Zitat: Artinum Gosh, what violent imagery. Isn't there a friendly way to say that you've completed the first, essential part of a task and that the rest will be considerably less difficult?But that's not the point. The "rest" will probably be a lot more difficult than what I've done yet. The point is that, after pushing the task ahead of me (shelving the task?) for quite a while, I somehow managed to enjoy the challenge, and now I just don't want to stop...
Re: Tower Conversion Tool
Zitat: Fawlty ... after pushing the task ahead of me (shelving the task?) ...Shelving a task means putting it to one side, leaving it alone so you can get on with other things instead. I'm not sure if that's what you mean by pushing it ahead, which is a phrase I've never heard of...
English is horrific with this sort of thing. Take "put down", for instance. In one sense it means to place something down on the floor, or a desk, or some such. In a second sense, a put-down is an insult or cutting remark, often as a response to a chat-up line. And thirdly, if you take your cat or dog to the vet they can be put down (usually by lethal injection).
This is to say nothing of such wonderful English metaphors (or lies, as I think of them) such as "it's raining cats and dogs" or such witticisms as "it's better than a poke in the eye with a blunt stick".
Sometimes I feel that I live in a bizarre country.
Andrew.
Re: Tower Conversion Tool
*lollollol* Man, I just love your postings....
Zitat: Artinum Shelving a task means putting it to one side, leaving it alone so you can get on with other things instead. I'm not sure if that's what you mean by pushing it ahead, which is a phrase I've never heard of...I quite literally (and obviously uncorrectly) translated the phrase from German. Is there any equivalent for "anglicism", by the way? Anyway, what I meant was more or less what you described. But not exactly. It's rather "putting it to one side, leaving it alone so you can avoid it and do nothing instead"...
Re: Tower Conversion Tool
Ah. That's called "management".
Re: Tower Conversion Tool
HA! I just played a couple of levels I created on the Amiga in the Remake! Conversion works pretty well, though I still have to do an intermediate step. If I load a converted tower library directy in the remake, I get an error message. If I load the file into Mayo's editor, save it again, and then load it in the remake, it works. Mayo, what are the bytes 4 and 5 in the library format for? Some kind of checksum apparently. How do I calculate the correct value??
Another thing still missing is the mapping from the original effects and colours setting to the RToB settings. Mayo, can you give me something like default values for the settings in the remake? And what colour format do you use?
Plus, of course, conversion of groups, highscores and savegames to RToB format isn't possible, as RToB doesn't support them yet.
Anyway, I'm quite pleased with the tool so far, and I'm going to upload the latest version tomorrow.
Re: Tower Conversion Tool
Oh yes, and it's also possible to use Mayo's Editor to create towers for the Amiga and Atari versions of ToB! Simply create a tower library with the editor (using the CENTRAL 8x8 field of the LOWER 4 levels (leave empty: 4 columns west and east, 4 rows north and south, and the upper 4 levels of course), save it, convert it to ADF or ST, and load it with the emulated game. Not really a useful feature still, as all colours will be black...
Much more useful: Convert your ADF or ST towers to RToB format and open them in Mayo's Editor to quickly and conveniently browse through the towers. I will implement a feature to the conversion tool that extracts towers from groups, so you can also see towers that you don't possess as single tower files. I'm still thinking about excluding password protected towers from conversion though...
Re: Tower Conversion Tool
Zitat: Artinum Sometimes I feel that I live in a bizarre country.(Chortle)
To quote William of Baskerville, from the Name of the Rose:
"Looking fondly at the book, he said "Yes, the people in my island are all a bit mad.""
(quoted from memory)
So the tool is finished? Congratulations, Fawlty! (bows)
("Blut lecken" is, I think, "tasting blood", by the way. (sings) "I've tasted blood and I want more (more more more)" Right, that's enough.)
-- Das Lemsche Gesetz: Niemand liest etwas; wenn er etwas liest, versteht er es nicht; wenn er es versteht, vergißt er es sofort.
