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-   -   Jazz2 Sprite Editor (http://www.jazz2online.com/jcf/showthread.php?t=14900)

Marijn Mar 12, 2006 02:21 PM

Let his mouth be the gun!! hehe..

What ? I am not serieus.. But serieus, who is that guy ?

Stijn Mar 12, 2006 02:23 PM

Skitch Possum

MSB3000 Mar 12, 2006 02:36 PM

Idea, instead of an entire .j2a being uploaded, why not just upload the test.png's?

Birdie Mar 12, 2006 03:06 PM

because that would be terrible! and hard to reasemble

Odin Mar 12, 2006 05:11 PM

I think what we need to do is create a .j2a "package" file, a file significantly smaller than a .j2a file (say, anywhere from 50kb to 1mb) but has everything needed to create a new .j2a file. Also, it could be based off of how "different" it is from the original .j2a file; the more sprites changed, the bigger the .j2a package file, since the package file only contains the sprites changed.

Radium Mar 12, 2006 05:56 PM

I found that if someone makes blank all the weapon and explosion sprites, weapons won't work in their server (for any players). Players (except the server) still jump when hit, but take no damage.

Birdie Mar 12, 2006 06:10 PM

Hmm that suggests that the explosion is what does damage :O
then the fake health from RF's probably means the the RF bullet also does damage.

Odin Mar 12, 2006 06:15 PM

Bullets, not explosions, cause damage. The RF explosion, however, does damage as well as the bullet. That's probably where fake health comes from. Worst part is, we know how to fix it now and we can't because of a lack of source code and/or UNKNOWNFILE. Maybe we should bug him to return. Or something. :P

Birdie Mar 12, 2006 06:19 PM

:O odin didn't you hear rad? he said without the explosions the ammo does no damage

Neobeo Mar 12, 2006 06:25 PM

Quote:

Originally Posted by Odin
I think what we need to do is create a .j2a "package" file, a file significantly smaller than a .j2a file (say, anywhere from 50kb to 1mb) but has everything needed to create a new .j2a file. Also, it could be based off of how "different" it is from the original .j2a file; the more sprites changed, the bigger the .j2a package file, since the package file only contains the sprites changed.

I've been working on a .JSD format which patches the sprites that have changed, but this is proving to be quite difficult. The first alternative I had considered involved removing all sounds (which reduced anims.j2a to a whopping 2.28mb), but was not very practical.

Quote:

Originally Posted by Radium
I found that if someone makes blank all the weapon and explosion sprites, weapons won't work in their server (for any players). Players (except the server) still jump when hit, but take no damage.

I was there =D. I have to admit, this is actually a very interesting concept, and I'll probably do some research on this area of sprite modification.

Quote:

Originally Posted by Birdie
Hmm that suggests that the explosion is what does damage :O
then the fake health from RF's probably means the the RF bullet also does damage.

Quote:

Originally Posted by Odin
Bullets, not explosions, cause damage. The RF explosion, however, does damage as well as the bullet. That's probably where fake health comes from. Worst part is, we know how to fix it now and we can't because of a lack of source code and/or UNKNOWNFILE. Maybe we should bug him to return. Or something. :P

Quote:

Originally Posted by Birdie
:O odin didn't you hear rad? he said without the explosions the ammo does no damage

It's possible that any sprite from set1 causes damage. I guess the best way to tackle this would be to reduce each frame in set1 to complete nothingness. Regarding the bug-fixing, I don't know much about Unknownfile or his work, but I am extremely fluent in ASM and reverse engineering, and have manually decompiled (by hand) much of the JJ2 binary so I won't comment much on this.

Birdie Mar 12, 2006 06:28 PM

Quote:

Originally Posted by Neobeo
This isn't available yet, unfortunately. But expect this to be a new feature (among many others) in my upcoming release.

Would you also be able to add animations to a set (don't ask me why i want to) or would this cause just alot of bugs?

Edit:
oh i just noticed that you play in 8 bit :|

Radium Mar 12, 2006 06:57 PM

Quote:

Originally Posted by Birdie
:O odin didn't you hear rad? he said without the explosions the ammo does no damage

I don't think I said this above. If you mean in the server, I said that only explosions were hurting because the explosions were the only thing I didn't remove, and Odin was hurting me with RF explosions.

Birdie Mar 12, 2006 07:00 PM

Oh, ok

Violet CLM Mar 12, 2006 08:02 PM

Quote:

Originally Posted by Birdie
Edit:
oh i just noticed that you play in 8 bit :|

...what does that have to do with anything?

Anyway, I don't think adding animations to sets would serve any real purpose, as there would still need to be code to play the animations in the first place.

Marijn Mar 12, 2006 09:40 PM

Quote:

Originally Posted by Neobeo
I've been working on a .JSD format which patches the sprites that have changed, but this is proving to be quite difficult. The first alternative I had considered involved removing all sounds (which reduced anims.j2a to a whopping 2.28mb), but was not very practical.
...

