Editing: Sensible World of Soccer

Started by starwindz, February 18, 2011, 02:54:47 PM

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starwindz

I am planning to make Windows-based raw-to-bitmap and bitmap-to-raw file conversion utility for Amiga SWOS(Sensible World of Soccer). That is, the graphic editing of bitmap file itself can be performed by many Windows-based general purpose graphic tools such as Windows paint, paint shop or photo shop after converting from raw file to 16 colors-bitmap file(This bitmap file's palette should be changed from grayscale to SWOS-colors).
So I have some questions for this.

1. Palette information of pitch(16 colors table) and other raw files
2. Internal pattern composition of each pitch raw file(Especially pitches): I cannnot understand why the file size of each pitch files are different. For examples, PICH1 -  16 x 5699 , PICH2 -  16 x 4931, PICH3 -  16 x 5379, PICH4 -  16 x 4979, PICH5 -  16 x 5539 and PICH6 -  16 x 3923.


FOL

Horace, would proberly be the best person to answer your questions.
QuoteResolute and Industrious
Grand ruler of the yellow people and the Ultimate Amiga Empire

starwindz

Quote from: FOL on February 18, 2011, 09:56:33 PM
Horace, would proberly be the best person to answer your questions.
Yes, I have already sent to a personal message to Horace before posting this topic and he recommended me to re-post my question on 'Games Hacking, Modding and Editing' board.

Hungry Horace

Hi there,

Yes, my apologies, but I would prefer to keep topics like this in open-discussion, rather than hidden away by PM. I have received far too many emails about SWOS graphics since 1998...

Question 1

Palette info ... I remember there are a few different palettes that are used on the pitches... it changes 2-3 colours depending on the current "weather" - i've attached a file that contains "ice" and "muddy" palettes in iff format - this should suffice i think, although you can get any of the palettes simply by taking an action replay III picture of each pitch/weather in-game.


Question 2
The easier to answer - the reason the files are different sizes, is because there is a different number of tiles in each one! (its that simple)

But... so that anyone might be able to understand in the future, I will state some info here......

Each .MAP is a "strip" of graphics, with some header data (that I never managed to translate very well - i assume it "maps" the pitch) followed by a set of tiles each of size 16x16 (as I am sure you know from the above), each in RAW Interleaved format (iirc), 4 bitplanes (16 colours) and each of the respective heights you mentioned.... because the height determines the number of  16x16 tiles, this changes the overall file size.

You'll find the smallest file is the one used for the training pitch, because there are even fewer tiles required here.


i managed to make a program on the Amiga which loaded the tiles from the RAW file, and then made them into easy-to-manage tiles. I will see if I still have it anywhere in case the code is of use to you.

Quote from: KillerGorillabecause winuae is made of code and your amiga is made of stuff


starwindz

#4
Thank you so much for your kind and quick response.

I have one question about your answer.
I would like to know 'Raw-interleaved format' in detail. It means how I can convert pixel data to raw format data.

I do not ask how-to about ArtPro something like that. What I would like to know the internal raw file structure.


Hungry Horace

i dont really know about the file-structure from memory but my previous 'would be' (unfinished) graphics editor did do the conversion, so i'll have to find the code for that and upload it.
Quote from: KillerGorillabecause winuae is made of code and your amiga is made of stuff


Hungry Horace

attached is some code for AMOS  which draws the raw .map file as a graphic on screen.

I've tried to add in a few comments that might help, but I cant really remember everything it is doing - hopefully you can work it out though if you are familiar with some BASIC syntax.
Quote from: KillerGorillabecause winuae is made of code and your amiga is made of stuff


starwindz

Quote from: Hungry Horace on February 27, 2011, 06:19:13 PM
attached is some code for AMOS  which draws the raw .map file as a graphic on screen.

I've tried to add in a few comments that might help, but I cant really remember everything it is doing - hopefully you can work it out though if you are familiar with some BASIC syntax.

I figured out the interleaved raw format. Thank you.
See this link for more information about my work, http://www.sensiblesoccer.info/forum/index.php?topic=21289.0

Hungry Horace

Quote from: starwindz on March 01, 2011, 03:03:29 PM
I figured out the interleaved raw format. Thank you.
See this link for more information about my work, http://www.sensiblesoccer.info/forum/index.php?topic=21289.0

what are you coding your program in, and is there any chance it will be ported to non-windows platforms? OSX, linux etc?

I might even be interested in viewing some code for finishing that Amiga editor. Assuming you are also going to be able to edit the map layout? (from the header data)
Quote from: KillerGorillabecause winuae is made of code and your amiga is made of stuff


starwindz

#9
Quotewhat are you coding your program in, and is there any chance it will be ported to non-windows platforms? OSX, linux etc?
I am using Delphi for developing my program. Currently there is no plan to port to non-Windows platform. But my program can be run under Wine on Linux.

QuoteI might even be interested in viewing some code for finishing that Amiga editor. Assuming you are also going to be able to edit the map layout? (from the header data)
Yes, my intention is to edit the template map-layout file directly and simply convert it to. map file. See the following screenshot. I also have successfully decoded the header data of .map file. I will let you know that information after first release of bitmap-to-pitch converter.
http://i55.tinypic.com/2ajkt5.jpg

Hungry Horace

Quote from: starwindz on March 02, 2011, 03:59:13 AM

Yes, my intention is to edit the template map-layout file directly and simply convert it to. map file. See the following screenshot. I also have successfully decoded the header data of .map file. I will let you know that information after first release of bitmap-to-pitch converter.

:o after helping out with raw-interleaved you wont let me know the header data??  Can we not keep this information in the public domain please in the interest of all.
Quote from: KillerGorillabecause winuae is made of code and your amiga is made of stuff


starwindz

#11
Quote from: Hungry Horace on March 02, 2011, 06:02:09 AM
Quote from: starwindz on March 02, 2011, 03:59:13 AM

Yes, my intention is to edit the template map-layout file directly and simply convert it to. map file. See the following screenshot. I also have successfully decoded the header data of .map file. I will let you know that information after first release of bitmap-to-pitch converter.

:o after helping out with raw-interleaved you wont let me know the header data??  Can we not keep this information in the public domain please in the interest of all.
:o Oh my god, It is mis-understanding. I WILL let everyone knows this information! Sorry for mis-understanding. I just said that now it is not ready to publish this information since some kind of source-code level testing still remains for reconstructing map from sprites.

starwindz

#12
Converter program needs to be tested more so I think it is better to release the technical document before releasing converter.
The attached file is the technical document which explains unpacked .map format include header part briefly.
Special thanks to EreWeGo and Hungry Horace.

<file attached below>

Hungry Horace

#13
this is good news :)

just had a quick look, i'm guessing the extra bit which is set (127 value mentioned) is for defining an animated tile (such as crowds)?

also i attached the tech-doc to your post.
Quote from: KillerGorillabecause winuae is made of code and your amiga is made of stuff


starwindz