View Full Version : OpenJazz
Alister
Nov 28, 2005, 02:33 PM
As some of you know, I've been working on a re-implementation of the Jazz Jackrabbit 1 engine.
Development has been repeatedly put on hold because of university work. So I'm giving you a look at how it's going before I sink into the murky waters of academia again.
<a href="http://treacle.hewwo.com/jazz/oj/OpenJazz.exe">OpenJazz.exe</a>
You'll also need <a href="http://www.libsdl.org/download-1.2.php">SDL</a> (Runtime Libraries -> Win32)
Bung the executable, along with sdl.dll, into your Jazz 1 directory, and run it from there. But first, there are four things I need to point out.
1. It needs quite a lot of love.
2. You can resize the window. If you think this feature is a cheat, then don't use it. the default size is 320x200.
3. Arrow keys to move, right alt to jump, spacebar to skip to the next level.
4. It crashes on Pezrox. Don't go to Pezrox. Stop at Dreempipes.
Soon I'll be cleaning up the code and releasing it open source - hence the name. Then anybody can work on it if I'm as overworked next semester. But chances are this will be sometime around Christmas.
Violet CLM
Nov 28, 2005, 03:58 PM
Very interesting. I can't make too much in the way of suggestions as anything I say would be somewhat obvious, but collision detection for jumping started getting strange at larger window sizes.
Still, it's cool, and looks like more stuff is known than we're being told about.
Radium
Nov 28, 2005, 04:11 PM
I can't get it to run.. originally it said it couldn't find the DLL, now I have the DLL and nothing happens.
Violet CLM
Nov 28, 2005, 04:15 PM
Did you put it in your JJ1 folder? It needs the levels and tilesets and stuff to work.
Alister
Nov 28, 2005, 06:29 PM
If for some reason you can't/won't put OpenJazz in your JJ1 folder, you can give the path to the folder as a command-line argument.
Collision detection for everything gets strange at large window sizes. This is because the physics were hastily put together, and consequently can't handle the low framerates that large windows entail.
As for people being told about stuff that I know, that's what open sourcing it is partly about. But to facilitate understanding, the code will need a considerable amount of commenting, which is why it probably won't be ready this side of Christmas.
Monolith
Nov 28, 2005, 07:16 PM
Interesting. Looks like good work thus far.
FQuist
Nov 29, 2005, 04:34 AM
Very neat.
White Rabbit
Nov 29, 2005, 07:11 AM
Wow, it runs really smoothly. :D There is a lot of speed, and It's almost like playing JJ2. I guess you are aware of everything that needs to be done? (Like you can't jump out of suckertubes, because you get knocked back down to the bottom at the top).
DoubleGJ
Nov 29, 2005, 08:10 AM
I'm impressed. =D Too bad I can't get to Battleships because of Pezrox...
Radium
Nov 29, 2005, 11:10 AM
Did you put it in your JJ1 folder? It needs the levels and tilesets and stuff to work.
Ah, misread that and thought it was standalone.
I guess this means I have to dig JJ1 off my old computer.
White Rabbit
Nov 29, 2005, 11:13 AM
Will this support JCS94 levels? :p
Collision detection for everything gets strange at large window sizes. This is because the physics were hastily put together, and consequently can't handle the low framerates that large windows entail.
Collision detection isn't great for lower resolutions as well. Jazz just shudders around as if there was an earthquake, and the screen moves with him.
ThunderPX
Nov 29, 2005, 11:48 AM
This is cool, but not really useful since it doesn't work right. =p
White Rabbit
Nov 29, 2005, 12:25 PM
I think it is already very useful. It will run perfectly fine on Win XP, has higher resolution, has a nifty FPS counter, and also lets you to freely explore all normal levels up to Pezrock without fear of getting hurt.
ThunderPX
Nov 29, 2005, 01:10 PM
I did find out how to get to the secret area in Tubelectric 2 without using Hocus =p
Violet CLM
Nov 29, 2005, 09:28 PM
Will this support JCS94 levels? :p
"Will"?
Black Ninja
Nov 29, 2005, 09:40 PM
Shows amazing promise so far. Keep up the rux.
Bobby aka Dizzy
Nov 29, 2005, 10:08 PM
Very impressive.
Paul
Nov 30, 2005, 05:40 AM
wow. neat!
...it's been a while since I saw a game run at 450ish fps, though. (:
FQuist
Nov 30, 2005, 07:22 AM
It's Paul! :O
WR: Of course OpenJazz can run JCS94 levels (if it won't because of some bug it will). By its name, by definition it mimics JJ1, so it can read its formats.
TaZaR
Dec 1, 2005, 12:43 AM
Is it works only with the 6 episode version, or with the jjcd version too? :confused:
niek
Dec 1, 2005, 01:31 AM
It looks like some old members returned to see this thing. And I'm going to try this thing out today. It all sounds cool so far, hope that this will become so great as it looks!
ThunderPX
Dec 1, 2005, 06:01 AM
Is it works only with the 6 episode version, or with the jjcd version too? :confused:
This works with any version, but you still can't get past Pezrock.
Pako
Dec 1, 2005, 06:31 AM
help! i cant run it! i correctly putted the DLL and OpenJazz.exe in the JJ1 folder, opened it and woosh! it created a .txt file, named stderr.txt, what says:
Fatal signal: Segmentation Fault (SDL Parachute Deployed)
what can i do?
DoubleGJ
Dec 1, 2005, 06:47 AM
Put the DLL in Windows/System?
Pako
Dec 1, 2005, 07:32 AM
i putted the DLL in Windows, System and System32, and it still doesnt work
TaZaR
Dec 1, 2005, 07:37 AM
The same here, this is why I asked what version needs, to work with... :( (btw, I've got the cd version)
ThunderPX
Dec 1, 2005, 10:27 AM
The same here, this is why I asked what version needs, to work with... :( (btw, I've got the cd version)
I have the CD version and it works. It just uses Jazz's tileset and level data, so any version works.
Feline
Dec 1, 2005, 12:53 PM
Once Toxicbunny completes this project, several things can be added to JCS 94' based on the new information that would be gathered as a result.
1) Editing animations, including placement of the animation in relation to the event.
2) We would also be able to make new behaviors. This is because, in order to get bees to move around, a certain section of the level format must be figured out. Once the pattern is discovered, JCS 94' will be able to allow you to make your own special behaviors so your objects can behave in any way you want.
The benefits of these two things are obvious. Event creation won't be limited to the pre-defined animation references that Epic made and you can make your Events move in any direction you want them to.
TaZaR
Dec 1, 2005, 05:18 PM
Maybe... that will be possible to add a Spaz character as an alternate selection, too? :)
Hare
Dec 1, 2005, 05:43 PM
So... What you are saying is that Open Jazz replaces the original JJ executable? So you are re-programming Jazz from scratch then?
It'd be funny if the future of Jazz turns out to be found in JJ1, instead of the JJ2 source code or 1.25 (which really aren't going to happen anyways). Not to forget the 3D homebrewed games comming out, btw. Those look promising too.
Alister
Dec 1, 2005, 06:28 PM
I've fixed the Pezrox problem. Feel free to journey through it and beyond.
In response to some of the questions and comments:
-Yes, I am aware of the bugs, all the work that needs to be done, and the shoddyness of the collision detection.
-Yes, it supports JCS94 levels. And eventually there will be a utility for renaming JCS94 levels.
-The FPS counter is just something I added to see what slowed down and what sped up the game. In the final version, FPS display will be optional. And not on top of the ammo box.
-It now "works" with any version. It works even worse with HH95, though. HH95 is a special case that will require a little more time.
-It would be <i>possible</i> to add Spaz. It would also be illegal, as it would require distribution of copyrighted Spaz sprites.
-Yes, OpenJazz replaces the original executable, and I'm re-programming Jazz from scratch. But why, I (don't) hear you ask?
Two reasons: JJ1 doesn't run on my computer without DOSBox, and it lacks any real support for new levels.
There's a lot more to be gained from this project, for example:
-Multiple OS support. OpenJazz can theoretically be compiled under any operating system supported by SDL, including MacOSX and Linux.
-Higher resolutions
-Multiplayer
-If you know C, anything else you can think of. It will be open source, after all
Black Ninja
Dec 1, 2005, 07:00 PM
Spaz could be added if we made our own sprites.
Feline
Dec 1, 2005, 11:44 PM
Jazz1 seems to be way more manipulative than jj2. If we can create our own animation files and Iceman comes out with his JJ1 tileset compiler, then the sky is the limit. The JJ1 engine is very versatile.
Grytolle
Dec 2, 2005, 04:45 AM
Cool, the only thing that makes jj2 better than jj1 is multiplayer, JCS and spaz... This will be awesome^^
Pako
Dec 2, 2005, 05:55 AM
Then, no 1.25s or source codes are needed! Wohoo! The Future of Jazz came now! btw, OpenJazz still doesnt work for me, the same error occurs again, stderr.txt is still created.
UNKNOWNFILE
Dec 2, 2005, 08:05 AM
What we need here is an openjazz2. :fm:
White Rabbit
Dec 2, 2005, 08:14 AM
You don't sound convinced about this.
Pako
Dec 2, 2005, 12:57 PM
Ooops, today i played he normal jazz (thx DOSBox) and just discovered that i have the shareware version! :O
Ice M A N
Dec 2, 2005, 07:47 PM
...and Iceman comes out with his JJ1 tileset compiler, then the sky is the limit. The JJ1 engine is very versatile.
In light of this completely awesome project, I'm so going to do that tomorrow. *crosses fingers*
EDIT (after a while of codeing): For the people interested in makeing JJ1 tilesets, I'm too lazy to (completely) describe the format, learn by example: All JJ1 tilesets "decompiled" http://www.princeton.edu/~mspear/jj/
The compiler will be up tomorrow (er... later today) after I go to a computer lab so I can build it for x86 computers (I'm an apple guy these days..).. it already works well enough to recompile those sources to be identical to the original BLOCKS.### files (I tried every single one)..
And yes, you'll need 3 input files (although the 2 background ones can (and may as well be) the same)..
A few things: Main bitmap: 256 colors, 320pixels wide... MULTIPLE OF 60 tiles, I forget the palette limitations and what # is transparent..
remember the masking stuff is done in the level file.. Does JCS94 still allow injecting of masks? I could probably make a mask compiler as well so that you don't have to mask by hand..
background pictures are 32 pixels wide, but think that even matters.. I think I rip it right from the palette. (Some of the code I'm useing has been sitting around since before project *that*... plus it's uncommented and whatnot)
..sorry I'm incoherently rambling, but I'm very tired, after a day of not feeling well...
DoubleGJ
Dec 3, 2005, 04:00 AM
Okay, here's a funny question: there's the tileset, two sky addons... but where do the animations come from?
Doubble Dutch
Dec 3, 2005, 04:58 AM
They are encoded i the levels and reference the SPRITES.xxx files [and the MAINCHAR.000 file] I think he has the sprite format figured out, and even I can fiddle them manually.
Ice M A N
Dec 3, 2005, 05:56 AM
The animations for the tileset are done by animating the palette. I forget the ranges.. take a couple of screenshots in JJ1 (backspace+F2) and look at where the palette changes...
