Jun 3, 2009, 02:51 PM | |
Has someone started on an AJAX implementation of JJ2 yet?
![]() Really, reading all this makes me think we're almost ready for that. They should hurry with those 100 THz 50-core processors that are probably needed for playing 'JSJJ2' (JavaScriptJJ2) though.
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Jun 3, 2009, 09:54 PM | |
Yea, I have thought about that too, but it's very hard I think.
I can now make php exe programs with a GUI, maybe we could make a completely php-based JJ2?
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WebJCS 2 (new and in progress) WebJCS 1 (old but complete) SGIP Simple Games in Progress list Level Packer v2 - With a GUI! PHP Tileset Compiler |
Jun 4, 2009, 03:36 PM | |
Hmm... I think the best you could do with PHP with stuff like this is by using it as some sort of core layer to build a Javascript on top of it that will handle all the I/O. PHP is good at keeping track of stuff, but I'm not so optimistic about its abilities to react immediately to user input.
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Jun 5, 2009, 03:24 AM | |
yeah
you don't need php/javascript for that.... html and the canvas element is enough..................
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Interesting Jazz-related links: Thread: Gameplay Theories - Thread: Make Up Your Own Gametype |
Jun 5, 2009, 12:25 PM | |
HTML is a luxury, a JJ2 port using straight Assembly is the way to go. Machine code would be even better!
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Jun 5, 2009, 01:06 PM | |
It wouldn't be hard to do a JCS based on HTML, CSS, JavaScript and PHP. Just look at my level editor, it has tiles and rules (events)!
Thanks to Stijn for making it easier to read J2l and J2t! A web-based JJ2 is nearly impossible, I think, with HTML, PHP and JS+Ajax. Because it need to handle TCP and UDP connections.
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WebJCS 2 (new and in progress) WebJCS 1 (old but complete) SGIP Simple Games in Progress list Level Packer v2 - With a GUI! PHP Tileset Compiler |
Jun 5, 2009, 01:29 PM | ||
Quote:
FQuist made a working version of a collaborative web-based JCS a year or two ago (you could create a level together, and see the changes others made real-time), which that page of mine is based on. Note that back then the J2L and J2T formats were not documented yet. |
Jun 6, 2009, 01:48 AM | |
Awesome Stijn! does it use any PHP or is it static HTML?
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WebJCS 2 (new and in progress) WebJCS 1 (old but complete) SGIP Simple Games in Progress list Level Packer v2 - With a GUI! PHP Tileset Compiler |
Jun 7, 2009, 03:38 AM | |
I remember that script... it's so awesome
![]() Although I wasn't serious about the AJAX JJ2, it would be pretty awesome ![]()
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Nov 21, 2009, 05:38 PM | |
JJ2 File Format Specifications
Just wondering if anyone could help me with a problem I am having. I need to have a lot o webpages that pull a line of text from a txt file so that when the file is changed, all the HTML files will have the new info when they start.
Any ideas? Please let me know. |
Dec 21, 2009, 08:56 AM | |
Good guide!
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Dec 23, 2009, 06:42 PM | |
Hello
Good Job Guys, I tryed to create basics on this thread a component for Delphi and i have the most finished but I have a problem with compress2, I have more parameters as you in the function header and i dont know 3 of them, i hope someone can help me. How the compress2 Function is looking at delphi: ZlibEx.ZCompress2(inBuffer,inSize,outBuffer,outSiz e,compressionlevel, windowBits,memLevel,strategy) the first 4 i know (...) and i think the compression level is "max" (9) WindowBits and memLevel are Integer Values (4byte, in c++ "int") The strategy have 5 possible values: - zsDefault(0) - zsFiltered(1) - zsHuffman(2) - zsRLE(3) - zsFixed(4) I hope someone can help me with this, when i get this working i post my component for Delphi here. Sfaizst Last edited by Sfaizst; Dec 23, 2009 at 07:00 PM. |
Dec 31, 2009, 12:56 PM | |
Does anyone know if Data3 in .j2t files is read by JCS, or only JJ2?
