Apr 7, 2006, 11:42 PM | |
Well I can send you some levels saved in 1.23 and 1.24 so that you can see the difference.
Also you could include a layer 3 on the VCR thing as well as make it display events as original sprites. I myself had some problems dealing with 32 players for theres not enough different colors that I could use for the dots.
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Apr 9, 2006, 03:55 PM | |
Quote:
Wow. Release plz D=
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Apr 9, 2006, 05:32 PM | |
Looks like cheating. Or at least an undetectable unfair advantage.
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<div style="float: right; width: 100px; height: 70px; margin: 5px 15px;"><img src="http://madskills.org/monolith/idleserver.gif" style="width: 98px; height: 65px;"><img src="http://madskills.org/monolith/theserver.gif" style="width: 98px; height: 65px; position: relative; top: -65px;"></div><div style="margin: 0 3em; font-size: 80%; font-style: italic;">Love is patient, love is kind. It does not envy, it does not boast, it is not proud. It is not rude, it is not self-seeking, it is not easily angered, it keeps no record of wrongs. Love does not delight in evil but rejoices with the truth. It always protects, always trusts, always hopes, always perseveres.</div><div style="text-align: right; text-size: 80%;">1 Corinthians 13:4-7</div> |
Apr 9, 2006, 05:43 PM | |||
Quote:
Quote:
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<TABLE border=1><TR><TD>Facts: Jazz Sprite Dynamite (JSD) Tileset Extractor Neobeo's Firetruck </TD><TD>Myths: Jazz Creation Station Plus (JCS+) - 10% Coming soon - a dedicated server! - 25% Jazz Sprite Dynamite v2 (JSDv2) - 2% Another generic single-player level - 0%</TD></TR></TABLE> |
Apr 11, 2006, 01:11 PM | ||
Quote:
1.) You are on an hotel, and someone entered on the "INCREDIBLE SEKRET SUPAH ELITE ROM!!!11" thing (Haphazy ;P). How to know that? With this program. Also useful on Ground Forces (especially on the Tower of Doom).
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Stack Smash
Now with 84% less fans |
Apr 11, 2006, 01:13 PM | |
This could be too much of a hassle, but how about VCR diplays layer 4 data only if the gametype is treasure?
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Apr 30, 2006, 08:14 AM | |
Code:
//decodejj2t.cs using System; using System.Runtime.InteropServices; unsafe class app { char[] input; char *output; int CompressedSize; int UncompressedSize; static void Main() { app a = new app(); a.Decode(); Console.ReadLine(); } public unsafe void Decode() { string (-) = "Let us attempt to compress this string"; input = (-).ToCharArray(); UncompressedSize = input.Length; CompressedSize = (int)((float)(UncompressedSize * 1.01 ) + 12); compress2(output, &CompressedSize, input, UncompressedSize, 9); Console.WriteLine("Done.."); } [DllImport("zlib.dll")] static extern long compress(ref object dest, ref object destLen, ref object src, long srcLen); [DllImport("zlib.dll")] static extern long compress2( char* dest, int* destLen, char[] src, long srcLen, int Level); [DllImport("zlib.dll")] static extern long uncompress(ref object dest, ref object destLen, ref object src, long srcLen); [DllImport("zlib.dll")] static extern long crc32(long crc, ref object buffer, long bufferLen); } decodejj2t.cs(30,20): error CS0212: You can only take the address of an unfixed expression inside of a fixed statement initializer decodejj2t.cs(30,20): error CS0212: Alleen het adres van een niet-vaste expressie kan binnen de initialisatiefunctie van een vaste instructie worden gebruikt I need to use the keyword "fixed" but.... Where :'( Last edited by Marijn; Apr 30, 2006 at 01:43 PM. |
May 1, 2006, 01:42 AM | ||
No, C#.
My problem is because I love te managed framework, I'd never had a reason to use the unsafe keyword.. :'( Quote:
Last edited by Marijn; May 1, 2006 at 02:01 AM. Reason: Extra content. |
Aug 15, 2006, 07:21 PM | |
You can ban me for resurrecting this, but...
Has anyone actually tried decompressing any of the files using these file formats? Every time I try to do it with a .j2t, I run into a problem with the Data1 block. Specifically, When I inflate/decompress the block of 4153 bytes, I fill up the 27652 bytes it's supposed to be with 4 bytes still remaining in the compressed block. For example: CData1 = 4153 UData1 = 27652 So, I allocate an array of 4153 bytes and copy the CData1 block into it. I then use a zlib library (a managed/.NET one called ICSharpCode.SharpZipLib) to inflate/decompress that data into another array of 27652 bytes. The 27652 byte array is filled up with uncompressed data, but there are still 4 bytes remaining in CData1 that have not yet been touched. The header seems to be right, and all of the other blocks work fine, but I can't figure out what is going on with those 4 bytes. Anyway, I'm wondering if anyone else has been able to get this working. If so, I'll know the problem is either in my code, or in the way the zlib library is working. -Nag
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Aug 15, 2006, 09:28 PM | |
Wow dude. This stuff is great (for the community)!