I don't remember if they are the same for all tilesets though..
cooba
Dec 3, 2005, 06:19 AM
The animations for the tileset are done by animating the palette. I forget the ranges.. take a couple of screenshots in JJ1 (backspace+F2) and look at where the palette changes...
I don't remember if they are the same for all tilesets though..I think DoubleGJ meant how to make animations in custom tilesets.
Ice M A N
Dec 3, 2005, 06:35 AM
I believe the ranges are constant, and only by knowing those ranges can you do anything about it. It's not like JJ2 where you can make an animation from a series of arbitrary tiles, each animation is a single tile, made with special colors that animate/loop..
Unless you're talking about sprites like enemies and pickups etc... which aren't in the tileset..
Feline
Dec 3, 2005, 08:00 AM
I forget the palette limitations and what # is transparent..
The 128th palette color is transparent in a tileset.
Does JCS94 still allow injecting of masks?
No, it does not. An injector with a GUI would be needed.
Alister
Dec 3, 2005, 09:01 AM
The palette animation ranges aren't the same for every tileset. I don't know where they are stored, so OpenJazz has the ranges from Diamondus hardcoded in. If you look the lavafalls in Medivo or the fans in Fanolint, for example, you'll see that they are static.
Ice M A N
Dec 3, 2005, 10:56 AM
The palette animation ranges aren't the same for every tileset. I don't know where they are stored, so OpenJazz has the ranges from Diamondus hardcoded in. If you look the lavafalls in Medivo or the fans in Fanolint, for example, you'll see that they are static.
looking at some old code, were diamondus'
112-115
116-123
124-126
?
And fanolint's fans appear to be 192-207 maybe (just trying to tell from a single screenshot)? (Side note: I wish there was paint shop pro (and palette suite ;)) and other similar tools for OSX.. My current DOSBox based workflow sucks)
Medivo's lavafalls are in another range that's also pretty high...
Is it possible all of these ranges are animating all the time, it's just in say, diamondus they are filled up by the fc80fc (ugly purple/pink) color replaced by the background or filled with black in the case of medivo? I'll look into it later myself if no one else has time to fill me in beforehand..
The 128th palette color is transparent in a tileset.
No, it does not. An injector with a GUI would be needed.
I'll probably make a commandline thing.. this tileset compiler is also going to be commandline. I figure if people could handle mod2j2b back in the day they can handle this.
Pako
Dec 3, 2005, 12:06 PM
Ok, i tried the OpenJazz in another computer (yes, still with shareware :() and it worked! However, the unlimited jumping is weird, enemies dont hurt you, events dont work... otherwise, its cool.
Violet CLM
Dec 3, 2005, 12:16 PM
Medivo's lavafalls are 32 colors and use colors from the range generally dedicated to the background.
If you'd like, I could make you some lists of all the animation ranges for the tilesets. Tonight or something.
cooba
Dec 3, 2005, 12:18 PM
Medivo's lavafalls are 32 colors and use colors from the range generally dedicated to the background.I thought that backgrounds' palette was independent of the tilesets'?
Ice M A N
Dec 3, 2005, 12:22 PM
Medivo's lavafalls are 32 colors and use colors from the range generally dedicated to the background.
If you'd like, I could make you some lists of all the animation ranges for the tilesets. Tonight or something.
OK.. I was just working on this a bit, but if you would be willing to do that, that'd be awesome.
These are the ranges I think there are (found by useing diamondus in general + fanolints fans + medivo lavafall)
112-115 (4)
116-123 (8)
124-126 (3)
160-191 (32)
192-207 (16)
Just as important as finding the ranges though, is makeing sure that anything useing these ranges DO in fact animate (or are otherwise unused)..
I suppose I could make a tileset with the palette effectively filled and see if everything changes according to the theory.. I'll do it and report on it if I get the chance..
Ice M A N
Dec 3, 2005, 12:24 PM
I thought that backgrounds' palette was independent of the tilesets'?
It is, kinda. You can't use the full 256 colors in the tileset, some are left "blank", where the colors for the background is swapped in as needed (based on the part of the background presently showing, I think..). This will need to be looked into for like the minimum number of entries blank, etc...
Violet CLM
Dec 3, 2005, 12:28 PM
I seem to recall that if you have enough colors on-screen, usually from having a lot of the background visible, screenshots won't be viewable in some programs.
Ice M A N
Dec 3, 2005, 02:49 PM
So I lied... I won't have the compiler up today.. Just too lazy to go to a computer lab (plus it's really cold out ;))..
If it's not out tomorrow, I'll just release the source and let someone else take care of it ;p
Violet CLM
Dec 3, 2005, 10:39 PM
112-115:
Generally Used
Unused:
Exoticus
Seemingly Unused:
Raneforus, Ceramicus
116-123:
Generally Used
Unused:
Holidaius Day, Holidaius Evening
Seemingly Unused:
Sluggion, Pezrox, Muckamok, Stonar, Lagunicus
124-126:
Generally Used
Unused:
Diamondus, Medivo, Megairbase, Sluggion, Exoticus, Industrius, Muckamok, Raneforus, Holidaius, Bloxonius
Seemingly Unused:
Turtemple, Ceramicus
132-139:
Seemingly Unused:
Jungrock
160-191:
Used:
Orbitus, Battleships
192-223:
Used:
Tubelectric, Letni, Orbitus, Fanolint, Crysilis, Battleships
224-239:
Seemingly Unused:
Crysilis
NOTES:
"Seemingly Unused" entries contain color gradients, but do not appear in the tileset.
In Scraparap, color 124 appears white in the image but red in JJ1.
TaZaR
Dec 4, 2005, 11:24 AM
-It would be possible to add Spaz. It would also be illegal, as it would require distribution of copyrighted Spaz sprites.
I didn't ment the JJ2 spaz sprites. ;-)
I think it should be the easyest way, to edit JJ1 Jazz sprites into spaz. That's some work, but if this project is finished, I can help with/make the spriteing work, but I can't promise. ;-)
W00t! Tried it out. Its pretty sweet if I do say so myself. :) :) :)
Ice M A N
Dec 4, 2005, 05:39 PM
EDIT2: If you're comeing here by means of the J2O front page post, read the rest of the topic as well. There are still a couple issues..
http://www.princeton.edu/~mspear/jj/compiler/bmp2blox.exe
<strike>(may have to wait for me to zip it or something.. not sure if executable downloads are OK on the students' sites on the princeton webserver)</strike> It's ok now... silly permissions problem.
It's a commandline thingy:
1st argument: bitmap source file (e.g. blocks000.bmp )
2nd arg: 1st background (eg blocks000bg.bmp )
3rd arg: 2nd background (eg blocks000bg2.bmp )
4th arg: output (eg BLOCKS.000 )
Typeing out the paths to your files can be tedious, so a little trick is to have the command prompt open, and like a windows explorer view with your files listed... You drag the program from windows explorer to command prompt, press space, drag your source bitmap, press space, 1st bg, space, 2nd bg, space, probably type the output since you don't want to overwrite something...
I tried it with 000,001,002,003,004 and they all produce correct results.
<b>Give me a heads up if you have something that you think the program should be able to compile but fails to do so.</b> Feel free to email examples to mspear (at) gmail (dot) com .. The only error checking it does is to make sure it has the right number of arguments.
Have fun.
A nicer/GUI version will come eventually once all bugs (if any) are worked out and some basic error handleing is implemented..
EDIT: And my apologies to TB for hijacking his thread.. in an effort to get more on topic, anyone who plays around with the program see if the custom tilesets work in both JJ1 and OpenJazz
Violet CLM
Dec 4, 2005, 06:31 PM
Could you give examples of 1st background and 2nd background? I assume it relates to tilesets like Tubelectric or Medivo, but my understanding of those is not perfect.
Ice M A N
Dec 4, 2005, 07:10 PM
I just checked 33 official tilesets and they're all identical. Perhaps there is a switch in the level so that you can have night/day backgrounds or something.. Dunno.. perhaps it was never finished.. I just left it in because it IS stored twice in the BLOCKS file, so this way someone has the option to experiement if they so choose.
Also something to experiment re: backgrounds: look at the examples http://www.princeton.edu/~mspear/jj/ ... If you look closely the last color isn't part of the gradient (usually).. perhaps only 255 colors are used for the background and it's some kind of control for how vertically stretched the background is or if it wraps around
A
B
C
A
B
C
A
B
C
or mirrors
A
B
C
C
B
A
A
B
C
dunno.. I'm throwing out random ideas. I haven't played around with this stuff since pre-JCS94..
I *really* encourage anyone that figures anything out to share... but anyway..
I'll document everything I know and release the source sometimes in the near future. But for now, back to the university grind..
Sonyk
Dec 4, 2005, 07:12 PM
EDIT: And my apologies to TB for hijacking his thread
<center><a href="http://www.jazz2online.com/jcf/newthread.php?do=newthread&f=12"><img src="http://www.jazz2online.com/jcf/images/buttons/newthread.gif"></a></center>
Please, share. I don't think enough people can see your big important contribution if it's kept in this topic. This could quite possibly spread the community to places it has never touched.
Or at least when you get a GUI finished for it.
Ice M A N
Dec 4, 2005, 07:22 PM
Or at least when you get a GUI finished for it.
I was planning on waiting until I hear of some people having some kind of success with it... Next time I update it or release the source or whatever there'll probably be a bit more fanfare or whatever...
EDIT: and really, if people had their priorities straight, they'd want to look into the OpenJazz project before a JJ1 tileset compiler anyway.. can't wait for it to actually be "open".. :) props to TB again...
Doubble Dutch
Dec 4, 2005, 10:10 PM
Hmmm, it seems to screw the tileset up a lot for me.
Also, it doesn't seem to like me using custom backgrounds.
Violet CLM
Dec 5, 2005, 01:25 AM
<img src="http://www.tachyonlabs.com/sam/Upsidediam.png">
That's what I get just compiling the existing Diamondus images. Palette issues and transparency aside, why does it read images upsidedown?
Ice M A N
Dec 5, 2005, 08:00 AM
Oh yes.. a property of bitmaps is that the height can be stored either positive or negative and the bitmap builds from the bottom up, or top down.. I guess I assumed one or the other and whatever program you're useing saves the other way (there may be an option).. (Note: I probably assumed the top down way, but have you ever noticed when people link to a bitmap on a webpage when it loads you see the bottom first and it works upwards...? that's the conflict..)
or were you useing the bitmaps that I had on my site and it's upside down? because that would be weird.
It's easy enough to fix.. I'll get it by tonight at least...
As for custom backgrounds: looking at the old code: I just read in the palette, the actual image is for your own preview, so redrawing it with the same palette but different locations in the picture makes no difference. The palette has to be changed. Plus that last "color" is something I haven't played around with.
<strike>(Also, Unknown, if you could email me that so I can test it out on +/- height values on Mac/Windows , that'd be great .. mspear (at) gmail (dot) com )</strike> Try out the new version (same location) http://www.princeton.edu/~mspear/jj/compiler/bmp2blox.exe .. haven't tested it much though
R3ptile
Dec 5, 2005, 10:48 AM
I read the first post and I still don't get it... could anybody finally explain me what this program is supposed to do?
