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Author Topic: New Zealand Story Level Format investigation  (Read 16971 times)

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Hungry Horace

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New Zealand Story Level Format investigation
« on: December 19, 2009, 04:12:46 PM »

right, thought it was time to start a thread on this.

I was having a nose around last night in the disk.1 file and discovered this:



which looked to me a lot like a tile-layout.

i had trouble working out where/what it was for, until Skateblind pointed out that it needed vertically flipping, and suddenly it matches the final level. I quick edit on that confirmed that is indeed the case.

However, before i can do anything meaningful with it, i really need the graphics / tiles.

Would anyone (BooBoo?) be able to assist in ripping those?
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Quote from: KillerGorilla
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Hungry Horace

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Re: New Zealand Story Level Format investigation
« Reply #1 on: December 19, 2009, 07:17:12 PM »

and so it begins....

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

BooBoo

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Re: New Zealand Story Level Format investigation
« Reply #2 on: December 22, 2009, 06:37:58 PM »

Hi - just seen this - Looks good
-Ive had a realy quick look and strate away with GFXRip can see tiles at !11264 on Disk.1
will definitely have a more indepeth look -

edit:although I not good at figuring out the dimenstion any clues? 16x16x4bit at a guess? and check this out http://hol.abime.net/960/gamemap
« Last Edit: December 22, 2009, 06:51:52 PM by BooBoo »
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Hungry Horace

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Re: New Zealand Story Level Format investigation
« Reply #3 on: December 22, 2009, 07:13:11 PM »

yes, they are 16x16. - colour, one has to assume 16 (4 bitplanes)

all maps are !1024 pixels wide, which equates to $40 (hex) bytes 'wide'
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Quote from: KillerGorilla
because winuae is made of code and your amiga is made of stuff

BooBoo

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Re: New Zealand Story Level Format investigation
« Reply #4 on: December 23, 2009, 08:19:10 AM »

Just got these level one Tiles from WinUae SaveState
16x16x4 RAW Interleaved/ST
Also wanted to check do you just want the tiles from any source to make a Map editor or you would like to find there location on Disk.1?
« Last Edit: December 23, 2009, 08:21:05 AM by BooBoo »
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Hungry Horace

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Re: New Zealand Story Level Format investigation
« Reply #5 on: December 23, 2009, 11:35:27 AM »

i will take 'any source' in the meanwhile, but disk.1 locations would be good for further down the line
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Quote from: KillerGorilla
because winuae is made of code and your amiga is made of stuff

BooBoo

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Re: New Zealand Story Level Format investigation
« Reply #6 on: December 23, 2009, 04:18:39 PM »

Ok ill continue ripping the tiles from WinUae SaveStates
Im going to save the tiles without borders - The picture above has borderd around the tiles - Ok? Let me know

The tiles are there on Disk.1 - I cant quite line the tiles up from Disk.1 anyway ;)-
Edit: Forget the bollocks I wrote before at some point ill check strings from the WinUae savestate/tiles with Disk.1 ;D

All tiles atached below hopefully -
« Last Edit: December 23, 2009, 05:48:15 PM by BooBoo »
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BooBoo

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Re: New Zealand Story Level Format investigation
« Reply #7 on: December 24, 2009, 10:10:18 PM »

The above attachment also contains a WinUae SaveState of NZS Stage 1_1
Corrections
Tiles - Stage 1_1
16x16x4bit RAW Interleaved/ST
175 Tiles x 16 = 2800

WinUae SaveState - The tiles can be cut from the SaveState !251,058 - !273,457
They can then be loaded into ArtPro 16x2800x4

Disk.1 - Tiles start at !11,330

Comparing the Disk.1 tiles with the ones form WinUae SaveState at first they seem the same but there are differences -
Data mixed in with the Tiles? Value 2C?
There very close I dont think there packed so to Rip Tiles from Disk.1 some sort of Filter/Decoder/injecter would be needed.