EDIT: Woah, old thread :s
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Goodbye all! Ill occasionally drop by here, rarely find a server to join. For those interested, DL my lvls n stuff off J2O (dont remember how many, it wasnt alot). email/MSN me for my unreleased crap that im willing to give up. |
Aug 15, 2006, 10:00 PM | |
Onag: I've done it with J2L format in C++ with zlib1.dll and it works like a charm. Decompiles the level into 4 streams allowing me to manually edit them and then recompile them into a modified J2L which runs fine. Don't know about the 4 bytes you're mentioning there as I only care for a working decompress/recompress. Might be CRC32?
EDIT: Here's the code I use to decompress: Code:
// Uncompress the data pDataComp => pDataUncomp bool CJ2FD::UncompressData() { int i; // Check if all compressed data pointers exist for (i = 0; i < 4; i++) if (pDataComp[i] == 0) return false; // Check the compressed data file sizes for (i = 0; i < 4; i++) if (!(Header.CData[i] > 0)) return false; //Allocate memory for the uncompressed data for (i = 0; i < 4; i++) { if (pDataUncomp[i] != 0) delete[] pDataUncomp[i]; pDataUncomp[i] = new unsigned char[Header.UData[i]]; } // Finally uncompress the data for (i = 0; i < 4; i++) if (uncompress(pDataUncomp[i], &Header.UData[i], pDataComp[i], Header.CData[i]) != Z_OK) return false; return true; } Code:
unsigned char* pDataComp[4]; // Pointer array for compressed data unsigned char* pDataUncomp[4]; // Pointer array for uncompressed data
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<a href="http://nmap.org/"><img border="0" alt="Nmap Security Scanner" src="http://images.insecure.org/nmap/images/prop/nmap_bnr_matrix_pfos.gif"/></a> Last edited by Cpp; Aug 15, 2006 at 10:34 PM. |
Aug 16, 2006, 08:24 AM | |
Thanks Overlord.
I think the problem lies in way the zlib library I'm using is working. Sometimes, it leaves 4 bytes, sometimes it doesn't. The uncompressed data *appears* to be intact, though I haven't tried using all of it yet. I'm going to continue looking for a C# zlib that actually works. In the mean time, I just close my eyes and ignore the extra bytes. Hopefully things will work out. -Nag
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Jan 21, 2007, 02:52 PM | |
Four-month revival, but I was just wondering whether anyone has been using this information. Looking back, there are some incomplete stuff, inconsistencies and mistakes in my original specs. I was thinking of updating them, but it is probably pointless if no one takes a second look.
Alternatively, I have been working on a set of C++ libraries that allows one to edit JJ2 files. (J2L class based on Overlord's code) These are used in the new JSD and J2L editor, and some other secret programs. If there's enough interest I'm willing to release these libraries, which can be useful for the casual programmer. Or if there are more VB programmers or so, I could release them in the form of a VB DLL ;\.
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<TABLE border=1><TR><TD>Facts: Jazz Sprite Dynamite (JSD) Tileset Extractor Neobeo's Firetruck </TD><TD>Myths: Jazz Creation Station Plus (JCS+) - 10% Coming soon - a dedicated server! - 25% Jazz Sprite Dynamite v2 (JSDv2) - 2% Another generic single-player level - 0%</TD></TR></TABLE> |
Jan 21, 2007, 03:27 PM | |
Always keep your posts up to date.
I did use this thread as a reference quite a lot while working on the J2LC code and there will likely be such time again.
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Jan 21, 2007, 03:48 PM | |
J2LC code o.o
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Interesting Jazz-related links: Thread: Gameplay Theories - Thread: Make Up Your Own Gametype |
Jan 22, 2007, 12:32 AM | |
That's short for Jazz 2 (1.24 to 1.23) Level Converter (has nothing to do with the level group). It was supposed to open J2L files only, but ended up being able to open all related formats. And so I named it C_J2FF as Class Jazz 2 File Format.
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Jan 24, 2007, 02:02 PM | |
Nope, it doesn't. In fact, I'm interested in .lev files. Where can I find these?
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<TABLE border=1><TR><TD>Facts: Jazz Sprite Dynamite (JSD) Tileset Extractor Neobeo's Firetruck </TD><TD>Myths: Jazz Creation Station Plus (JCS+) - 10% Coming soon - a dedicated server! - 25% Jazz Sprite Dynamite v2 (JSDv2) - 2% Another generic single-player level - 0%</TD></TR></TABLE> |
Jan 24, 2007, 05:43 PM | |
They are included in 1.00g (and presumably h).
EDIT: .lev is a common extension for lazy people. The actual format is usually different from game to game, though. The only relevant .lev is the JJ2 .lev. EDIT #2: Umm, yes. Thank you for quoting the response I made to Drmoo in response to Drmoo. Last edited by Violet CLM; Jan 26, 2007 at 09:03 AM. |
Jan 25, 2007, 11:05 AM | |
LEV is the file extension for the Level file associated with NetHack 3.x.