Violet CLM
Dec 5, 2005, 11:48 AM
Oh, my mistake, I was using the Diamondus file from that time in #JCSTalk, and the palettes for those don't seem quite as accurate. I tried it with the online file and it compiled perfectly... however, it did turn upside down the moment I made any sort of change, and I couldn't find any setting to change that. No biggie.
Everything works now!
<img src="http://www.tachyonlabs.com/sam/Diamevening.png">
Ice M A N
Dec 5, 2005, 12:03 PM
Thanks for the heads up. Glad to hear. :)
Also, since I had to actually read the BITMAPINFOHEADER instead of skip over it to see if the height was positive or negative, I also added in checks for valid width (320) height (multiple of 192) and bit depth (8)... nothing big, but a start ;p
By the way: speaking of palettes, the JJ1 colors aren't as accurate as one might think. They're stored in 0-63 instead of 0-255, so when makeing a tileset (especially a gradient), subtle changes in RGB values won't be as apparant.. just something to watch out for.
BTW, That time in #jcstalk? Were they ones I made? If so, by any chance could you email those to me.. mspear (at) gmail (dot) com .. I'd like to look at something...
R3ptile
Dec 6, 2005, 04:20 AM
"Thanks for answering my question.."
Grytolle
Dec 6, 2005, 04:40 AM
What's so hard to get, rep? It's rewritten jj1 and a tilesetcreator... ;S
cooba
Dec 6, 2005, 05:15 AM
Back on the topic of OpenJazz... what would be a Spaz character useful for?
Grytolle
Dec 6, 2005, 05:40 AM
For playing with? Especially in multi-player.
DoubleGJ
Dec 6, 2005, 05:40 AM
Devastating the storyline. =P
cooba
Dec 6, 2005, 06:30 AM
What would be the advantage of having a Spaz if he couldn't do his double jump or the sidekick?
Grytolle
Dec 6, 2005, 06:31 AM
Maybe that can be fixed? ^^
cooba
Dec 6, 2005, 06:32 AM
If it can then =D.
Newspaz
Dec 6, 2005, 06:46 AM
Say this ever will be finished. Wouldn't it be interesting to fork the project? I mean, we could have one version of the project that's focusses on building an exact clone of the original. And one version focusing on expanding it.
Feline
Dec 6, 2005, 07:08 AM
You know, if we had a person who was good at drawing, we could implement the pictures (I think) to have Spaz (or even Razz) running around the screen.
White Rabbit
Dec 6, 2005, 07:09 AM
Maybe that can be fixed? ^^
No way. We should have at least ONE game where you can't make Spaz biased levels. :|
R3ptile
Dec 6, 2005, 07:13 AM
What would be the advantage of having a Spaz if he couldn't do his double jump or the sidekick?
Well, more characters = more choice = more fun :p
And I still don't get it.. why was it re-written and stuff?
White Rabbit
Dec 6, 2005, 07:15 AM
If we're keeping Spaz exactly the same as Jazz, then the only difference would be the looks. Gameplay would be the same.
...except, er, it's not Spaz who rescues Eva. :(
I claim page 3 in the name of Jazz! >O
DoubleGJ
Dec 6, 2005, 08:01 AM
<s>Make it possible to play as Devan instead.</s>
cooba
Dec 6, 2005, 09:23 AM
And I still don't get it.. why was it re-written and stuff?Two reasons: JJ1 doesn't run on my computer without DOSBox, and it lacks any real support for new levels.
There's a lot more to be gained from this project, for example:
-Multiple OS support. OpenJazz can theoretically be compiled under any operating system supported by SDL, including MacOSX and Linux.
-Higher resolutions
-Multiplayer
-If you know C, anything else you can think of. It will be open source, after all<!---->
R3ptile
Dec 6, 2005, 10:42 AM
If you already bother to add a Spaz model, you could also add Devan, Lori, Eva, etc..
White Rabbit
Dec 6, 2005, 11:37 AM
...Lori in JJ1? The world as we know it will implode! D:
...I'm not that opposed to change, really.
n00b
Dec 6, 2005, 11:59 AM
Eva saving Eva? That sounds Dumb.
And how are supposed to explain Devan fighting himself on an ostrich?
The whole boss fight makes even less sense!
Ice M A N
Dec 6, 2005, 12:22 PM
If you're going to change the person doing the saveing, you could also change who they fight/save..
e.g.:
eva saving jazz
devan fighting a jazz end boss..
Doubble Dutch
Dec 6, 2005, 02:48 PM
...Lori in JJ1? The world as we know it will implode! D:
Hey, Lori saving Eva? Meh, I'm open minded.
Alister
Dec 9, 2005, 10:02 PM
I've uploaded a <a href="http://treacle.hewwo.com/jazz/oj/OpenJazz.exe">new version</a>. There are a bunch of changes I made when I <i>should</i> have been working.
Among the not-so-immediately-obvious features are the following:
You can press Alt+Enter to go full screen,
You play as Spaz in the '94 Christmas Edition!!!*
This version needs some credits.
Unknown, for the palette effect indices
Feline and the rest of the JCS94 team, for helping me find stuff in the level files
*This feature is a joke.
Sun Fun Dude
Dec 10, 2005, 04:56 AM
Seems to randomly crash a lot while skipping levels.
Erik
Dec 10, 2005, 08:23 AM
>O Why couldn't demoscene have all the good coders instead?!
To put it differently:
DEMOSCENE
NEEDS YOU
to code good demos
edit: oh yeah i know c(++), /msg me on irc
TaZaR
Dec 10, 2005, 12:04 PM
Eva saving Eva? That sounds Dumb.
And how are supposed to explain Devan fighting himself on an ostrich?
The whole boss fight makes even less sense!
Not saving anybody, but just playing trough the levels. What's the problem with it? :confused:
Grytolle
Dec 10, 2005, 01:10 PM
I don't get what's weird about saving yourself. :O Isn't that a very logical thing to do, as opposed to trying not to be saved?
FQuist
Dec 10, 2005, 02:19 PM
I've experienced no crashes while playing through any of the levels. I like the improvements.
You rock, TB. I've probably said that already..
Newspaz
Dec 10, 2005, 03:07 PM
It stops after the first episode for me. Or is that supposed to happen?
I don't think it did in the first version
Odin
Dec 11, 2005, 04:26 PM
This is very awesome. I hope this leads to more creativity with JJ1, and eventually a multiplayer JJ1. :D
R3ptile
Dec 12, 2005, 02:40 AM
Is there really any possibility to create a multiplayer for JJ1? If so, it would make the game a lot better than JJ2 for sure (imagine faster paced and less buggy gameplay, more characters, better netcode, etc..).
Risp_old
Dec 12, 2005, 03:09 AM
JJ1 TNT would unbalance battle mode.
R3ptile
Dec 12, 2005, 03:17 AM
So don't put TNT's in your levels :D
Grytolle
Dec 12, 2005, 03:36 AM
JJ1 TNT would unbalance battle mode.How?
Sonyk
Dec 12, 2005, 05:29 AM
TNT in JJ1 attacks everything on the screen, so...
Grytolle
Dec 12, 2005, 05:36 AM
That's aw3some!
White Rabbit
Dec 12, 2005, 07:26 AM
Maybe...maybe not. We should definitely implement a blast radius of 320x120 because...we should. :p
cooba
Dec 12, 2005, 07:37 AM
The blast radius is 12 tiles long.
Doubble Dutch
Dec 12, 2005, 08:58 PM
But still, an awesome wepon.
R3ptile
Dec 13, 2005, 04:18 AM
The blast radius is 12 tiles long.
Thanks for the information, Cooba.
Newspaz
Dec 19, 2005, 06:28 AM
Any progress yet?
Alister
Dec 19, 2005, 11:42 AM
What do you mean? There's been a small amount of progress in cleaning up my code. I only have one more file left. Unfortunately, it's nearly as big as the rest of the files put together.
As of 5:00pm on Friday, my academic pressures were no more, so I finally have free time. I've been using that time to recover. I will get around to OpenJazz, eventually.
I'm sticking to a Christmas deadline, so if I get it cleaned up early, I'll keep adding stuff until the 25th.
TaZaR
Dec 19, 2005, 01:13 PM
I've got a question: Is this engine will be a full remake of JJ1? I mean, will it have menu, level introduction with the planet introduction, episode selection, episode ending cutscene & bonus levels, too? Will the "objects" work exactly like in jj1, or similar?
Sorry, if I was rude, I'm just curious. ;-) I love the idea of the whole project, and if it's finished, I'm sure, I'll contribute for the addons with sprites. (e.g. Spaz-addon ;))
Odin
Dec 19, 2005, 02:51 PM
What do you mean? There's been a small amount of progress in cleaning up my code. I only have one more file left. Unfortunately, it's nearly as big as the rest of the files put together.
IT'S THE BOSS FILE.*
Boss file as in the hardest one in the hypothetical game you're playing :P
Monolith
Dec 19, 2005, 06:05 PM
What do you mean? There's been a small amount of progress in cleaning up my code. I only have one more file left. Unfortunately, it's nearly as big as the rest of the files put together.
Bad coder. ;P
Alister
Dec 20, 2005, 09:44 AM
I've got a question: Is this engine will be a full remake of JJ1? I mean, will it have menu, level introduction with the planet introduction, episode selection, episode ending cutscene & bonus levels, too? Will the "objects" work exactly like in jj1, or similar?That's the idea. The menus will probably be different, to accomodate new features such as custom levels that don't replace original levels.
Bad coder. ;PI know ;P
WaterRabbit
Dec 20, 2005, 12:00 PM
Will it have music, unlike the current version?
n00b
Dec 20, 2005, 12:23 PM
Not saving anybody, but just playing trough the levels. What's the problem with it? :confused:
You poor soul, you haven't realized theres a story to go with your gameplay.
(imagine faster paced ... gameplay,...)
Explain how you would make the Gameplay faster since I think the speed JJ2's gameplay goes at is as fast as 2d multiplayer can get.
I don't get what's weird about saving yourself. :O Isn't that a very logical thing to do, as opposed to trying not to be saved?
If you get kidnapped I doubt you'd save yourself by going through dozens of planets to get to where you are kidnapped.
Alister
Dec 20, 2005, 01:11 PM
Will it have music, unlike the current version?If someone can figure out the music file format, yes.
Radium
Dec 20, 2005, 01:46 PM
If you get kidnapped I doubt you'd save yourself by going through dozens of planets to get to where you are kidnapped.... so, why did Jazz go through so many planets? It wasn't like he was saving any time by traveling on foot.
n00b
Dec 20, 2005, 01:49 PM
... so, why did Jazz go through so many planets? It wasn't like he was saving any time by traveling on foot.
He more than likely wanted to loosen Devan's hold on the Galaxy.
Violet CLM
Dec 20, 2005, 02:06 PM
... so, why did Jazz go through so many planets? It wasn't like he was saving any time by traveling on foot.
Two reasons... first, Eva was just a small part of his mission, the rest was to liberate the huge area of the galaxy which Devan had taken over, returning them to rabbit rule. Second, Eva kept getting moved around. JJ1's plot is well-explained and for the most park does make sense.
TaZaR
Dec 22, 2005, 07:13 AM
You poor soul, you haven't realized theres a story to go with your gameplay.
