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I wonder if someone could make a JJ1 tile extractor
This isn't really JCS related, but it seemed to fit best here. I'm sure that the Jazz Jackrabbit 1 tilesets are stored in their own file much like the JJ2 ones, and if not, within the levels themselves. If this is the case, I'm sure there's a way to view/extract them without requiring screen captures from the game. If this is the case, I'm sure that a tile extractor could be made. Then it would be easier to insert them into JJ2 tilesets or be used in other projects.
Please note that I haven't done much researchon this, it was just an idea I had. Still, it would be cool if the J2HG could make one. |
I have tried. But I'm not an expert on this, and that's probably why it didn't work out. Arjan has promised Shadow the JJ1 editor though......
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Well, if Shadow gets it, I hope he'll let the rest of us have it as well. It's not like it could cause harm to JJ2 in any way like the Episode compiler (which could seriously crash JJ2 if there's too many episodes on the list). Of course, this may turn out like the JJ3 demo, and just be deemed "illegal", and become hard to get. But let's hope for the first option, because I'm currently learning how to program GBA, and I was thinking when I get better, I'll try to make the REAL JJGBA.
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INDUSTRIUS % * * / 5 % : (? * * / 5 ? : ? "!!" "!!"" """0% ?###$$"$$$%%$&&#&&&'&%(((()())'**&**(***? .2,,,,-*--,/.,...//.000000??23.222321442444?? 666776888::::::<<<>>>?????? !!!%%%)))...222666:::??? !!!%%%)))...222666:::??? !!!%%%)))...222666:::??? !!!%%%)))...222666:::??? !!!%%%)))...222666:::??? !!!%%%)))...222666:::??????:??6??2??-??)??%??!???????????????? ?? ;; 77 33 // ++ '' $$ ??? /?HVSGB;941-* ?OV]_ZZB1149???9-/*" 4_bSB;449BLVQBFGGGD?;1***4Q" %L\ZQV\b^SLLBBFGQOOOGBBB?4"RB 4LTQQ_dijebZQDDOO_ZOQLGDDBBD4,LV% &?44?LZiijjki\H4CDLZZZTLD?O]ZOC=4?]]/ 1;,,;LbdicijmjQ;4-4V\\\ZQD4*?QZN-&-Ui9 4;;94GdiikkmmmjQ?;*9L__Z]_G-""=LHC&,RcV /_Z?;Q[ennkd_QHRR`k,%*9NOTQF@1%19@Qkc &_qZ4H]^ennd_QBFN?Qm??9/19DH@4*&*,FLBA%ckF SeiBBQ_`bmiZQLFF?FRh_ccL4%4==44?Okd@1%?ZZ; &LS_?4BQQLS\ZFF?9?LTOOdk^iidZD4*BScs-%4DL BMSb@4LVLMTZRBAABQ_H&HZQQQOHH=41/=Sdc%*4G4 9LZZ],;GR\\ZSRQQCNZZRQ?0BHQLD<***1DL\_-=D &*LZ^k09BQ\\VTQFBGZckkk]?BBGH<*4/-*4B]S*~"*99 -*MQ\e?4BLVZZTQGNZismdZZ\L?*%"4=BFZc]F/&"*49A= 14*@LL_B/4?B??G,]cZ@9441;OQG*-?BNckk]FA?DL?AAFBBFB1 N4%4GRZF,4@GGG?/ba441/ N? Lik4*Q_dqttxxxxcS?4*&1=44@4?R]cLOVV[STVRLQF;*--;? NB S`qR%%Rimsskkssssk_SG=4414?-?LUcZZSTQZZZUQNB4-"*% ND UUkcB%"_iia^\\\\QQOR]dda_RNFFQZ?Gdb]ZZRRQN?4- ;4 ZU_q],",Zjkied`_\CHDHQZbejmcQBA;%9Z_b_ZRLG?4* ;1 QVV_tiNARcmiiieaa^^^\VQSSZSR4-COZ_L;"&** LVLL_q]NN_cd_baaa`\\\VSZ_]?/-?GOQB/&1"-4 HL?@Qnk]ALZZZZ\\[\\SQOOVZL-@AD?4/*/1-;- *BBGAO`]4*DNQVZUS_ccdd^H4"***14=C;4/%&4F;* * ?GNB@OO,&@OSZ\`_cci_QC-%**"%1444&%*9A,%%? 4BB?-/;9-4DV[``e_ZL;*%*-44/*~*-4**N4 44*?9"&9=44",9FFFFNNF?0///~"ZN 4-?4&-CFQZ]i]ZN???;4/&FR -&"?QG*-;GOZckqc]RRSG?1%Q]/ -???DG?%"?NV_c`TB49;?,%L] A;4-* "*9QZTG@&&B_i " "%*,9A?"%?Q_R *4-**"?B?;4,4,,"4FR4 -;?4?BB???4*9?*"%%%*,,/%?RQ *DCDNUZZZZF9,""%%%%%&BZN 4=9419FNRN?;9,%%,%"BZN% 4-*%"94- B]R "-& &ON ,14,%-AB %441";FRR]]]RFB;9;;44,*%-B *"44"% That's one of them. Anyone want to decipher it? |
I'd rather use a HEX editor to go through them. But anyway.
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Shad gives away EVERYTHING he gets. No trouble there. ;P
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You mean Unreal was planned that far back? Conspiracy!
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Did you have to quote the entire thing?
Wasn't Unreal made before JJ1 was? |
I think they've started unreal just after Jazz1 was done.
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Newspaz is mostly right on that. You can read up on the Unreal announcement in the Epic MegaNews newsletters.
IIRC someone did get as far as to extract Jazz 1 level files in a raw format. I have yet to hear about this being done with the tilesets. :\ |
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It's probably too heavily encrypted.
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And btw, I think what UR opened above is a level file. |
Well, the easiest thing to do is to, next time any of us come into contact with Arjan or Cliffy, to ask them for the editor. Just because it was promised to Shadow doesn't mean that he'll actually ever get it, plus, unless Arjan has no life, it's probobly not his top priority, and like most poeple do with unimportant things, it will be forgotten unless he's reminded. It would be cool to get the JJ1 editor.. I wonder if it's structured like JCS or if it's simpler.
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Oops. Actually, it seems to be one of those "Now approaching" things. |
Lol. But this can come in handy too.
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Flexible may make it harder....
Still, it'd be cool. I'd have to dig out my old JJ1 disks and install it on my new computer, but it'd be worth it. |
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I have looked into the BLOCKS.* files. And I have come to the conclusion that all the files are different.
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I thought there were a whole ton of characters that could not be deciphered.
Well, null would make sense for an empty tile, but this is the "now approaching" text, not a level. |
Maybe it's the black colour. :)
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I am researching this, and I can tell you that I am 99,99% sure that's not the case :)
My guess is the following: The file starts with some header information I haven't been able to figure out what it is. Then there's a palette. Then after Code:
▫0ok▫So we get to the following -Header (if any) --Palette --Image I think the tiles are 32x32 pixels. And Monolith has suggested to me that the tilesets are probably stored one row wide (32x?). Haven't got much further yet. |
I've started working on one... icemania.servehttp.com/icemania/000.gif
Newspaz, want some help/want to work together/whatever? :p In that sample image I had to load the palette from a screenshot (It looks way nicer than black and white based on the color's palette position ;p)... Some (well.. all I suppose) of the the tiles are offset a little bit and wrap around to the next lines because of a variable number of "random" pixels between the tiles, which I'd assume have to do with the masking. I'll obviously take a closer look at it later. EDIT: Bah.. I revived a semi-old thread. Shoot me now. ;p |
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