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Hello! #6
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Sorry I haven't been posting too much here, been quite tired lately... The sprite ripping was done via Adobe Director 12 - I used an Xtra I found online with a simple Lingo script that lets you 'convert' a The sprites are a bit annoying because they need stitching together, @TommytheJerk did this I think - tedious work I only had the patience to do for Junkbot's basic walking anims. 😛 For the spritesheets I popped them into my bin packer tool which is a simple WinForms app - it's in the engine tree here (though in another branch atm): https://github.com/rozniak/rzxe |
Thanks for responding! Oh yeah, I wanted to ask about the levels. I started to write a parser for the level text files before realizing they don't actually have the data of what blocks go where. Do you know if this data is stored as scenes (keyframes?) in the Director project, like so that they could be authored with a visual editor in Director? (I used Flash back in the day, but I don't know how similar it is to Director.) If you could find and upload the |
The text files are the levels, parsing them is actually pretty simple:
The indexes for Using that info, and the dimensions for the grid/cell size stored in You can reference the level parser in this repo if you want, it's in I found the |
Oh, and as far as authoring levels goes, there are some references to a level editor within the Junkbot assets - it's been a while since I looked at them though. I am not sure how much has survived in the final game, might just be some sprites. I did try looking around for info on decompiling Lingo but I didn't find anything. I'm sure it's possible to figure it out but I don't think it's worth the time in Junkbot since it is such a straight forward level format (hence why I started just writing it from scratch 😛 ) |
Oh, thanks! Thanks for your explanation, and the code reference, and the DIRs. This is all very helpful! Your readme says "work is under way ripping all game data from the original DCR files" |
I think when I was originally looking at it, I just made the assumption that the first values were x and y coordinates, and then used Junkbot to figure everything out (since he is a unique object and a good starting point to work out the format from). To be honest I am a bit bummed because I have been tired and lacking in motivation to really do anything so I haven't updated much (including the If you want, feel free to add me on discord, I am usually online most of the time and talking about Junkbot a bit more might help renew my interest a bit. 😛 My user tag is : |
I've got level loading working, and I've added most block types! (to some degree of functionality) I added decal loading, but I noticed they don't line up right (relative to each other). My guess is the sprites had transparency originally, but was trimmed off when the game was compiled, and only works thru offsets stored somewhere in the compiled bytecode. I see there's a "Trim" option checked on the bitmaps in the Property Inspector. Also, I noticed you have timing information for the junkbot walk cycle. Is this based on estimates / finding what looks good, or taking measurements from video, or something else? Edit: just saw your previous message. I'll add you :) |
I've started working on a Junkbot remake here: https://github.com/1j01/janitorial-android/
Your ripping efforts have been very useful in that, especially with the atlas JSON (which you don't normally get along with a spritesheet) that was useful in quickly integrating the Junkbot animations, and the sound.
I tried to rip files from the
.dcr
using offzip, and only managed to extract some random set of sound files.I'm curious, what did you use to rip the resources?
Also, if there's any other ways we could help each other out, that could be fun. I have the brick dragging mechanics working, if you want a reference for that - also with cursor images (extracted from screenshots grabbed with Irfanview).
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