No, you haven't realized this is an opensource project, and you can remove the storyline stuffs, if you don't want them for a custom character, or you can add even new cutscenes & change or make a new story. Or new characters should be like alternate models/skins in 3d games. I don't mean that, the official release should have new chars, or something, but they can be added later as a mod. And I think that should be entertaining to play trough the game as <put here any platform game character's name>. By the way, I think the story is not so important, that's never was the strong point of JJ series, and it's not an RPG game where everything dephends on a logical builded storyline.
If someone can figure out the music file format, yes.
You can save PSM files with modplug tracker as a different module fileformat, but you can't listen the raw files with winamp, etc. So it must be some special type of module format. And if you can't figure out how it works, you can still, us the normal s3m format jj songs. ;-)
jmetal88
Dec 22, 2005, 07:36 AM
I've been a Jazz Jackrabbit fan for more than ten years now, and I just now found out about this place.....
Wow.... Open source JJ1....
This is really cool!!!!!!
OK, I have to figure out how to port this to GP2X (shouldn't be that hard since there is an SDL library for the 2X, and it's OS is Linux).
Man.... If this'll run on the 2X it'll fulfill my dream of seeing the original Jazz Jackrabbit on a handheld.
Fawriel
Dec 22, 2005, 08:42 AM
A late couple of cents:
First, this rocks. TB rocks. Ice MAN rocks. Pez rocks.
Secondly, WR, it wouldn't be bad to give Spaz his original moves if he's inserted, I think. After all, you could also alter Jazz and make their abilities more balanced.
eva saving jazz
That would rock so very hard.
Pageclaim in the name of rocks.
n00b
Dec 22, 2005, 08:55 AM
Hey just wondering, if we are able to change the sprites etc, will we be able to insert our own end of episode cut-scenes?
Alister
Dec 22, 2005, 11:15 AM
You can save PSM files with modplug tracker as a different module fileformatThanks, I'll look into that.
OK, I have to figure out how to port this to GP2X (shouldn't be that hard since there is an SDL library for the 2X, and it's OS is Linux).Sounds exciting. Let me know how it goes. :)
A late couple of cents:
First, this rocks. TB rocks. Ice MAN rocks. Pez rocks.O+
Secondly, WR, it wouldn't be bad to give Spaz his original moves if he's inserted, I think. After all, you could also alter Jazz and make their abilities more balanced.Although they would both need to be restricted to Jazz's original moves in single player.
eva saving jazzThat would rock so very hard.Yes, yes it would.
But let's not get carried away here, people. Somebody still has to actually make the sprites.
Hey just wondering, if we are able to change the sprites etc, will we be able to insert our own end of episode cut-scenes?That is theoretically possible, but I haven't figured out the cutscene format yet.
Fawriel
Dec 22, 2005, 11:25 AM
Sprites, eh.
Good sprite artists can be found all over the place in these forums.
Now, good sprite artists who have time and will to <i>work</i> are another cup of tea... *sigh*
aokmaniac13
Dec 22, 2005, 11:36 AM
You can save PSM files with modplug tracker as a different module fileformat
PSM stands for Pro Studio Module btw. For some reason or another I remember that Modplug Tracker very rarely botched up the music when opening a PSM.
In any case if you want perfect conversions of the music you can google up Chronos Module Converter, works with just about any PSM file (Not for Extreme Pinball, those musics have some dynamic music system thingy.)
TaZaR
Dec 22, 2005, 12:14 PM
Now, good sprite artists who have time and will to work are another cup of tea... *sigh*
Just watch me, after openjazz is finished. ;-) I can spriting, and JJ1 sprites haven't got too much frame, and they not even too big, so I can handle them in the future, if somebody will make the code changes for them. If needed, I'll show you works, I've been done before.
About adding spaz new moves... It can be only ballanced, if jazz would have some new moves too, but I've got an idea, how to ballence it, without tottaly change the jj1 gameplay:
Jazz: He should have that uppercut, but he could only jump high as his running jump, he couldn't be controlled while he falled back to his starting position. So you couldn't cheat with using this move, to jump higher. ;-)
Spaz: The "buttstomp" or how is it called. That would be his new way, to beat enemyes. Maybe he shouldn't use this move against bosses, to prevent cheat (defeating them too easily), and bosses should hurt him, while doing this move.
Lori: Spinning kick. But it should be shorter, than Lori's basic jump.
And all of these should be just as a special mod, not basically added. This mod would be a lot of fun, I think :)
Violet CLM
Dec 22, 2005, 12:19 PM
That is theoretically possible, but I haven't figured out the cutscene format yet.
DD has, right?
Alister
Dec 22, 2005, 03:06 PM
What?
White Rabbit
Dec 22, 2005, 03:09 PM
DD is aka Doubble Dutch. Maybe you could ask her about the cutscenes?
Doubble Dutch
Dec 22, 2005, 08:44 PM
Sorry, the person you want there is my older brother; he's tried on numerous occasions to explain to me the format, but I haven't the faintest idea about it except that it seems to consist of set backgrounds apon which still frame pictures are placed in sequence. Oh, and each file has its own palette, like the levels.
The simplest 'cutscene' file is PANEL.000
Odin
Dec 23, 2005, 06:16 AM
Oh, so it's not really a cutscene, but more like a Hanna-Barbera cartoon, with a set (sometimes looping animated, although I don't think Jazz 1 had animated backgrounds) background with animated cels (the sprites) moving around. That makes more sense, since that would save on file size.
Alister
Dec 23, 2005, 09:29 AM
I get how they work, I just hadn't got around to working out the implementation yet. If they're all like Panel.000, then it should be fairly easy.
Alister
Dec 25, 2005, 12:57 PM
<a href="http://www.jazz2online.com/J2Ov2/downloads/info.php?levelID=3960">Yay</a>
TaZaR
Dec 25, 2005, 05:49 PM
Great, I love the improvments since the last version! :) Still long way to go, but I have huge trust in that project. ;-) Thank you for making this all stuff, and happy holidays!
Otherwise, are there an easy way, to extract/rip the sprites from JJ1? I hope there is...
Doubble Dutch
Dec 26, 2005, 01:18 AM
Oh, so it's not really a cutscene, but more like a Hanna-Barbera cartoon, with a set (sometimes looping animated, although I don't think Jazz 1 had animated backgrounds) background with animated cels (the sprites) moving around. That makes more sense, since that would save on file size.
No, the backgrounds don't animate, although they can be refreshed.
As for the sprites, my brother has [or had] an extracter somewhere, but from what I remember of it it was very far from easy to use and crashed a lot.
TaZaR
Dec 26, 2005, 06:46 AM
As for the sprites, my brother has [or had] an extracter somewhere, but from what I remember of it it was very far from easy to use and crashed a lot.
That's not a problem, because I'm patient. ;-) Could it be possible in some way, to give me that extractor? :roll:
EDIT: Oh crap, I've ripped a lot of sprites from JJ1 with DOSBox, and some of them are wrong (especially Medivo ones), because they have same colors as the background, ahw. :( That was just a a waste of time.
Uniacke1
Dec 26, 2005, 03:55 PM
Hey,
Firstly, TB, great work!
Someone has probably said this before, but here goes:
Here's my take on some of these things:
1. If we can do a JJ1 engine, theoretically, it should be possible to mod slightly and add some functionaliy to make a JJ3D... But I'm getting ahead of myself.
2. Have you thought about using the Jazz1 Raw level extractor to analyse level format? I read somewhere that events are specific to the level, and so are the anims...There are some useful tools in with J1CS.. this is from the help file... maybe it'll help to get the enemies working...
"Each level in JJ1 uses a different arrangement of sprites. So when you set an
animation property in J1CS, what will be shown depends entirely on which level
you are editing.
GetAnims.exe will scan a level and give you a text file describing what each frame
of each animation is. "
D'oh! I just realized, you were part of the J1CS team.. Silly me...
I can probably do some looking at the file format for JJ1 levs, menus, etc, if you want... Just ask....
I can do some good graphics work, so if you want something, lemme know...
I probably forgot something, but anyway, keep the great work coming, and let's keep Jazz1 alive!
Uniacke1 AKA CFighter
TaZaR
Dec 26, 2005, 04:00 PM
Hmm, I have noticed a bug, world 40 not works (maybe you already know about it) , and thinking on the prev & next world, that must be the B-Episode's boss level. Uuh, I almost forget who's it, but not Zoonik & neither Devan with that ball shaped stuff in lagunicus level. :)
Oh, and nice progress, as I said, keep up the good work! ;-)
EDIT: Sorry, forget about it, the problem was on my side, not on your's. ;-) It works now...
Feline
Dec 27, 2005, 02:43 AM
I read somewhere that events are specific to the level, and so are the anims...
The anims are specific to the level, but the events can be made any way you want.
Well... I'm sort of fudging it a bit. For the animations which are clearly level specific, those anims are in fact level specific. But the other anims, such as jazz running and the birdbox, are referenced into one specific file. If we could edit the references in the level itself, then we could allow some common references that weren't included in every level, such as the jazz fastbox.
[Edit] I didn't understand what you meant before. Yes, events are level specific in that they need to be created for each level.
TaZaR
Dec 27, 2005, 07:01 AM
I've been tried out that tileset compiler, awesome work, Ice M.A.N.! :cool:
Check the results:
http://img469.imageshack.us/img469/804/jazz0106xq.png http://img469.imageshack.us/img469/267/jazz0124vp.png http://img469.imageshack.us/img469/5825/jazz0082kz.png http://img469.imageshack.us/img469/2510/jazz0097bv.png
(-), it was a lot of time to figure out the background color... The background color of the recolored main tileset bmp wasn't transparent, and I didn't knowed why. Of course I've been tried the hardest things you can imagine, and the solution was so simple: Just needed to replace the old palette, with the edited one's. Aw...
By the way, that an interesting thing, that JJ reads the enemies' & events' color values from the main tileset. That sometimes causes problems... And I don't know why they maded it like this, because with the bacground tiles it has 256*2 colors, and that's more than what can be stored in 8-bit. So JJ1 uses 16 bit, I guess. My question is to Toxic Bunny: Could it be possible, to make OpenJazz with stored event colors not in the tileset's palette? That should be open new ways... But I'm sure it's not the most important thing about OpenJazz right now. ;-)
Ice M A N
Dec 27, 2005, 07:16 AM
I've been tried out that tileset compiler, awesome work, Ice M.A.N.! :cool:
:D
And I don't know why they maded it like this, because with the bacground tiles it has 256*2 colors, and that's more than what can be stored in 8-bit. So JJ1 uses 16 bit, I guess.
at first it does seem like that, but actually the main tileset usually has a lot of "empty" palette entries which are dynamically filled with the colours for the background.. or at least I think that's what it does. I haven't done much JJ1 research in a LONG time. :P
Time to see about getting OpenJazz to work on OSX (just looks like one small change in the way the filepath is discovered)..
TaZaR
Dec 27, 2005, 07:21 AM
Hmm, later I'll try out changing the unused (in Mukamok they had the same color as the background color which shows transparent in the maps) colors into different ones, and we'll see, if they'll be still remain transparent, or it will do something with the background...