I will try to help, Thinking of a format i just would like to see a comprest folder, with all images and a plain text who gives the place of the images in the anim.j2a:

Example:
[img]http://129.125.101.130/~Marijn/screenshots/jazzjackrabbit/jazzsduitleg.png[/img]
Here you can see 2 images, and a text-file map.txt! It is selfexplaining I think...
Call this babe mushroom.JSD, make a function that opens the *.JSD file, and open the map.txt file inside it.
Just read the filename, read the ID, Animation and Frame number, line by line, and add them to the file anims.j2b

with -> more i mean: hotspot, gunspot, and so on.

I hope that helps!

Grytolle Mar 12, 2006 10:10 PM

Exactly what I thought of aswell (:

Super_Jarno Mar 13, 2006 02:28 AM

I really need that import file thing!
;-) ;-)

golden jazz Mar 13, 2006 04:32 AM

I fund a bug!

I can't stomp on metal boxes and tiny dragons with shadow!!

Grytolle Mar 13, 2006 05:21 AM

(-)?

CrimiClown Mar 13, 2006 05:35 AM

Quote:

Originally Posted by golden jazz
I fund a bug!

I can't stomp on metal boxes and tiny dragons with shadow!!

Probably the hotspot or coldspot aren't alligned with the sprites. I had this too with Goku. He turns around when flying with a 5 tile jump to the other side... =\

Birdie Mar 13, 2006 07:12 AM

:\ that kind of sux

n00b Mar 13, 2006 11:41 AM

Quote:

Originally Posted by golden jazz
I fund a bug!

I can't stomp on metal boxes and tiny dragons with shadow!!

Looks like something just stopped Jazz from turning into Shadow.

R3ptile Mar 13, 2006 12:52 PM

Quote:

Originally Posted by Birdie
:\ that kind of sux

yeah kinda

CrimiClown Mar 13, 2006 01:36 PM

Quote:

Originally Posted by n00b
Looks like something just stopped Jazz from turning into Shadow.

Myth busted!

Birdie Mar 13, 2006 04:10 PM

Good, no more Inuasha anims.

Neobeo Mar 14, 2006 05:54 AM

Quick update, and I mean really quick update. v1.02 is out, after some anticipation. This isn't the major rebuild though. I was working on the C++ version for the last 7 days but got nowhere (nowhere: (adv.) creating other useful apps when one should be making JSD), so for the time being I just updated my old VB code. The C++ version is more robust, but I might need some help with it, so this is a call for any programmers who are interested.

Birdie Mar 14, 2006 07:03 AM

i'am interested but i'am just learning C++ now :\

Pako Mar 14, 2006 07:53 AM

Thanks, Neobeo, for pimping my game!
EDIT: Found an huge bug! When you click "Resize Frame", and then "Cancel", the program crashes!

CrimiClown Mar 14, 2006 08:07 AM

Quote:

Originally Posted by Neobeo
Quick update, and I mean really quick update. v1.02 is out, after some anticipation. This isn't the major rebuild though. I was working on the C++ version for the last 7 days but got nowhere (nowhere: (adv.) creating other useful apps when one should be making JSD), so for the time being I just updated my old VB code. The C++ version is more robust, but I might need some help with it, so this is a call for any programmers who are interested.

Are there any changes besides the new export option? =P

Marijn Mar 14, 2006 08:24 AM

Quote:

Originally Posted by CrimiClown®
Are there any changes besides the new export option? =P

export of the Jazz Color table! All my colors change (-) in game!

Neobeo Mar 14, 2006 12:21 PM

If anyone actually bothered to read the updated "Level description:"...
Quote:

...you can use Ctrl+RightMouse to change hotspot, Shift+RightMouse to change coldspot and Ctrl+Shift+RightMouse to change gunspot. ...

zapS Mar 14, 2006 01:18 PM

why does the program quit when i use the pick color tool??
and why does it say "error" when i want to save?
is it because i use windows 98?

Birdie Mar 14, 2006 03:42 PM

Windows 98! the only thing that makes floppies Explode!
- Twinsoul

Odin Mar 14, 2006 04:46 PM

Quote:

Originally Posted by Birdie
Windows 98! the only thing that makes floppies Explode!
- Twinsoul

That was the most unfunny quote to ever grace the JCF.

Sorry.

Birdie Mar 14, 2006 05:29 PM

I know that odin, but it was relevent to the question.

Odin Mar 14, 2006 05:55 PM

Oh. Nevermind then.

Birdie Mar 14, 2006 06:18 PM

Could you hurry up with the add frame feature? i already need it :D

Violet CLM Mar 14, 2006 06:37 PM

Do you know if it's possible to tell other sprites never to change their directions, like the 1up, or is that hardcoded into the .exe or .j2d or whatever?

Birdie Mar 14, 2006 06:55 PM

iam pretty sure it's hard coded ;(

Neobeo Mar 14, 2006 08:18 PM

I can't verify this yet... there are still some parts of the j2a i haven't completely figured out yet, could be somewhere in there


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