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...)
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<html> This is not a signature, so don't read it, don't forget it, and don't ignore it. - You know it's time to leave JCS when you are mocked by an admin. -What if a coincidence is an excuse we use when we don't know why? <a href="http://vintagepc.viralnet.org/" > My Site.</A> </html> |
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.
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Dec 28, 2005, 04:35 PM | ||
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Dec 28, 2005, 11:29 PM | ||
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Visit my DeviantArt gallery: http://atomicfeline.deviantart.com Thanks to Dalspots for the awesome banner! |
Dec 29, 2005, 02:34 AM | |
*tsk *tsk *tsk. Shame on you... You should have done that long ago...
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<html> This is not a signature, so don't read it, don't forget it, and don't ignore it. - You know it's time to leave JCS when you are mocked by an admin. -What if a coincidence is an excuse we use when we don't know why? <a href="http://vintagepc.viralnet.org/" > My Site.</A> </html> |
Dec 29, 2005, 10:51 AM | ||
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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). |
Dec 29, 2005, 06:58 PM | ||
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nonne amicus certus in re incerta cernitur? /)_/)
(^.^) ((")(") |
Dec 30, 2005, 12:56 AM | ||
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Visit my DeviantArt gallery: http://atomicfeline.deviantart.com Thanks to Dalspots for the awesome banner! |
Dec 30, 2005, 03:41 AM | |
Oh, okay. I think, I'm probably just knowed about that big one file.
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Dec 30, 2005, 08:15 AM | ||
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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... Last edited by jmetal88; Dec 30, 2005 at 08:33 AM. |
Dec 30, 2005, 06:42 PM | ||||
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I read up on the GP2X on Wikipedia when you first mentioned it. Quote:
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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!
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<html> This is not a signature, so don't read it, don't forget it, and don't ignore it. - You know it's time to leave JCS when you are mocked by an admin. -What if a coincidence is an excuse we use when we don't know why? <a href="http://vintagepc.viralnet.org/" > My Site.</A> </html> |
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.... Last edited by jmetal88; Dec 31, 2005 at 09:31 PM. |
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 Code:
#ifdef __MACH__ count = (unsigned int)(strstr(argv[0],"app/Contents/MacOS")-argv[0]); #endif so it looks something like Code:
... #else #ifdef __MACH__ count = (unsigned int)(strstr(argv[0],"app/Contents/MacOS")-argv[0]); #endif while ((argv[0][count] != '/') && (count >= 0)) count--; #endif 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.. Last edited by Ice M A N; Jan 14, 2006 at 10:21 PM. |
Jan 15, 2006, 01:02 AM | |
...lol.
It was fun while I lasted. (Fix the springs). |
Jan 15, 2006, 03:09 AM | ||||
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Thanks for the MacOSX code, I'll add it straight away. Quote:
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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!
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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.
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Visit my DeviantArt gallery: http://atomicfeline.deviantart.com Thanks to Dalspots for the awesome banner! |
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. 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. |
Jan 24, 2006, 11:17 AM | |
Jan 24, 2006, 11:27 AM | |
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! |
Jan 24, 2006, 01:54 PM | |
....
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Jan 24, 2006, 04:40 PM | |
Rule: Use FMod. It is less sux than modplug.
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I'm sick and tired of this community. So goodbye. PS: Unreal > JJ2. |
Jan 24, 2006, 06:26 PM | ||
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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.
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nonne amicus certus in re incerta cernitur? /)_/)
(^.^) ((")(") |
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?
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I'm sick and tired of this community. So goodbye. PS: Unreal > JJ2. |
Jan 25, 2006, 07:52 AM | |
By the way, the "cracking" sounds with the music are my computer's bugs, or the openjazz's?
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Jan 25, 2006, 09:56 AM | |||
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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 Quote:
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Jan 25, 2006, 10:21 AM | ||
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Jan 25, 2006, 12:09 PM | |
VC++6 hates this file. Yecch.
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I'm sick and tired of this community. So goodbye. PS: Unreal > JJ2. |
Jan 25, 2006, 05:26 PM | |
GP2X port
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...
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Jan 26, 2006, 02:21 AM | ||||||||
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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. Quote:
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Perhaps I should have added my e-mail address to the website... |
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. I endorse.
You can find the links on the following page: http://www.dutchfurs.com/~haze/blog/...s/pc/shareware Or these should be direct links in the correct order: http://www.dutchfurs.com/~haze/blog/...pqMXN3LnppcA== http://www.dutchfurs.com/~haze/blog/...pqMWhoLnppcA== http://www.dutchfurs.com/~haze/blog/...pqMWhoOTUuemlw
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Last edited by Haze; Jan 26, 2006 at 04:05 AM. |
Jan 26, 2006, 05:37 AM | ||
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The GP2X source (and binary) for OpenJazz is on the right sidebar.. |
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