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Jan 2, 2010, 09:23 AM | ||
J2L - Event Map, Events in general and the Generator Event
Quote:
Each event looks like this (4 bytes): Code:
struct Event { char EventID; char Unknown[3]; } I've done some deeper research about the Generator event (216), and found out this: If the Event is 12 (Belt AccR) and the Delay is 3, the structure of the Event Data is: Code:
216 192 48 0 48 / 16 = 3 But this ONLY applies when Event or Delay is below 15. Example with values above 15: Event: 58 (TNT) Delay: 29 And we get the following result: Code:
216 160 211 1 I've made a PHP script that calculates the Delay: PHP Code:
This code isn't tested with all the combinations of event and delays, as there are a lot of combinations: 256*32 = 8192 All I know it works with the most event and delays, and there may be some exceptions. If we/someone will make a new JCS or make a JCS patch, or something else related to events, please help me/us. If this information was useful, or you got any questions/suggestions/further knowledge, please let me know. Comments are appreciated!
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WebJCS 2 (new and in progress) WebJCS 1 (old but complete) SGIP Simple Games in Progress list Level Packer v2 - With a GUI! PHP Tileset Compiler Last edited by djazz; Jan 2, 2010 at 12:13 PM. |
Jan 2, 2010, 10:39 AM | |
DJazz: No worries, events are understood.
Neobeo addresses your research. Same info, in a JCSref article. (Scroll down to "Parameters vs. Bitfields.") |
Jan 2, 2010, 04:50 PM | |
A better J2L Event reader/parser
Aah, I haven't seen those pages before, thanks!
That solution is much more simpler than mine.. ![]() Anyway, it was so interesting that I made a PHP script to get all the event data and it's parameters. It's heavily commented, so you easy understand what it does :P PHP Code:
The first working code was made in three hours!
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WebJCS 2 (new and in progress) WebJCS 1 (old but complete) SGIP Simple Games in Progress list Level Packer v2 - With a GUI! PHP Tileset Compiler Last edited by djazz; Jan 3, 2010 at 05:17 AM. Reason: Changed levelpath |
Jan 2, 2010, 05:10 PM | |
Very nice! Particularly remembering to account for the negative parameters. Depending on the context that gets used in, one probably also wants to put in some exception for the Generator event, since giving the name of the event being generated is more useful than the number.
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Jan 3, 2010, 04:20 AM | |
![]() This is fixed now. The ID, name and shortname are fetched from the Event-parameter with JCS.ini, and the $Event[$index]['generator'] now contains a boolean you can check whenever it is a generator or not. The event's parameters Event and Delay are still in the params subarray.
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WebJCS 2 (new and in progress) WebJCS 1 (old but complete) SGIP Simple Games in Progress list Level Packer v2 - With a GUI! PHP Tileset Compiler |
Jan 3, 2010, 09:50 PM | ||
Quote:
Also in that article: I tried to give the apple |Speed:-8 in jcs but it appeared in the name of the event, how do you change it in jcs so it will appear in a box where you can edit it?
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[13:07:13] *** Foly is on a KILLING SPREE! [13:07:14] *** you killed yourself [13:07:14] *** Foly was looking good but died instead... |
Jan 3, 2010, 10:08 PM | |
You will not be able to use more than 32 (0-31) triggers because that's all that the game code allows for, the trigger events only read the first six bytes and not the others for figuring out the TriggerID.