EDIT: I've found some interesting things. In the last row of main palette there's a color which one is always the same as the non used last color in the BGtileset's palette. In Mukamok's palette there was a yellow color which is pulsing in the levels, if I draw with it on the tileset. I mean changing color from brighter to darkar, than back. And there was a 3rd color, and when I used it it made samething similar when you make a JJ2 level without background. Strange. I wonder what are they for...
jmetal88
Dec 27, 2005, 08:31 AM
Wow.... I'm really terrible at programming.
I got OpenJazz to compile as a GP2X executable, but when I run it, I just get a black screen... Ah, well. I'll look over the code and see if there's anthing that might need changing.
Oh, one thing that could help me out is if you could tell me where the video mode is first set. I'll need to set it to 320 by 240 at fullscreen (or at least, non-windowed).
Alister
Dec 27, 2005, 10:16 AM
1. If we can do a JJ1 engine, theoretically, it should be possible to mod slightly and add some functionaliy to make a JJ3D... But I'm getting ahead of myself.That would be much, much more than a slight mod, unless you want JJ3D to consist entirely of JJ1 3D bonus levels. Which would suck.
2. Have you thought about using the Jazz1 Raw level extractor to analyse level format? I read somewhere that events are specific to the level, and so are the anims...There are some useful tools in with J1CS.. this is from the help file... maybe it'll help to get the enemies working...It's quite easy to modify OpenJazz to output raw level data, and I used that and a hex editor to analyse the level format. Recently, Feline kindly donated a bunch of J1CS research. Yes, events and anims are specific to the level. You wouldn't be able to see them in OpenJazz if I didn't know that ;)
D'oh! I just realized, you were part of the J1CS team.. Silly me...I made GetAnims.exe. I realised while I was making OpenJazz that GetAnims.exe is in fact wrong quite a lot of the time. With the latest release of J1CS, that doesn't matter anymore.
Well... I'm sort of fudging it a bit. For the animations which are clearly level specific, those anims are in fact level specific. But the other anims, such as jazz running and the birdbox, are referenced into one specific file.ALL animations are level-specific, but some of them just happen to be the same for every level. Some of the sprites that the animations use aren't level specific. For all intents and purposes, these should be considered to be level-specific, as their sprite indices could potentially vary from level to level. In fact, HH95 does not use most of the common sprites at all - instead, they are stored in the level-specific sprite files, which is a massive waste of space. HH95 is insane.
Could it be possible, to make OpenJazz with stored event colors not in the tileset's palette? That should be open new ways... But I'm sure it's not the most important thing about OpenJazz right now.As Ice M A N says, there are only 256 colours. Of course, computers are fast enough nowadays to handle a system in which dynamic palettes and 24-bit colour can coexist. If I do implement it, however, it probably won't be before all the original features are implemented.
the main tileset usually has a lot of "empty" palette entries which are dynamically filled with the colours for the background.. or at least I think that's what it does.That's exactly what it does. That's why the background in OpenJazz gets bigger when you resize the window, so that a maximum of 100 background colours are visible.
Time to see about getting OpenJazz to work on OSX (just looks like one small change in the way the filepath is discovered)..OS-specific code is all in main.c, lines 706 - 731 and 749 - 753. You know, the ones you've already found ;)
Oh, one thing that could help me out is if you could tell me where the video mode is first set. I'll need to set it to 320 by 240 at fullscreen (or at least, non-windowed).In main.c:
To change the initial vertical resolution,
line 762: Change 200 to 240
line 764: Change 2 to 3
This may not be necessary. SDL should automatically fit the 320x200 into your 320x240 screen, in "letterbox" format.
To start in fullscreen,
line 763: Change 0 to 1
line 779: Replace SDL_RESIZABLE with SDL_FULLSCREEN
Alternatively, have you tried alt+enter? That switches to fullscreen once the game is running.
Ice M A N
Dec 27, 2005, 10:27 AM
Yeah.. I've got it working in OSX... wasn't difficult. To get it running in non-debug mode I had to add some null terminators to the end of some strings (In debug mode I guess unused memory is zeroed out by default, but otherwise I was getting extra characters (usually a { ) at the end of filePath... I'll look into it and make sure it wasn't my OSX stuff introducing this problem..
I'm going to have to find a PC to play with to see what bugs are OSX specific or just unfinished whatevers..
Newspaz
Dec 27, 2005, 01:17 PM
For me it just stops doing anything after I pressed "Start".
And I have to start it from the command line to get it started in the first place.
Alister
Dec 27, 2005, 01:43 PM
Yeah.. I've got it working in OSX... wasn't difficult. To get it running in non-debug mode I had to add some null terminators to the end of some strings (In debug mode I guess unused memory is zeroed out by default, but otherwise I was getting extra characters (usually a { ) at the end of filePath... I'll look into it and make sure it wasn't my OSX stuff introducing this problem..Whoops, sorry, my mistake. I'm surprised it worked for anybody. I've re-uploaded it, although the problem I found was with path rather than filePath.
NS, try the new version. If it still doesn't work, send me stdout.txt and stderr.txt.
Ice M A N
Dec 27, 2005, 01:46 PM
although the problem I found was with path rather than filePath.
Probably my bad there. I wasn't looking at the code while I was typeing. (and haven't since then either..)
Feline
Dec 27, 2005, 01:55 PM
I'm wondering if a port of the sprite viewing into VB would be possible... Looks like I need to know what a lot of the functions used do...
Uniacke1
Dec 27, 2005, 02:00 PM
Well, I'm glad to see such a support group for this project.
Can't wait to see the final result.
And yeah it would suck if JJ3 levels were all like J1 bonus. But, hey, it would be a start.
TaZaR
Dec 27, 2005, 02:12 PM
I'm wondering if a port of the sprite viewing into VB would be possible... Looks like I need to know what a lot of the functions used do...
You mean, a sprite viewer for Jazz? :O That program could be awesome, I could rip the missing JJ sprites with it, without the background troubles. :+
I wish I could know c-language more, so I could code that, because the source already has that sprite viewing stuffs in the levels, if I'm not mistaken...
EDIT: Sorry, I've been misunderstood you, but a sprite viewer program still would be cool.
Well, I'm glad to see such a support group for this project.
Hmm, what about retexturing the 3d levels, or change the 2d sprites into 3D models? (like guys did with Duke3d, Doom 1-2, Wolfenstein, etc.) Or even a two player bonus level mod, or making race levels with the bonus level engine? That won't be hard, just an exit & some object which ones will speed you up or slow you down, or just make stop.
I'm know it's brave to say big ideas like this, in that much early stage, just I felt good to dreaming things like this. ;)
By the way nice addition for the game would be the 2xScale effect (I think it's open source) for the 2d levels with on/off switch (some people like it, some people don't) in the future.
Aw, I'm full of ideas, so I have big hopes in that project. :7
Ice M A N
Dec 27, 2005, 04:46 PM
SDL_mixer is cool. It's the first (well, really second) time I've done anything with programming with sound. It took just a couple minutes to figure out how to get some OGG and MOD and whatnot files playing in the background. (JJ1 with 7thheaven.mod just makes me feel so nostalgic ;p) Of course it'd be too easy if PSM was supported, but I'm going to try to work on bridgeing the gap there (unless someone else with music experience or interest wants to) and also start looking at sound effects.
TaZaR
Dec 27, 2005, 07:56 PM
I have found this:
http://library.thinkquest.org/2971/psm.txt
Hope, it will help. ;-)
By the way, I've been searched with google, and found out that, PSM is an amiga format, or something like, and there isn't fully suppert, just the one that MPTracker and some other program does. :( Hope, I'm wrong.
EDIT: http://www.modplug.com/
You can download here modplug tracker & player, and it's even opensource! ;-) So I think it will be possible to use the PSM files in open jazz. It seems JJ1's PSMs are working with this player. (Epic Pinball has some psms which ones didn't)
Newspaz
Dec 28, 2005, 01:16 AM
Works now. Thanks TB!
Uniacke1
Dec 28, 2005, 02:56 AM
PSM is an interesting format, and yes, it first appeared on the amiga....
Though, if you must, you could probably make a small app that converts the PSM to mod or something like that, just while the music is playing...
JJ1 PSMs work fine with Modplug... I think they work with XMplay too...
Uniacke1,
TaZaR
Dec 28, 2005, 06:01 AM
I think they work with XMplay too...
Unfortunetly, not. :( But at least modplug is open source, so PSM support can be solved, I think.
ThunderPX
Dec 28, 2005, 06:48 AM
The foo_dumb plugin for foobar2000 has perfect PSM playback save for a few tracks from the pinball games. Also, support other formats plz =P
Alister
Dec 28, 2005, 11:23 AM
I've got music working using libmodplug. It needs quite a considerable amount of polishing up, and Ice M A N may come up with something better, but it's a start.
Using libmodplug means that, if you edit a level with JCS94, you'll be able to have background music in any of the following formats:
(Deep breath)
669, amf, ams, dbm, dmf, dsm, far, it, mdl, med, mod, mt2, mtm, okt, psm, ptm, s3m, stm, ult, umx, wav and xm.
ThunderPX
Dec 28, 2005, 11:38 AM
It needs quite a considerable amount of polishing up
As in, new samples and such?
Alister
Dec 28, 2005, 12:12 PM
Turns out all I needed to do was not to assume that the ageing computer I'm using over the holidays could handle sampling frequencies as exotic as 44100Hz.
Listening to Haunted.it in Medivo ;)
ThunderPX
Dec 28, 2005, 12:28 PM
I still want remixes of the JJ1 songs. Better samples and new drumbeats should do =P
Odin
Dec 28, 2005, 12:42 PM
Why? We want OpenJazz to stick as close to the original JJ1 as possible, so I don't think that remixes are really an option. New, cleaner samples would be a plus though.
Uniacke1
Dec 28, 2005, 01:10 PM
I agree. You can make remixes if you want, but not in the original game, and I feel the original samples are pretty good...
Now, back to what I wanted to say... Has anyone figured out the weapon sprites yet?
Once that's done, it seems as if it would be a simple matter to make jazz be able to shoot.
(but that doesn't include killing enemies...)
TaZaR
Dec 28, 2005, 03:57 PM
As I know all sprites stored in one file. And as you see, he figured out the sprites, because you can see the the enemies and jazz in the levels. ;)
I still want remixes of the JJ1 songs. Better samples and new drumbeats should do =P
That's not a bad idea, that should be an add-on for openjazz...
Ice M A N
Dec 28, 2005, 04:35 PM
I've got music working using libmodplug. It needs quite a considerable amount of polishing up, and Ice M A N may come up with something better, but it's a start.
Using libmodplug means that, if you edit a level with JCS94, you'll be able to have background music in any of the following formats:
(Deep breath)
669, amf, ams, dbm, dmf, dsm, far, it, mdl, med, mod, mt2, mtm, okt, psm, ptm, s3m, stm, ult, umx, wav and xm.
If you've got libmodplug working I won't put too much effort into my way (I probably will do it on the weekend regardless).. Does that library play the music by itself or do you go through sdl_mixer in the end anyway like you hinted at on ICQ? Otherwise, how will that work when we get to the sound effects playing simultaneously? or can it play multiple things at once as well (I haven't looked into libmodplug except for the PSM loading code)
Feline
Dec 28, 2005, 11:29 PM
Listening to Haunted.it in Medivo ;)
Now we're talking. ^^
Stijn
Dec 29, 2005, 01:27 AM
I think I need to download this after all ;)
Uniacke1
Dec 29, 2005, 02:34 AM
*tsk *tsk *tsk. Shame on you... You should have done that long ago...