 

« Last Edit: December 25, 2009, 09:39:35 PM by BooBoo »
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BooBoo

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Re: New Zealand Story Level Format investigation
« Reply #8 on: December 26, 2009, 09:30:22 AM »

Disk.1 - Tiles start at !11,330

Comparing the Disk.1 tiles with the ones form WinUae SaveState at first they seem the same but there are differences -
Data mixed in with the Tiles? Value 2C?

I think ive got how to decode the tiles from Disk.1
Examples

2C 00 02 = 00*2+1 = 00 00 00
2C DD 03 = DD*3+1 = DD DD DD DD
2C 00 0F = 00*15+1 = 00 00 00 00 00
                               00 00 00 00 00
                               00 00 00 00 00 00
And so on...............
Gone a bit off on Ripping Raw tiles dont know if you want to split threads :)
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Hungry Horace

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Re: New Zealand Story Level Format investigation
« Reply #9 on: December 26, 2009, 12:21:41 PM »


right... i think i have that. so effectively the tiles are packed on disk.1?

what i will need to do is create one programs to 'extract' each level's tiles and another to edit them?

i wonder if it is worth seing if we can get the (unpacked) tiles taken from files with the WHDload slave then - as that is likely to cause a lot of problems with 'putting them back'



ps. tile ripping is still realated so you are fine in this thread and you have teh power of mod in this board also ;)


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

BooBoo

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Re: New Zealand Story Level Format investigation
« Reply #10 on: December 26, 2009, 02:17:03 PM »

right... i think i have that. so effectively the tiles are packed on disk.1?
Its not very good hardley saves any space

what i will need to do is create one programs to 'extract' each level's tiles and another to edit them?
Work out exactly where the Packed Tiles start and end - Ive just been using the Replace fuction of the HEX editor to decode/unpack

i wonder if it is worth seing if we can get the (unpacked) tiles taken from files with the WHDload slave then - as that is likely to cause a lot of problems with 'putting them back'

Absolutely -Dont know how big the file size of the edited tiles will be once encoded/Packed again - and the game doesnt use files and is probably max 880kb -but ive started and im intrested -there maybe ways round this like leaving certain tiles unedited or leaving some blank
Ill try and work out some address and dimensions for ArtPro - Just for my own curiosity
 :)
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BooBoo

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Re: New Zealand Story Level Format investigation
« Reply #11 on: December 26, 2009, 07:35:48 PM »

Ripping 132 Tiles of Stage1_1 from Disk.1

Cut from disk.1   !11330 - !27464

Use Find & Replace All on HEX editor and the Key from post 8 to Replace all 2C values with correct Values -

ArtPro 16x2112x4

Now whos going to try editing the tiles and re inserting them ;D
« Last Edit: December 26, 2009, 07:39:22 PM by BooBoo »
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Hungry Horace

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Re: New Zealand Story Level Format investigation
« Reply #12 on: December 26, 2009, 10:49:25 PM »

i'm going to create the extractor/unpacker first ;)
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Quote from: KillerGorilla
because winuae is made of code and your amiga is made of stuff

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Re: New Zealand Story Level Format investigation
« Reply #13 on: December 28, 2009, 05:11:13 PM »

using the png ripped tiles i've managed to get level 1-1 displaying on AMOS


seems an offset value for tile numbers is needed on every level afterwards though, so that might be a bit tricky (read: boring) to work out.
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Quote from: KillerGorilla
because winuae is made of code and your amiga is made of stuff

BooBoo

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Re: New Zealand Story Level Format investigation
« Reply #14 on: December 28, 2009, 05:33:52 PM »

Wow that was quick - Thats realy good HH :)

Ok ive attached all the WinUae SaveStates -Tiles always start at !251,058
Also a the PNG of stage 4_4b and a TxT file of how many tiles I think each stage has - but a lot of the tile sets end with a black tile I dont know yet if this is a tile or Data but i included it.

:O and as you know a single tile is 128bytes - so just a matter of multiplying that by number of tiles - To cut from WinUae
Then multiplying by 16 for the ArtPro dimensions.
« Last Edit: December 28, 2009, 05:36:28 PM by BooBoo »
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