As for Apple, JCS names use two fields, so that you can have multi-line event names, not just one, so you need a blank field between Apple and the parameters. Compare to, say, Echo. Code:
141=Apple |+|Food |Apple | |Speed:-8 |
Jan 4, 2010, 02:25 AM | ||
Quote:
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[13:07:13] *** Foly is on a KILLING SPREE! [13:07:14] *** you killed yourself [13:07:14] *** Foly was looking good but died instead... |
Jan 9, 2010, 01:38 PM | |
http://mods.jazz2online.com/j2b.txt
(Very) incomplete J2B documentation, not complete by far but at least more readable than Dr. Eggman's article. Thanks to Torkell for additions and corrections. If you have any more information on the format, feel free to share. |
Jan 30, 2010, 11:58 AM | |
Python tileset renderer: http://www.jazz2online.com/junk/sour...ile=tileset.py
Can be optimized (it doesn't cache tiles, for example), but I thought, why not put it up here. |
Jan 31, 2010, 02:01 AM | ||
Quote:
![]()
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"Are we not threatened with a flood of information? And is this not the monstrousness of it: that it crushes beauty by means of beauty, and annihilates truth by means of truth? For the sound of a million Shakespeares would produce the very same furious din and hubbub as the sound of a herd of prairie buffalo or sea billows." —Stanisław Lem, Imaginary Magnitude (1973) |
Jan 31, 2010, 06:52 AM | |
I believe the J2L specification is wrong:
Code:
JcsLayerWidth[0 to 7] Byte (1 byte each) Width of layer as seen in JCS. (decreased by Tile Width setting) LayerWidth[0 to 7] Byte (1 byte each) Width of layer as used by JJ2 and other DataStreams. |
Jan 31, 2010, 10:40 AM | ||||
I thought you would've know the correct specification considering that you made the php Level class. Anyway, here is the struct that I have been using recently. Some of it is based on your Level class.
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Jan 31, 2010, 10:49 AM | |
Yes, but I only got that to work after skipping random numbers of bytes (the LayerUnknown parts, for example - their size also doesn't match NeoBeo's article), and I hoped someone else had a more robust solution.
Thanks for the code! I see you also haven't figured it out all, but at least a C struct comes in handy for what I was trying to do. |
Jan 31, 2010, 11:12 AM | ||
Quote:
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Mystic Legends http://www.mysticlegends.org/ The Price of Admission - Hoarfrost Hollow - Sacrosanct - other - stuff |
Jan 31, 2010, 09:17 PM | ||||
I'm sure. You can't even add more than 128 animating tiles in 1.23 JCS.
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Feb 1, 2010, 03:18 PM | |
I dunno if this has been posted before (I couldn't find anything about it), so here goes: a list of what set/animation goes with JCS events. Formatted as a Python dictionary (remove the newlines if you want to use it in Python though), but should be easy to convert.
Code:
#format: Event ID (as in jcs.ini): (setID, animationID) events = { 29: (55, 14), #Jazz Level Start 30: (86, 14), #Spaz Level Start 31: (86, 14), #Multiplayer Level Start 33: (1, 30), #Freezer Ammo+3 34: (1, 26), #Bouncer Ammo+3 35: (1, 35), #Seeker Ammo+3 36: (1, 50), #3Way Ammo+3 37: (1, 58), #Toaster Ammo+3 38: (1, 60), #TNT Ammo+3 39: (1, 62), #Gun8 Ammo+3 40: (1, 69), #Gun9 Ammo+3 41: (100, 5), #Still Turtleshell 42: (103, 2), #Swinging Vine 43: (1, 2), #Bomb 44: (68, 85), #Silver Coin 45: (68, 38), #Gold Coin 46: (68, 6), #Gun crate 47: (68, 6), #Carrot crate 48: (68, 6), #1Up crate 49: (68, 4), #Gem barrel 50: (68, 4), #Carrot barrel 51: (68, 4), #1up barrel 52: (68, 6), #Bomb Crate 53: (68, 56), #Freezer Ammo+15 54: (68, 55), #Bouncer Ammo+15 55: (68, 57), #Seeker Ammo+15 56: (68, 58), #3Way Ammo+15 57: (68, 59), #Toaster Ammo+15F 58: (68, 91), #TNT (armed explosive, no pickup) 59: (68, 37), #Airboard 60: (93, 6), #Frozen Green Spring 61: (68, 30), #Gun Fast Fire 62: (68, 6), #Spring Crate 63: (68, 23), #Red Gem +1 64: (68, 23), #Green Gem +1 65: (68, 23), #Blue Gem +1 66: (68, 23), #Purple Gem +1 67: (68, 35), #Super Red Gem 68: (9, 4), #Birdy 69: (68, 4), #Gun Barrel 70: (68, 6), #Gem Crate 71: (68, 71), #Jazz<->Spaz 72: (68, 22), #Carrot Energy +1 73: (68, 83), #Full Energy 74: (68, 32), #Fire Shield 75: (68, 11), #Water Shield 76: (68, 52), #Lightning Shield 79: (68, 34), #Fast Feet 80: (68, 1), #Extra Live 81: (68, 29), #End of Level signpost 83: (68, 15), #Save point signpost 84: (12, 1), #Bonus Level signpost 85: (93, 8), #Red Spring 86: (93, 6), #Green Spring 87: (93, 1), #Blue Spring 88: (68, 73), #Invincibility 89: (68, 88), #Extra Time 90: (68, 43), #Freeze Enemies 91: (93, 9), #Hor Red Spring 92: (93, 7), #Hor Green Spring 93: (93, 2), #Hor Blue Spring 94: (68, 69), #Morph Into Bird 95: (68, 53), #Scenery Trigger Crate 96: (68, 41), #Fly carrot 97: (49, 1), #RectGem Red 98: (49, 1), #RectGem Green 99: (49, 1), #RectGem Blue 100: (99, 1), #Tuf Turt 101: (98, 6), #Tuf Boss 102: (59, 3), #Lab Rat 103: (33, 1), #Dragon 104: (60, 5), #Lizard 105: (16, 1), #Bee 106: (73, 3), #Rapier 107: (85, 1), #Sparks 108: (2, 2), #Bat 109: (96, 7), #Sucker 110: (21, 1), #Caterpillar 111: (19, 3), #Cheshire1 112: (20, 3), #Cheshire2 113: (52, 5), #Hatter 114: (8, 5), #Bilsy Boss 115: (80, 3), #Skeleton 116: (30, 1), #Doggy Dogg 117: (100, 8), #Norm Turtle 118: (53, 1), #Helmut 120: (25, 1), #Demon 123: (32, 1), #Dragon Fly 124: (64, 7), #Monkey 125: (41, 2), #Fat Chick 126: (42, 1), #Fencer 127: (43, 1), #Fish 128: (65, 4), #Moth 129: (94, 1), #Steam 130: (76, 1), #Rotating Rock 131: (68, 61), #Blaster PowerUp 132: (68, 62), #Bouncy PowerUp 133: (68, 63), #Ice gun PowerUp 134: (67, 64), #Seek PowerUp 135: (68, 65), #RF PowerUp 136: (68, 66), #Toaster PowerUP 137: (69, 5), #PIN: Left Paddle 138: (69, 6), #PIN: Right Paddle 139: (69, 1), #PIN: 500 Bump 140: (69, 3), #PIN: Carrot Bump 141: (68, 2), #Apple 142: (68, 3), #Banana 143: (68, 17), #Cherry 144: (68, 72), #Orange 145: (68, 75), #Pear 146: (68, 80), #Pretzel 147: (68, 82), #Strawberry 151: (72, 1), #Queen Boss 152: (96, 5), #Floating Sucker 153: (14, 1), #Bridge 154: (68, 49), #Lemon 155: (68, 51), #Lime 156: (68, 90), #Thing 157: (68, 93), #Watermelon 158: (68, 74), #Peach 159: (68, 39), #Grapes 160: (68, 50), #Lettuce 161: (68, 27), #Eggplant 162: (68, 24), #Cucumb 163: (68, 21), #Soft Drink 164: (68, 76), #Soda Pop 165: (68, 54), #Milk 166: (68, 77), #Pie 167: (68, 13), #Cake 168: (68, 26), #Donut 169: (68, 25), #Cupcake 