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Sogun
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 PostPosted: Sun Mar 06, 2011 5:10 pm    Post subject: Reply with quote Back to top

Thanks SubDrag, it works now.

Well, at least saving and replacing the characters. Tomorrow I'll edit some texts in the rom and see how it fits.

EDIT: I've been editing some texts with special characters and they display ingame, so everything is right. The only problem (mine, not a PD Editor problem) is that I have to figure out wich sets of characters are assigned to every text but I think I have that almost clear.

One more thing. Would it be possible for the Editor to support PAL roms? That way I can extract the special characters and passing texts more easly.
 
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00action
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Joined: 21 Feb 2007
Posts: 445
Location: UK

 PostPosted: Tue Mar 08, 2011 11:52 am    Post subject: Reply with quote Back to top

I opened up Defection setup, made level bare bones, saved it as a project then injected it into rom, the level loaded fine. Problem is if i do same thing but instead of saving as project and injecting, i save setup uncompressed and use the convert rom option the level never works i always get a crash.
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SubDrag
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 PostPosted: Tue Mar 08, 2011 1:44 pm    Post subject: Reply with quote Back to top

00action wrote:
I opened up Defection setup, made level bare bones, saved it as a project then injected it into rom, the level loaded fine. Problem is if i do same thing but instead of saving as project and injecting, i save setup uncompressed and use the convert rom option the level never works i always get a crash.


That's a PD problem, not an editor. It only really works if you inject, if you convert ROM it works sometimes but not all the time.
 
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 PostPosted: Tue Mar 08, 2011 1:51 pm    Post subject: Reply with quote Back to top

ah, i didnt realise, thanx for that il stick to inject for now then.
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 PostPosted: Fri Mar 11, 2011 8:50 am    Post subject: Reply with quote Back to top

I fixed the problem i was having with the Defection lift:

Its the "13 Interlink Objects" thats the problem.

Subdrag: Open the setup i gave you in a hex editor and go to these adresses:

Address / Value - None Working Lift

4637 / 01
464B / 02
465F / 03


Address / Value - Working Lift

4673 / 00
4687 / 01
469B / 02

I just changed the values of the none woking lift to 0, 1, 2 instead of 1, 2, 3 and it worked, thats why the lift always came to the floor below.

You may also need to have a look at the door link values that are in the "30 Elevator lift" object, i have 6 different doors linked to my 2 lifts (3 each) but when you look at the values in a hex editor they don't seem to add up, bare in mind that the lifts do work fine but i thought ide mention it, here are the adresses and vales:

Address / Value - Lift 1

87 / 27
8B / 28
8F / 29


Address / Value - Lift 2

11B / 29
11F / 2A
123 / 2B
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 PostPosted: Fri Mar 11, 2011 12:22 pm    Post subject: Reply with quote Back to top

That doesn't appear to be an editor bug, just was interlinking to the wrong door?

As for the doors, I believe they are relative to the object in the file, so they don't correspond directly to the number you see there, they are an offset. So I think all is good.
 
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 PostPosted: Fri Mar 11, 2011 2:07 pm    Post subject: Reply with quote Back to top

Ive just had another look at it and i can definatly see whats going on:

NOTE: all values below are made up except the ones in brackets!

When i started with the left lift i had this in the setup:

Lift (Left) Working
13FFFFFFFCFFFFFF9A00000000000000(00) Interlinked to top door
13FFFFFFFCFFFFFF9B00000000000000(01) Interlinked to second door
13FFFFFFFCFFFFFF9C00000000000000(02) Interlinked to third door
13FFFFFFFCFFFFFF9D00000000000000(03) Interlinked to bottom door

When i deleted out the bottom door and made all nessasery changes i was left with this:

Lift (Left) Working
13FFFFFFFCFFFFFF9A00000000000000(00) Interlinked to top door
13FFFFFFFCFFFFFF9B00000000000000(01) Interlinked to second door
13FFFFFFFCFFFFFF9C00000000000000(02) Interlinked to third door

This worked fine because they were numbered correctly: 00, 01, 02

But when i started with the right lift i had this in my setup (notice they are in oposite order, bottom to top):

Lift (Right) not working
13FFFFFFFCFFFFFF9100000000000000(00) Interlinked to bottom door
13FFFFFFFCFFFFFF9200000000000000(01) Interlinked to third door
13FFFFFFFCFFFFFF9300000000000000(02) Interlinked to second door
13FFFFFFFCFFFFFF9400000000000000(03) Interlinked to top door

And when i deleted out the bottom door and made all nessasery changes i was left with this:

Lift (Right) not working
13FFFFFFFCFFFFFF9200000000000000(01) Interlinked to third door
13FFFFFFFCFFFFFF9300000000000000(02) Interlinked to second door
13FFFFFFFCFFFFFF9400000000000000(03) Interlinked to top door

The editor didn't automaticly re-orer the interlinks so they start from zero and theres no way to do that other than a hex editor, instead the
editor just leaves the values as they were: 01, 02, 03. and thats why we were having problems, so if you have multiple controlling objects linked to a single controlled object they need to be numbered 00, 01, 02... ect.
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 PostPosted: Fri Mar 11, 2011 2:24 pm    Post subject: Reply with quote Back to top

Great find! Hmm, well, I've fixed the beta editor to reoutput that value, so it corresponds to the object #. But uh, do you know how it works? Is it just a counter? How does it correspond to elevators, that number?
 
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 PostPosted: Fri Mar 11, 2011 3:16 pm    Post subject: Reply with quote Back to top

This is what it should look like with two lifts that have 3 doors each:

13FFFFFFFCFFFFFF9A00000000000000(00) lift 1 top door
13FFFFFFFCFFFFFF9B00000000000000(01) lift 1 second door
13FFFFFFFCFFFFFF9C00000000000000(02) lift 1 third door
13FFFFFFFCFFFFFF9200000000000000(00) lift 2 third door
13FFFFFFFCFFFFFF9300000000000000(01) lift 2 second door
13FFFFFFFCFFFFFF9400000000000000(02) lift 2 top door

The Beta editor you just uplaoded is doing this:

13FFFFFFFCFFFFFF9A00000000000000(00) lift 1 top door
13FFFFFFFCFFFFFF9B00000000000000(01) lift 1 second door
13FFFFFFFCFFFFFF9C00000000000000(02) lift 1 third door
13FFFFFFFCFFFFFF9200000000000000(03) lift 2 third door
13FFFFFFFCFFFFFF9300000000000000(04) lift 2 second door
13FFFFFFFCFFFFFF9400000000000000(05) lift 2 top door

The counter restarts at zero with a new controlled object.

Edit: i dont think it corresponds to the elevator at all i think its just a counter for the amount of controlling objects that are attached to a single controlled object
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 PostPosted: Fri Mar 11, 2011 4:24 pm    Post subject: Reply with quote Back to top

So does my way work properly as well? Or should I have it reset, and put it in the GUI to edit?
 
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 PostPosted: Fri Mar 11, 2011 4:52 pm    Post subject: Reply with quote Back to top

No im afraid it dosn't work that way because the game thought that lift 1 had 6 doors attached to it, every contolled object has its own count starting from zero for the amount of controlling objects attached to it.
If every controlled object only had 1 controlling object attached to it they would all be zero. I dont think you need to make it editably by the user because there is only one way it can work so it would be best to have it automated.
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 PostPosted: Fri Mar 11, 2011 7:08 pm    Post subject: Reply with quote Back to top

Appreciate your help on this, now we've fixed elevators! Always wondered what happened when you changed 'em. It should be outputting properly now, check the latest beta, tracks the number by the controlled object.
 
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 PostPosted: Sat Mar 12, 2011 7:15 am    Post subject: Reply with quote Back to top

I wouldn't thank me to soon, i was wrong its not a count, good news is its much simpler than i first thought:

The value is the elevator stop that the elevator must go to when the door in that interlink object is activated:

elevartor stop 1 - value 0
elevartor stop 2 - value 1
elevartor stop 3 - value 2
elevartor stop 4 - value 3

so if your interlink object is this:

Contolling object Controlled object
#:01C P:064 / datadyne lift door #000 P:0C9 / datadyne lift

and this door is at door link 1 in the elevator object then the value would be 0 because this door is at elevator stop 1
if this door was at door link 2 in the elevator object then the value would be 1 because this door is at elevator stop 2 and so on....

sorry to keep messing you around with this but im very confident that this is right now.
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Last edited by 00action on Sat Mar 12, 2011 7:16 am; edited 1 time in total
 
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 PostPosted: Sat Mar 12, 2011 7:15 am    Post subject: Reply with quote Back to top

Sogun wrote:
One more thing. Would it be possible for the Editor to support PAL roms? That way I can extract the special characters and passing texts more easly.


I'll see if fonts are the same mechanism. If so I'll try and support.
 
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 PostPosted: Sat Mar 12, 2011 7:42 am    Post subject: Reply with quote Back to top

Subdrag: we posted at the same time, just wanted you to know incase you missed my post ^
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