Re: Tower Conversion Tool
I'm also very pleased to see, you worked on ADF/ST<->RToB conversion very cool...
@fawlty: Oh stimmt *batsch* in der _TWR_loadLibrary() sind ja nicht die ersten 6 bytes beschrieben, urgs. Ich mache das ganze Format hier nochmal jetzt ordentlich auch für vielleicht andere Interessierte (auch das mit den Farben)...
colors are 4 bytes format -> BGRA (B: blue=0-255, G: green=0-255, R: red=0-255, A: alway 255 here using little endian order
RToB tower library header:
$0000-$0001: signature ($54 $54 = ASCII TT for "TobTowers") $0002-$0005: size of file in bytes (little endian order, like all integers here) $0006-$0009: number of towers in library $000a-$0109: name of library file (0 terminated ASCII string, max. 255 chars) $0110-$03ff: (unused yet...)
$0400-$17ff: Tower 1 $1800-$2c00: Tower 2 ...
One RToB tower (5120 bytes):
$0000-$0003: index of tower in library file (starting with 1) $0004-$0103: tower title (0 terminated ASCII string, max. 255 chars) $0104-$0203: tower author (0 terminated ASCII string, max. 255 chars) $0204-$0207: time limit in seconds $0208-$020b: number of klondikes to collect $020c-$020f: number of robots to destroy $0210-$0213: external cameras enabled? (FALSE=0, TRUE not 0) $0214-$0217: mine destroys floor? $0218-$021b: timebomb speed (0: slow / 1: medium / 2: fast) $021c-$021f: sky color 1 (top) $0220-$0223: sky color 2 (horizont) $0224-$0227: sun color $0228-$022b: sun size (0-10) $022c-$022f: ground color 1 (ground) $0230-$0233: ground height (0-10) $0234-$0237: number of moons (0-3) $0238-$023b: number of stars (0-100) $023c-$023f: FX bit0: lightnings bit1: meteors bit2: blue pulse bit3: clouds bit4: heavy clouds) $0240-$0243: floor/box color pattern 0: crossed (original) 1: line by line (original) 2: crossed in half (original) 3: one in four (original) 4: alternated (original) 5: cross faded by level (new) 6: cross faded by line (new) 7: cross faded by radius (new) $0244-$0247: theme pack (design) (unused yet...) $0248-$024b: pattern color 1 $024c-$024f: pattern color 2 $0250-$0253: lift color $0254-$0257: ground color 2 (mountains)
$0260-$027f: demo sequences (max 32 entries) one byte per demo sequence bit 0-3: Action (0-15) 0: no action 1: FIRE action 2: UP action 3: DOWN action 4: LEFT action 5: RIGHT action 6: ZAPPER select action 7: PUSHER select action 8: GRABBER select action 9: PROG FIRE action 10: PROG UP action 11: PROG DOWN action 12: PROG LEFT action 13: PROG RIGHT action 14: PROG RUN action 15: PROG CLEAR action bit 4-7: Pause in seconds (0-15)
$0280-$03ff: tower messages -> 8 messages (48 bytes per message) $00: Action 0: no action 1: show message on briefing 2: show message in game 3: wait seconds 4: on destroyed (see value parm byte) 5: on activated (see value parm byte) $01: Value (optional arg for action, maybe element index) $02-2f: (0 terminated ASCII string, max. 45 chars)
$0400-$13ff: tower elemnts data (4096 bytes)
tower elements data: 16 columns x 16 rows x 8 levels = 2048 elements ( x 2 bytes per element = 4096 bytes) element in NW of tower (bottom level) is offset: $0400 element in NE of tower (bottom level) is offset: $05e0 element in SW of tower (bottom level) is offset: $041e element in SE of tower (bottom level) is offset: $05fe
one element is seqerated in two bytes first byte is index for BASIS ELEMENT (static elements):
I just wished you had used the original numbering of tower elements. There's some unneccessary mapping going on. After my first conversion to RToB format I was wondering why all prisms faced the wrong direction...