170: (68, 19), #Chips 171: (68, 14), #Candy 172: (58, 20), #Chocbar 173: (68, 44), #Icecream 174: (68, 12), #Burger 175: (68, 78), #Pizza 176: (68, 33), #Fries 177: (68, 18), #Chicken Leg 178: (68, 81), #Sandwich 179: (68, 89), #Taco 180: (68, 92), #Weenie 181: (68, 40), #Ham 182: (68, 16), #Cheese 183: (60, 3), #Float Lizard 184: (64, 6), #Stand Monkey 190: (74, 2), #Raven 191: (97, 1), #Tube Turtle 192: (68, 36 #Gem Ring 193: (81, 1), #Small Tree 195: (102, 4), #Uterus 196: (102, 8), #Crab 197: (109, 1), #Witch 198: (77, 2), #Rocket Turtle 199: (15, 1), #Bubba 200: (28, 9), #Devil devan boss 201: (27, 2), #Devan (robot boss) 202: (75, 4), #Robot (robot boss) 203: (18, 1), #Carrotus pole 204: (71, 1), #Psych pole 205: (29, 1), #Diamondus pole 209: (48, 1), #Fruit Platform 210: (11, 1), #Boll Platform 211: (51, 1), #Grass Platform 212: (70, 1), #Pink Platform 213: (84, 1), #Sonic Platform 214: (92, 1), #Spike Platform 215: (90, 1), #Spike Boll 217: (38, 1), #Eva 220: (68, 67), #Gun8 Powerup 221: (68, 68), #Gun9 Powerup 223: (91, 1), #3D Spike Boll 226: (60, 1), #Copter 228: (68, 88), #Stopwatch 229: (58, 1), #Jungle Pole 231: (6, 1), #Big Rock 232: (5, 1), #Big Box 235: (83, 3), #Bolly Boss 236: (17, 1), #Butterfly 237: (4, 1), #BeeBoy 241: (101, 7), #Tweedle Boss 244: (44, 2) #CTF Base + Flag } Events which have no sprite are obviously excluded. |
Feb 14, 2010, 03:59 PM | ||
Quote:
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Feb 15, 2010, 12:00 PM | |
And the PHP port: http://www.jazz2online.com/junk/sour...ss.Episode.php
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Feb 22, 2010, 12:17 PM | |
Aaand a J2A renderer (for all those myriads of custom animation files out there):
http://www.jazz2online.com/junk/source.php?file=j2a.py also needs http://www.jazz2online.com/junk/source.php?file=misc.py The sprite drawing algorithm is a bit quirky, but seems to work and is reasonably fast. |
Mar 1, 2010, 09:38 AM | |
I think JJ2 only, because when I use my Tileset Compiler, all looks fine in JCS, but weird black colors (#000) on transparent areas of tiles in JJ2. I think this has to do with the Data3 (Transparency Mask)
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WebJCS 2 (new and in progress) WebJCS 1 (old but complete) SGIP Simple Games in Progress list Level Packer v2 - With a GUI! PHP Tileset Compiler |
Mar 1, 2010, 03:53 PM | |
Sweet! Thanks.
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Mar 8, 2010, 10:35 AM | |
Hello Stijn and others,
you may want to have a look at modplug's source code (load_j2b.cpp) for a deeper insight into the J2B format. Everything is working correctly (apart from restart position, I have absolutely no clue where this could be hidden in the file, apparently it's hardcoded?) and I hope that there are at least a few helpful code comments in there. This is certainly more helpful than Dr. Eggman's findings (no offence). |
Mar 8, 2010, 10:35 AM | |
Oh and if you have any specific questions about the J2B format (EDIT: Although I see that you pretty much covered most of it already), just let me know. I feel like I could answer most of the stuff. =)
Last edited by Jojo; Mar 8, 2010 at 10:51 AM. Reason: edit |
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