Alister
Dec 29, 2005, 10:51 AM
If you've got libmodplug working I won't put too much effort into my way (I probably will do it on the weekend regardless).. Does that library play the music by itself or do you go through sdl_mixer in the end anyway like you hinted at on ICQ? Otherwise, how will that work when we get to the sound effects playing simultaneously? or can it play multiple things at once as well (I haven't looked into libmodplug except for the PSM loading code)The library produces a data stream, which I use with SDL's own basic audio functions. The SDL documentation advises against using the basic audio functions to mix more than two streams, so it may be necessary to switch to SDL_mixer later.
I had to modify libmodplug to get PSMs to loop. In sndmix.cpp, lines 376 and 409 shouldn't be commented out (though only line 376 matters for OpenJazz).
Doubble Dutch
Dec 29, 2005, 06:58 PM
As I know all sprites stored in one file.
Really? As far as I knew there were several sprite files, one large general one and several smaller ones for each planet. I'm intriuged.
Feline
Dec 30, 2005, 12:56 AM
Really? As far as I knew there were several sprite files, one large general one and several smaller ones for each planet. I'm intriuged.
That is how it works. Not all of them are stored in one file.
TaZaR
Dec 30, 2005, 03:41 AM
Oh, okay. I think, I'm probably just knowed about that big one file.
jmetal88
Dec 30, 2005, 08:15 AM
Alternatively, have you tried alt+enter? That switches to fullscreen once the game is running.
I can't do alt+enter on a handheld. It has A, B, X, Y, Start, Select, Vol +, Vol -, L, R, Stick button, and Up, Down, Left, Right. I was intending to get the port running and then redefine controls to the joybutton layout.
Info on the GP2X:
GP2X is a multimedia/gaming handheld put out by the obscure Korean company, GamePark Holdings. You may recognise them as the creators of the GP32, or you may not. I know there's someone by the name of 'toxibunny' registered on the gp32x.com boards, of course I have no way of knowing if that's you or not, last post was made in April...
Anyways, to find out more, visit gp32z.com, or gp32x.com, or gp2x.co.uk, or gp2x.com.
EDIT: Still just the black screen... maybe something's messed up in my SDL library...
Alister
Dec 30, 2005, 06:42 PM
I can't do alt+enter on a handheld.Haha, yes, I'm an idiot.
I read up on the GP2X on Wikipedia when you first mentioned it.
I know there's someone by the name of 'toxibunny' registered on the gp32x.com boards, of course I have no way of knowing if that's you or not, last post was made in April...That's not me.
EDIT: Still just the black screen... maybe something's messed up in my SDL library...I doubt it's SDL if it's a core part of the system. Still, no idea what it could be, I'm afraid.
Uniacke1
Dec 31, 2005, 03:03 AM
actually, he's just afraid to admit he might have messed up horribly. ;)
(just kidding...)
Keep up the good work!
jmetal88
Dec 31, 2005, 03:56 PM
The GP2X SDL library was a fan-released add-on. It could very well have problems, although noone else seems to be having trouble getting SDL apps ported... There was a page of tips somewhere for porting SDL apps to GP2X, but I can't remember where.....
EDIT: Found it, got the port up and running. Now to figure out how to redefine the controls....
*wow*
Looks like the 2X uses a completely different method of input, I'll have to re-write all the input stuffs....
Alister
Jan 14, 2006, 06:14 PM
The OpenJazz <a href="http://treacle.hewwo.com/jazz/oj/">website</a> is up, complete with a <a href="http://treacle.hewwo.com/jazz/oj/download.html">new version</a>.
So, who can spot the difference between this version and the last? ;)
Ice M A N
Jan 14, 2006, 06:43 PM
You, my friend, are crazy amazing times a hundred.
For a somewhat hackish way to get OSX support (without resorting to specifiying a file on the commandline) in the ballpark of main.c:879 you can add
#ifdef __MACH__
count = (unsigned int)(strstr(argv[0],"app/Contents/MacOS")-argv[0]);
#endif
(i.e. so it sets count to that, and the the code from the other #else still goes back to the / )
so it looks something like
...
#else
#ifdef __MACH__
count = (unsigned int)(strstr(argv[0],"app/Contents/MacOS")-argv[0]);
#endif
while ((argv[0][count] != '/') && (count >= 0)) count--;
#endif
I'll give a look into getting the music working on X now and then see about a binary soon after...
EDIT about editting: it's very fun in vB 3.5 (I think it's new anyway)
EDIT2: minor progress update on music in OSX: makeing some headway with endian conversions.. still some bugs/details to work out (I'm now getting static instead of silence, but it's not music yet).. because of these problems we(/I?) will need to distribute a customized version of libmodplug for openjazz/osx..? unless I'm the only person who would use openjazz on OSx.. in which case I can keep it to myself.. :)
White Rabbit
Jan 15, 2006, 01:02 AM
...lol. :p
It was fun while I lasted.
(Fix the springs).
Alister
Jan 15, 2006, 03:09 AM
You, my friend, are crazy amazing times a hundred.There's no way all that progress would have been made in such a short time without being able to read what event data does in J1CS. So it is you, my friend, who are crazy amazing times a hundred, along with the rest of J1CS Corp.
Thanks for the MacOSX code, I'll add it straight away.
EDIT2: minor progress update on music in OSX: makeing some headway with endian conversions.. still some bugs/details to work out (I'm now getting static instead of silence, but it's not music yet).. because of these problems we(/I?) will need to distribute a customized version of libmodplug for openjazz/osx..? unless I'm the only person who would use openjazz on OSx.. in which case I can keep it to myself.. :)Every other system needs a customized version of libmodplug. If you put all your changes in ifdefs, they could be distributed together and called libmodplug-oj or something.
(Fix the springs).With such a charming request, how could I possibly refuse? Seriously, though, that's the next thing I'm planning to do, after I've sorted out a few other glaring physics glitches.
Uniacke1
Jan 15, 2006, 03:10 AM
Ooooh... music...
BTW, here are the lev names (although you probably figgered it out long ago):
1. Turtle terror
2 ballistic bunny
3 rabbit's revenge
4. gene machine
5 the chase is on
6 the final clash
A outta dis world
B turtle soup
C wild wabbit
X holiday Hare
Z bonus levels.
-- I'm surprised at the progress this project is making!
Feline
Jan 15, 2006, 01:03 PM
The progress in this project is amazing. I can only imagine the massive amount of effort that it took to make it. I'm glad to be a part of it.
Ice M A N
Jan 16, 2006, 10:06 PM
%^!@#&*$.. when I had the static I was SOOOOOO close to haveing it working and then I tried a million other things to debug it.. turns out I just needed to change the audio format in sound.c to
audioSpec.format = AUDIO_S16MSB;
or what I should've actually used AUDIO_S16SYS which goes whichever way based on a define.. Oh well. I learned a fair bit in the process. :)
<strike>(Actually, now that I think about it I could try to change the endianness of that stuff too.. I'll look into it.. )</strike>No.. using SYS should be the "right" way to do it because s3m,mod,wav(had to get PPC version of loader from elsewhere) all also produce static..
so after tomorrow (4 more pages to write before 5pm for Political Theory class...) I'll wrap my endian changes the way the rest of libmodplug does it (changeing endianness of variables as the relevant structures are read rather then preprocessing the file) and all will be good in the world
Anyway: Music in OSX port = a done deal.
MetaFox
Jan 24, 2006, 11:17 AM
GPF has ported OpenJazz to the Sega Dreamcast:
http://gpf.dcemu.co.uk/OpenJazz.shtml
TaZaR
Jan 24, 2006, 11:27 AM
:eek:
By the way, I didn't replyed for the last release, but I'm happy with it. Lot of new features, and it's getting really closer that, what is sould be. Good job TB! :cool:
n00b
Jan 24, 2006, 11:59 AM
Thats nifty Metafox.
cooba
Jan 24, 2006, 01:54 PM
...:eek:.
UNKNOWNFILE
Jan 24, 2006, 04:40 PM
Rule: Use FMod. It is less sux than modplug.
Ice M A N
Jan 24, 2006, 06:09 PM
It's not a particularly good rule when the idea was to get JJ1's PSM files to play.. Or does Fmod play them? I didn't think it did... (and writing a plugin for it hardly counts)...
Violet CLM
Jan 24, 2006, 06:26 PM
Ooooh... music...
BTW, here are the lev names (although you probably figgered it out long ago):
1. Turtle terror
2 ballistic bunny
3 rabbit's revenge
4. gene machine
5 the chase is on
6 the final clash
A outta dis world
B turtle soup
C wild wabbit
X holiday Hare
Z bonus levels.
-- I'm surprised at the progress this project is making!
My guess is that he wants to read the names out of the original files... OpenJazz is a reader, and makes up as little information as possible.
Doubble Dutch
Jan 24, 2006, 09:10 PM
hey're found in the exe; I could give you the offsets if you want, but I'm sure they're easily found.
Song music is [of course] found in the level files, so no problems there.
UNKNOWNFILE
Jan 25, 2006, 05:41 AM
I'm trying to modify the game into playing the title music in the menus, but I can't find the function for it. Could you give me its usage?
TaZaR
Jan 25, 2006, 07:52 AM
By the way, the "cracking" sounds with the music are my computer's bugs, or the openjazz's?
Ice M A N
Jan 25, 2006, 09:56 AM
I'm trying to modify the game into playing the title music in the menus, but I can't find the function for it. Could you give me its usage?
loadMusic("menusng.psm");
because each menu has it's own loop and you can be thrown into the menu system from at least a couple ways (main menu normally, episode select if hitting esc while playing, ...), I keep track of a musicPlaying variable, calling loadMusic() and freeMusic() when appropriate (although musicPlaying may be redundant since you could probably test if something is null or whatever)...
but yeah.. it's cool to have music in the menu :p
By the way, the "cracking" sounds with the music are my computer's bugs, or the openjazz's?
I can't speak for the windows version, but on my computer (OSX) it's pretty much as good as you could reasonably expect..
Erik
Jan 25, 2006, 10:21 AM
Rule: Use FMod. It is less sux than modplug.
Eww FMOD. Sux0r d00d. BASS!
<blink><font family="verdana" size="20"><i><b><u> AND DON'T FORGET TO COME TO INÉRCIADEMOPARTY 2006!</u></b></i></font></blink>
UNKNOWNFILE
Jan 25, 2006, 12:09 PM
VC++6 hates this file. Yecch.
jmetal88
Jan 25, 2006, 05:26 PM
Wow... I've been taking a rather extended break from the porting (due to me needing to know more about coding before being able to go on), and today I find out someone else has already ported it to the 2x... Guess that saves me a lot of work...
Alister
Jan 26, 2006, 02:21 AM
BTW, here are the lev names (although you probably figgered it out long ago)I'm trying to avoid copyright infringement in this project by only using data from the original data files. As DD said, the episode names are in jazz.exe. I figured they would be in different locations in each of the different versions (not to mention the patched versions), so I did not try to read them.
