the 'mlm' binary... this will be editable, and will automatically update the name in the center (once i've created the whole font in 4 colours)

below that, you pick which of the four gods you are editing.

below that again (where the pointer is), restores the displayed God from the files, or patches the current displayed God (which is edited in memory only) into the game (i.e. load / save)


the bottom centre text will also be editable by hand, so you can alter your God's description.


top right, the 'scroll' represents the God template file, which you can edit in Dpaint (or any other graphics editing program).  Clicking the scroll will allow you to change what template file you are reading from.

the -> arrow from the scroll to the coloured badge, will import the God from the template, onto the current colour.

The face, arrow, scroll option below that, is used for transfering graphics BACK to the template. this means you can add a face to the template, import the face, then use this option to export back the mouth/eyes, which are the most difficult bits to edit.



I need to add the sound previewer and importer, and work out if there are any extra options to add here which i havent thought of yet.


thoughts / ideas anyone?
« Last Edit: January 17, 2011, 07:23:04 PM by Hungry Horace »
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Re: MLM Editor
« Reply #16 on: September 09, 2008, 08:45:49 PM »



God selector is now kind of becoming the full God editor.

You can now click the eyes/mouth of the God, to test out all the animation frames for blinking/talking.


at the top left, it displays the name of God from the 'mlm' binary... this will be editable, and will automatically update the name in the center (once i've created the whole font in 4 colours)

below that, you pick which of the four gods you are editing.

below that again (where the pointer is), restores the displayed God from the files, or patches the current displayed God (which is edited in memory only) into the game (i.e. load / save)


the bottom centre text will also be editable by hand, so you can alter your God's description.


top right, the 'scroll' represents the God template file, which you can edit in Dpaint (or any other graphics editing program).  Clicking the scroll will allow you to change what template file you are reading from.

the -> arrow from the scroll to the coloured badge, will import the God from the template, onto the current colour.

The face, arrow, scroll option below that, is used for transfering graphics BACK to the template. this means you can add a face to the template, import the face, then use this option to export back the mouth/eyes, which are the most difficult bits to edit.



I need to add the sound previewer and importer, and work out if there are any extra options to add here which i havent thought of yet.


thoughts / ideas anyone?

Awseome horace. I think you have thought of everything, :).
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Hungry Horace

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Re: MLM Editor
« Reply #17 on: September 26, 2008, 11:20:53 PM »

i think soon i'm going to have to make a video instead of showing screenshots. It's becoming less obvious what's working, and what is still to be done.





as you can see, the "toolbar" has got a lot more complex.

all of the arrow functions work, with the exception of the 'ascii name' (shown top left) to graphic name (centre) converter [this is the moron symbol -> the white ID shield]....  i've just spent a while re-creating the coloured Font to make this possible, so hex-editing the names and converting across is definately the next thing to put in place!

in the picture above, using this function would change "SKATE" to saying "FISH" , which is currently the (test) name of the God in the main game binary.


you can now dump the select-screen/ID info back into the template after conversion/description editing, although making those edits can actually be done yet.

you can also use the moron-converter to dump the standard eyes/mouth onto the template, as mentioned before.

Saving the template file is now possible (this became essential for developing at this stage!)

Also, the template loader now imports all graphic elements (face, mouth, eyes, name and description) in one go.

the template file (seen here being edited in DPaint) looks like this.....






I think i will have to make a RISS version without the full editing options, but allow you to load in the templates / files which are already made. The graphical editor isnt really very practical for use with PSPUAE.
« Last Edit: January 17, 2011, 07:23:38 PM by Hungry Horace »
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Re: MLM Editor
« Reply #18 on: September 29, 2008, 11:54:47 PM »

silent video of some functions in action


http://uk.youtube.com/watch?v=r36AHFl1W0o
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Re: MLM Editor
« Reply #19 on: September 30, 2008, 12:00:19 AM »

Awesome, I like the way, i can close my eyes, open my mouth and do the spock eye browe thing, ;).
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Hungry Horace

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Re: MLM Editor
« Reply #20 on: September 30, 2008, 12:06:19 AM »

Awesome, I like the way, i can close my eyes, open my mouth and do the spock eye browe thing, ;).

the yellow character is allowed 2 eye-movements - originally a blink and a wink, but the blink frame didnt line up so well with your eyes, so i needed something else for you to do.

i figured a raised eyebrow thing was as good as anything else!
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Re: MLM Editor
« Reply #21 on: October 17, 2008, 12:11:08 AM »

a further demo of the MLM editor in action....