Anyway: Music in OSX port = a done deal.You are the M A N, if you'll forgive the pun.
GPF has ported OpenJazz to the Sega DreamcastWow. Tell Troy/GPF I said thanks. *integrates code*
Rule: Use FMod. It is less sux than modplug.Fmod doesn't play PSMs.
On the subject of menu music, I'll add that in the next release. If you can't wait that long, do the following in menu.c:
Add loadMusic("menusng.psm"); to loadMenu(),
Add freeMusic(); to freeMenu()
Add loadMusic("menusng.psm"); to newGameDifficultyMenuLoop() before loadNextLevel() is called
Add freeMusic(); to newGameDifficultyMenuLoop() after levelLoop() is called
That should work, but I'm on a soundless computer now so I can't test it.
By the way, the "cracking" sounds with the music are my computer's bugs, or the openjazz's?That happens when the audio data isn't being processed fast enough. I got it to work on my old computer by reducing settings.mFrequency (sound.c, line 92) and audioSpec.freq (sound.c, line 109). The problem returned when I ran it on my newer, much faster computer, so I'm going to have to find a better fix.
BASS!Again, no PSM support.
Wow... I've been taking a rather extended break from the porting (due to me needing to know more about coding before being able to go on), and today I find out someone else has already ported it to the 2x... Guess that saves me a lot of work...Really? Don't suppose you could give me more details, because nobody's told me. Google reveals rumours of a Nintendo DS port, too.
Perhaps I should have added my e-mail address to the website...
Haze
Jan 26, 2006, 03:36 AM
By the way, I noticed how you used "non-endorsed" links on the About-page of the OpenJazz site. Well, just nab the links from the Hideout if you want endorsed links. :p I endorse.
You can find the links on the following page: http://www.dutchfurs.com/~haze/blog/files.php?dir=files/pc/shareware
Or these should be direct links in the correct order:
http://www.dutchfurs.com/~haze/blog/files.php?download=Li4vZmlsZXMvcGMvc2hhcmV3YXJlL2p qMXN3LnppcA==
http://www.dutchfurs.com/~haze/blog/files.php?download=Li4vZmlsZXMvcGMvc2hhcmV3YXJlL2p qMWhoLnppcA==
http://www.dutchfurs.com/~haze/blog/files.php?download=Li4vZmlsZXMvcGMvc2hhcmV3YXJlL2p qMWhoOTUuemlw
Ice M A N
Jan 26, 2006, 05:37 AM
Really? Don't suppose you could give me more details, because nobody's told me. Google reveals rumours of a Nintendo DS port, too.
http://www.gp32wip.com/
The GP2X source (and binary) for OpenJazz is on the right sidebar..
GPF
Jan 26, 2006, 08:17 AM
Wow. Tell Troy/GPF I said thanks. *integrates code*
....
Really? Don't suppose you could give me more details, because nobody's told me. Google reveals rumours of a Nintendo DS port, too.
You welcome :) Im enjoying playing Jazz Jackrabbit on my dreamcast :) , I wasnt able to get it to work on my dreamcast dosboxdc port :)
Yeah I want more details about the Nintendo DS port too? (unless the rumour is about my partial working port I posted in a couple irc chat rooms :) lol I really need to fix my SDL lib for the DS.
Troy(GPF)
http://gpf.dcemu.co.uk
Alister
Jan 26, 2006, 11:04 AM
Yeah I want more details about the Nintendo DS port too? (unless the rumour is about my partial working port I posted in a couple irc chat rooms :) lol I really need to fix my SDL lib for the DS.I'm guessing that's what it was.
Anyhoo, the OpenJazz code is now bogged down with ifdefs for Windows, Linux, Mac OSX, the Dreamcast, and the GP2X. Yay!
White Rabbit
Jan 26, 2006, 01:33 PM
What does that mean? :O
TaZaR
Jan 26, 2006, 03:01 PM
I think he means, now we have those versions avalbile.
Haze
Jan 27, 2006, 12:10 PM
OpenJazz32 - port for the GP32
http://www.gp32x.com/board/index.php?act=ST&f=4&t=25126
If you didn't know about it yet. :p
Erik
Jan 27, 2006, 12:13 PM
i'll join your team and use my own (PSM) playback routines.
although they are a bit buggy.
Alister
Jan 28, 2006, 01:38 PM
OpenJazz32 - port for the GP32
http://www.gp32x.com/board/index.php?act=ST&f=4&t=25126
If you didn't know about it yet. :pIt's a world gone mad!!!!
Not that I'm complaining ;)
Bartman
Jan 30, 2006, 04:27 PM
Adding Spaz to the game should be just a last minute idea, because I'm not sure who would be willing to draw Spaz in Jazz 1 style, and Spaz shouldnt have any abilities over Jazz.
If its possible, a 2 player co-operative mode would be nice. Battle, CTF and so on are unneccesary because thats why we have Jazz 2. Jazz 1 didnt have any multiplayer in it, so theres no multiplayer centric levels and again, this should be a last minute addition.
Cutscene and Image viewer would be nice. Unlock FMV and images when you beat an episode and so forth.
Dreamcast version (And any other version if applicable) should take advantage of the memory card ports and possibly add jump pack compatibility (Thats the rumble pack) As well as keyboard support for that real old school feel. When you save your game it should ask for which memory card you want to save in, and will give you a number of save fields, obviously.
DS version should put the ammo gauges for each gun shown on the bottom screen, and let you touch the screen to choose a weapon. Simple and obvious addition.
Have the ability to pick between Holiday Hare 94 and 95, because you can only have one loaded at a time.
Extensive controller support, like pick which device is plugged in your system and configure buttons accordingly.
Option to have the camera scroll ahead of you as you run, so I'm not just blindly running toward death.
HUD options from classic, small and simplified, to off.
By the way, Jazz can look up and down, but it'd be nice to do either one of two things
-Fix the glitch where if Jazz looks up and fires, the bullets wont travel because its off screen, wasting ammunition.
-Have Jazz fire up.
Oh, yeah, hello again guys. (Forget that Agent Jackrabbit remake, I'm doing a new level instead)
Odin
Jan 30, 2006, 04:40 PM
Adding Spaz to the game should be just a last minute idea, because I'm not sure who would be willing to draw Spaz in Jazz 1 style, and Spaz shouldnt have any abilities over Jazz.
If its possible, a 2 player co-operative mode would be nice. Battle, CTF and so on are unneccesary because thats why we have Jazz 2. Jazz 1 didnt have any multiplayer in it, so theres no multiplayer centric levels and again, this should be a last minute addition.
I thought one of the reasons OpenJazz was being worked on was for multiplayer. As stated before by r3p, the only reasons that JJ2 is better than JJ1 is because of JCS, Spaz, and multiplayer. Otherwise, JJ1 far exceeds JJ2's quality.
Option to have the camera scroll ahead of you as you run, so I'm not just blindly running toward death.
I think that shouldn't be added, since it'd make the game easier. The way it is now, you have to be careful to watch out for enemies ahead, lest you face certain death. Kind of like in the new Pirates! game, where when you sneak into an enemy town, the camera zooms in when you run, meaning you can run into enemy guards at any time.
Oh, yeah, hello again guys. (Forget that Agent Jackrabbit remake, I'm doing a new level instead)
WB.
n00b
Jan 30, 2006, 04:41 PM
I attempted drawing Spaz in the jazz 1 style, getting his ears to fit Jazz's height was a pain, and you can't really tell he has two ears.
Violet CLM
Jan 30, 2006, 06:46 PM
I thought one of the reasons OpenJazz was being worked on was for multiplayer. As stated before by r3p, the only reasons that JJ2 is better than JJ1 is because of JCS, Spaz, and multiplayer.
...graphics, gameplay, engine, resolution...
Wally*Won_Kenobie
Jan 30, 2006, 06:52 PM
Ok im fed up with trying :)
I was wondering if you could implement SDL joystick support for this game..
Its driving me crazy. Tried for 2 weeks and nearly have given up
Would appreciate it if aToxic Bunny would email me
Wally4000@gmail.com Cheers
Tinnus
Jan 31, 2006, 05:02 AM
Hi,
I've just ported OpenJazz to Palm OS (5.0+) but I'm not sure if I got the latest sources. I got the sources from the website but I don't think they're the latest since there's no defines for GP2X or Dreamcast...
Where can I find the latest sources so we can integrate it? :)
edit: oh and a little hint. Try not to use floating point numbers since they're slow on portables (GP32, GP2X, Palm). For example, do *8/10 instead of *0.8f :)
Alister
Jan 31, 2006, 06:54 AM
FuzzDon't ask much, do you?
I was wondering if you could implement SDL joystick support for this game..I'm working on joystick support for the next release.
Hi,
I've just ported OpenJazz to Palm OS (5.0+) but I'm not sure if I got the latest sources. I got the sources from the website but I don't think they're the latest since there's no defines for GP2X or Dreamcast...
Where can I find the latest sources so we can integrate it? :)
edit: oh and a little hint. Do not use floating point numbers since they're VERY slow on ARM machines (GP32, GP2X, Palm). For example, do *8/10 instead of *0.8f :)Awesome. I used to have a palm. It kept me occupied during my more boring classes in school.
The latest source isn't on the website. I'll upload it once I'm confident that it works reasonably well with the changes that have been made. If you tell me where I can find your code, I'll include it.
I avoid floating point wherever possible, but OpenJazz is designed to cope with variable framerates, making non-integers a necessity. It may be possible to use fixed point, but it would be a lot of work.
UNKNOWNFILE
Jan 31, 2006, 06:56 AM
Modplug's support for PSM sux, note vibrato and volume controls dont always work (Scraparap, Deckstar)
White Rabbit
Jan 31, 2006, 07:37 AM
I think that shouldn't be added, since it'd make the game easier. The way it is now, you have to be careful to watch out for enemies ahead, lest you face certain death. Kind of like in the new Pirates! game, where when you sneak into an enemy town, the camera zooms in when you run, meaning you can run into enemy guards at any time.
Then we should also remove the option of having a higher resolution... :rolleyes:
And I agree with Bartman about keeping Spaz equal to Jazz. Spaz does not make JJ2 better than JJ1... :rolleyes: He just makes multiplayer experiences worse for Jazz players, and none of this would've happened if only Jazz was in the game. :(
Tinnus
Jan 31, 2006, 07:42 AM
Awesome. I used to have a palm. It kept me occupied during my more boring classes in school.
The latest source isn't on the website. I'll upload it once I'm confident that it works reasonably well with the changes that have been made. If you tell me where I can find your code, I'll include it.
Hmm... it's though, there's some magic there to make it all work (magic I use with all my ports). Basically you must do some magic to make stuff run natively on Palm OS 5.0+ (natively = ARM code instead of emulated 68k).
Anyway, that means IMO it would be better to me if I got the code and added the Palm stuff (which includes a lot of extra files for the 'magic', but those can be kept in a separate folder; and a few #ifdef's as always).
So, that means I will wait until you upload the latest. You can always send it to tinnus at gmail for me to take a look though :D
Meanwhile I'll sort out some small problems and optimize some stuff (namely drawing which is currently slow in Palm OS due to, I believe, SDL).