http://uk.youtube.com/watch?v=pT2u4yl3bLc


many more options, features, and a demonstration of the patching/mods in action.
« Last Edit: October 17, 2008, 12:18:11 AM by Hungry Horace »
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Re: MLM Editor
« Reply #22 on: October 17, 2008, 11:55:48 AM »

That is so cool. See how you couldnt take me, the "CONTROLLER OF THE YELLOW PEOPLE". I was to ard for your slings, ;).
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Hungry Horace

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Re: MLM Editor
« Reply #23 on: October 17, 2008, 12:26:59 PM »

That is so cool. See how you couldnt take me, the "CONTROLLER OF THE YELLOW PEOPLE". I was to ard for your slings, ;).

trying to cram some gaming before the video reached 10 mins meant i didnt play very well!
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Re: MLM Editor
« Reply #24 on: October 17, 2008, 10:33:47 PM »

Cool !

Just discovered this Gem and watched the latest Demo Vid.
Yust had to grin most of the Time.
Hope that the Editor progresses well and will surface sometime for some editing fun.

Looks very promising and kudos to you Hungry Horace.
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Hungry Horace

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Re: MLM Editor
« Reply #25 on: October 17, 2008, 10:51:30 PM »

Hope that the Editor progresses well and will surface sometime for some editing fun.

Looks very promising and kudos to you Hungry Horace.

thank you for the support qVp. rest assured, although i have been tempted to release the editor in its current state, there are not -too-many adjustments which need to be made before i can release it!  ... however, there are also extra features which i hope to add, and a few extras which i know i -can- add, which are not in-place yet, which i am sure will make the editor even better when it does come to release!

i am aiming to have a really good version ready some time in December i think. Let's call it my christmas gift to the Amiga community!

i am also accepting photos/names for possible template files, so if anyone wants to post  photo here, and include a max 6-digit name for it, and maybe a decent description, i may be able to include them as a template file with the final release!

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Re: MLM Editor
« Reply #26 on: October 18, 2008, 09:26:35 PM »


Code: [Select]
0801 020D 0507 0B0E 090C 0306 050A 090D
070E 0F09 080C 0003 0206 0D07 0B0A 0E09
0C01 0403 0206 0D05 070B 0A09 080C 0100
0403 0206 0C00 0D05 070B 0A0E 0F00



yaaaahoo!!!  :D

i now know what the above code is (after a year of originally posting it!)

this defines the way each tile in the picture appears in-game, with regards to which edges have 'coastline' and which do not.  (using binary notation for each one; eg 1111 [0F] has coastine on all 4 sides ) ...  knowing this means i can now create a proper tile-editor for the game, allow you to define any of the 61 possible tiles  8)

now i've -really- gotta find out how to define the landscape colour!
« Last Edit: January 17, 2011, 07:26:19 PM by Hungry Horace »
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Hungry Horace

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Re: MLM Editor
« Reply #27 on: October 19, 2008, 01:35:41 PM »



green Aloha!

Aloha - Light Brown   Bazooka - Light Green   Cilla - White
Drakula - White   Etcetra - Yellow   Formica - Dark Brown
Gazza - Dark Brown   Hernia - Dark Green   Ibiza - Light Green
Junta - White   Karma - Light Green   Lada - Yellow
Mascara - Dark Green   Nausea - White    Ocarina - Yellow
Pyjama - Dark Brown   Quota - Grey    Rumbaba - White
Sinatra - Dark Green   Tapioca - Yellow    Utopia - Grey
Vespa - Grey    Wonka - Light Brown    Xtra - Dark Brown
Yoga - Light Green    Zappa - Grey    Ohm - Light Brown
MegaLoMania - Dark Green

Code: [Select]
00 02 01    01 03 05   05 06 02    01 02 03
06 01 03    05 04 01   06 03 04    04 00 05
02 04 00    06

at location $14080

00=Light Brown
01=White
02=Light Green
03=Yellow
04=Grey
05=Dark Brown
06= Dark Green

hazarr!

* Hungry Horace does a little happy dance
« Last Edit: January 17, 2011, 07:26:01 PM by Hungry Horace »
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because winuae is made of code and your amiga is made of stuff

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Hungry Horace

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Re: MLM Editor
« Reply #28 on: October 20, 2008, 08:44:38 PM »

and now.... the above nonsense in action!!!

New level with new (previously not seen in MLM) tiles!

Editor:


Menu:


Game:
« Last Edit: January 17, 2011, 07:26:58 PM by Hungry Horace »
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Re: MLM Editor
« Reply #29 on: October 20, 2008, 10:51:43 PM »

This is an awesome project. You have brought it along nicely.

How about, changing sounds?
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