I avoid floating point wherever possible, but OpenJazz is designed to cope with variable framerates, making non-integers a necessity. It may be possible to use fixed point, but it would be a lot of work.
Makes sense to me. It was just a suggestion anyway.
Oh, and that remembers me of the jumping-height bug. Jack jumps too low when the FPS is low. I suppose you know that already, but it's just that I remembered it now :)
White Rabbit
Jan 31, 2006, 07:54 AM
Haha, it's Jazz, not Jack. :)
Tinnus
Jan 31, 2006, 10:06 AM
Sorry... :P
I was in doubt actually... I'm not a big fan of the game as you all, hehe, I just find it fun. Actually only played it once on the PC.
This might be an opportunity to play through it on my Palm, of course if the jump and spring problems are fixed :P
n00b
Jan 31, 2006, 11:10 AM
I'm having trouble on how being a fan of something makes one remember the name.
Its like me calling Sonic "Hedgehog" because I couldnt remember his name. Why couldn't i remember his name? I play his games, I'm not just a big fan.
A600
Jan 31, 2006, 12:56 PM
@Toxic Bunny: Many thanks for your great work!
edit: oh and a little hint. Try not to use floating point numbers since they're slow on portables (GP32, GP2X, Palm). For example, do *8/10 instead of *0.8f :)
Thanks for the tip. I'm the Gp32 porter and OpenJazz runs quite well at 133 Mhz.
Modplug's support for PSM sux, note vibrato and volume controls dont always work (Scraparap, Deckstar)
I converted the PSM modules to S3M with Chronos Module Converter (http://usuarios.arsystel.com/josemuk/gp32/cmc101.zip) and used SDL_mixer; they sound really well on the GP32 and on my WXP computer. It's a DOS program so I think it should work with DosBox.
TaZaR
Jan 31, 2006, 01:45 PM
Adding Spaz to the game should be just a last minute idea, because I'm not sure who would be willing to draw Spaz in Jazz 1 style, and Spaz shouldnt have any abilities over Jazz.
I will draw, I've been said about 3 times. :roll:
Tinnus
Jan 31, 2006, 01:54 PM
Thanks for the tip. I'm the Gp32 porter and OpenJazz runs quite well at 133 Mhz.
It does? Something pretty wrong here then. Exactly how many FPS? Which did you change in the code so far? Anything that could give more speed? What resolution do you run it in, 320x240?
Sorry for all the questions, I'm just curious :D
A600
Jan 31, 2006, 02:10 PM
It does? Something pretty wrong here then. Exactly how many FPS? Which did you change in the code so far? Anything that could give more speed? What resolution do you run it in, 320x240?
It runs in 320x240. I only changed the code for the music (instead of modplug I used sdl_mixer with the psm converted to s3m), the data path and the controls. That's all :)
I disabled the fps display so I don't know the exact number. I'll compile a version tomorrow with fps enabled and tell you.
Wally*Won_Kenobie
Jan 31, 2006, 03:30 PM
Generally speaking Jazz Jackrabbit wont work with Dosbox at all but i have made a tutorial on dosgames.com forums explaining how to get it working in XP but i will explain it here.. http://www.dosgames.com/forum/viewtopic.php?t=4555 is the topic. (I am not advertising anything here!) :)
1) Get TPPATCH.exe from somewhere. Google is your best option.
2) Also get VDMsound and launchpad
3) Put tppatch into the Jazz directory
4) in dosprompt navigate to the jazz directory and type tppatch jazz.exe
5) That should have rid of the Runtime error for good it is now playable without sound or MAY work in dosbox, Check with current releases.
6) if not then use VDMsound and SET IT so that the SOUND is the same as jazz jackrabbits config sound. Then it should play nicely
I hope this helped some people
Sonyk
Jan 31, 2006, 04:11 PM
That's actually a common solution, most people here already knew about TPPATCH. And for most people, Dosbox and Jazz1 works fine on XP.
Least, it does for the 15-20 people I've suggested it to.
Violet CLM
Jan 31, 2006, 04:57 PM
<a href="http://www.jazz2online.com/J2Ov2/articles/view.php?articleID=17">Covered in this article.</a>
Alister
Feb 2, 2006, 05:50 AM
No DOS programs whatsoever work in XP for me. Jazz 1 runs fine in DOSBox, though.
Back on the subject of floating point: OpenJazz uses the number of seconds per frame for its calculations. However, an integer is used for the number of milliseconds per frame. All I need to do is make calculations on the basis of milliseconds rather than seconds. In fixed-point arithmetic, this could be done with an exponent of -10. 2^-10 is very nearly the number of milliseconds in a second. I'll give it a go.
Kuraj
Feb 2, 2006, 09:10 AM
<snip>
Tinnus
Feb 2, 2006, 10:03 AM
Oh, funny thing is that Jazz 1 runs on my XP installation... Without any patches or anything.
n00b
Feb 2, 2006, 12:59 PM
JJ1 and Hocus Pocus both used to work on my old laptop running on XP. After a crash happened, and I reinstalled XP they ceased to function without DOSBox. And the laptop crashed again, and it can't run anything at all atm.
Monolith
Feb 2, 2006, 06:33 PM
I'm curious.. why are you avoiding using floating point numbers?
Also I don't understand why you need to use fixed point numbers if you're going to work with everything in milliseconds. It should be unnecessary so long as you use the most minimal units such as pixels and milliseconds.
Tinnus
Feb 3, 2006, 03:11 AM
Monolith: floating point is slow on most mobiles because it is emulated. Most mobile CPUs don't have a FPU.
Alister
Feb 4, 2006, 05:54 AM
What he said.
There's a new version up on the website. Updates include some minor restructuring, properly functioning springs, solid platforms, joystick support, and a reduction in floating point variables to two. I've attempted to integrate code from the various ports, but I have no way of testing it.
UNKNOWNFILE
Feb 4, 2006, 06:35 AM
Bugtesting concludes that the Deserto Secret Level (37,2) isn't working correctly.
Alister
Feb 4, 2006, 09:45 AM
And I've worked out why. Thanks, good work spotting that one.
UNKNOWNFILE
Feb 4, 2006, 10:53 AM
Fun with more discoveries:
TNT pickups do not work
some enemies in 30,0 do not work
Turtles on 35,0 do not shoot their weapons.
Problems with enemies on 36,0
Springs on wheels do not bounce Jazz when he jumps on them.
enemies on 37,0 do not work
invincibility boxes sometimes do not work
Chuck does not work completely
The Jazz death animation loops instead of stopping normally
water and enemies in level 38,0 do not work
Errors with Jazz in the xmas levels
None of the bosses work
enemies on 16,0 do not work
multiple errors in 17,0
bees in 0,0 do not work
Jazz sometimes hovers for a while before he lands
bridges (I don't know if they are or not) in 0,0 do not work
balls do not work
swords do not move or are too slow
DoubleGJ
Feb 4, 2006, 11:04 AM
Another thing, at one point in the first Diamondus level when I was entering the hidden tunnel to some rapid fire, Jazz suddenly started floating upwards through the wall until he reached the top. I got out easily by going left, yet that lists as a bug.
Alister
Feb 4, 2006, 01:30 PM
I'm aware of the less obscure problems. Still, there are a few things which caught my eye.
invincibility boxes sometimes do not work - Surely they never work?
Errors with Jazz in the xmas levels - What are the errors?
Jazz sometimes hovers for a while before he lands - What do you mean?
Another thing, at one point in the first Diamondus level when I was entering the hidden tunnel to some rapid fire, Jazz suddenly started floating upwards through the wall until he reached the top. I got out easily by going left, yet that lists as a bug.Thanks. I think I know what the problem is.
UNKNOWNFILE
Feb 4, 2006, 02:00 PM
invincibility boxes sometimes do not work - Surely they never work? (oh.)
Errors with Jazz in the xmas levels - What are the errors? (Jazz has trouble with the shivering animation... it sometimes shows briefly. Using real JJ, I never had this problem.)
Jazz sometimes hovers for a while before he lands - What do you mean? (Sometimes he just floats there after he hits the ceiling)
A600
Feb 4, 2006, 03:52 PM
Thanks for the update, Toxic Bunny!
I also updated the GP32 port.
Tinnus
Feb 4, 2006, 04:40 PM
Yeah, I'll merge it with the Palm OS code, so please try not to update it much in the coming days :P
Or better, fix what you have to fix and upload the new code, hehe :D
Monolith
Feb 4, 2006, 08:30 PM
I can understand why you don't want to use floating point calculations, but I still don't see the need for using fixed point. Plain ol' ints should work fine.
Tinnus
Feb 5, 2006, 03:59 AM
Yes and this is what he uses in the latest version :)
Calculations in milliseconds instead of seconds.
edit: oh cool, just fell into nothing in the first level thanks to the lack of bridges :P
Puck2099
Feb 5, 2006, 06:57 AM
Hi,
I'm the guy who ported Openjazz to GP2X, I want to give you the thanks for your work in this project :)
I'll try to port the last version to GP2X this evening ;)
Regards
Wally*Won_Kenobie
Feb 8, 2006, 01:34 PM
Hello, i was wondering about the BulletMl Library and where it comes in?
I keep getting Undefined Reference to CreateBullet and so on
TaZaR
Feb 9, 2006, 11:39 AM
Wow, that project attracted a lot of people. Congratulations TB! ;-)
Puck2099: I'm just curious, is the 2099 in your name came from the Marvel 2099?
xxdeniskaxx
Feb 15, 2006, 06:56 AM
Hey,
Just wanted to let you know that the latest version OpenJazz was ported to PSP.
The details & files can be found here:
http://deniska.dcemu.co.uk/
In the PSP version, I created some basic sound fx support with SDL_Mixer libs and wav samples extracted from the game.
BTW, (you probably know that already) most of the sound samples can be extracted from
SOUNDS.000 with goldwave or captured from the original game with, say, soundrecorder.
The music is done thru SDL_mixer/ s3m conversion, which seem to work ok, so far.
Anyway, a lot of people seem to be excited about this project, so , please DO CONTINUE the great work you started - we all waiting for updates :-)
UNKNOWNFILE
Feb 15, 2006, 07:32 AM
Hey,
Just wanted to let you know that the latest version OpenJazz was ported to PSP.
The details & files can be found here:
http://deniska.dcemu.co.uk/
In the PSP version, I created some basic sound fx support with SDL_Mixer libs and wav samples extracted from the game.
BTW, (you probably know that already) most of the sound samples can be extracted from
SOUNDS.000 with goldwave or captured from the original game with, say, soundrecorder.
The music is done thru SDL_mixer/ s3m conversion, which seem to work ok, so far.
Anyway, a lot of people seem to be excited about this project, so , please DO CONTINUE the great work you started - we all waiting for updates :-)
Kickass.
Alister, this is your cue to add sfx support to OJ.
And if you ever try making an OJ2, allow me to be of assistance.
Alister
Feb 15, 2006, 01:11 PM
Sorry guys, I've been quite busy and will be busy for a few days to come, so OpenJazz has made no progress since the last release.
Great to hear about PSP version. OpenJazz is great for handhelds, it seems. Maybe this will persuade me to get one ;)
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