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Jan 25, 2007, 04:25 PM | |
Those "lev" files take a noticeable amount of extra space compared to regular "j2l". Besides its an outdated format, doesn't seem to be compressed afaik.
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Jan 26, 2007, 05:54 AM | |||
Quote:
Quote:
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Feb 14, 2007, 03:04 AM | |
I'm going to have a try at sticking this lot into the ERE. The description looks pretty good, so I'm going to put it in mostly as-is, just tidying up bits where it makes sense for the wiki.
Edit: done the three file specifications (see J2A File Format, J2L File Format and J2T File Format). I'm just about to add the zlib info. Edit: zlib done. These pages need to be linked into the main wiki, but should do for now. Last edited by Torkell; Feb 14, 2007 at 04:33 AM. |
Feb 14, 2007, 05:29 AM | |
Yay, this gives me a lot more incentive at trying to fix up some minor errors and missing information. Keep it up.
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<TABLE border=1><TR><TD>Facts: Jazz Sprite Dynamite (JSD) Tileset Extractor Neobeo's Firetruck </TD><TD>Myths: Jazz Creation Station Plus (JCS+) - 10% Coming soon - a dedicated server! - 25% Jazz Sprite Dynamite v2 (JSDv2) - 2% Another generic single-player level - 0%</TD></TR></TABLE> |
Feb 15, 2007, 05:18 AM | |
I'm going to post my j2l/j2t (de)compiler source code (CJ2FF Class) here in the near future so feel free to integrate that as well.
~Ol EDIT: Oh and you might want to update the the J2L Data1 with this info: short JCSCameraX; short PasswordRelated1; short JCSCameraY; short PasswordRelated2; char PasswordLayerFlags; char AmbientLightningMin; char AmbientLightningStart; short NumberOfAnimatedTiles; char HoriOrVertSplitScreen; char IsThisMultiplayerLevel; long BufferSize; char LevelName[32]; char Tileset[32]; char BonusLevel[32]; char NextLevel[32]; char SecretLevel[32]; char MusicFile[32]; char HelpString[16][512];
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Feb 15, 2007, 08:42 PM | |
Oh don't worry, I have far more complete specifications that that. It's just a matter of whether I will end up updating or not.
Also, what do you think of a TSF - 1.23 Level converter? (I have such a program, but never quite released it because it was a half-assed job)
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<TABLE border=1><TR><TD>Facts: Jazz Sprite Dynamite (JSD) Tileset Extractor Neobeo's Firetruck </TD><TD>Myths: Jazz Creation Station Plus (JCS+) - 10% Coming soon - a dedicated server! - 25% Jazz Sprite Dynamite v2 (JSDv2) - 2% Another generic single-player level - 0%</TD></TR></TABLE> |
Feb 16, 2007, 12:35 AM | |
As promised, here is the (de)compiler source code. Have fun.
http://downlink.lordprime.com/jazzja.../code/j2ff.zip
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Feb 16, 2007, 10:19 AM | |
What about the really cool stuff, something like the layer 4+tileset parser I've seen?
I shouldn't mind getting hold of that code |
Feb 17, 2007, 08:15 PM | ||
Quote:
With the ones currently on this thread, I'm quite sure that the moment I tried to do something a bit more complicated I should end up in a dead end and have to start poking around with a binary comparison program, a task for which I have neither the time -- the second semester is near --, nor the inclination -- debugging code is already boring enough. Therefore, anyone would be reluctant in investing his time with such uncertain results. The (marked) incompleteness of j2t specification is compensated by the open-source implementation of the tileset extractor, but the j2l specification or the relation between the two have no reference implementations. Obviously, incomplete documentation is quite preferable to nothing, however, I should point more emphasis is unfortunately given to side issues such as the interface with zlib (IMO a brief reference to the relevant functions should suffice), rather than the specification per se. |
Feb 21, 2007, 10:33 AM | |
On a related note, I've uploaded an implementation in C of a layer extractor.
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May 1, 2007, 06:26 AM | |
Recently noticed a surge in people interested in 1.10o (version 0x0200) J2L format. Unfortunately I have not yet researched this file format, so it would be great if someone could provide this information (and/or update it to the ERE).
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<TABLE border=1><TR><TD>Facts: Jazz Sprite Dynamite (JSD) Tileset Extractor Neobeo's Firetruck </TD><TD>Myths: Jazz Creation Station Plus (JCS+) - 10% Coming soon - a dedicated server! - 25% Jazz Sprite Dynamite v2 (JSDv2) - 2% Another generic single-player level - 0%</TD></TR></TABLE> |
May 1, 2007, 07:10 AM | |
It's sufficiently similar that if you add the JJ2 header at the start of the file and modify the checksum to reflect the new filesize, 1.23 will be able to run it.
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Dec 20, 2008, 03:13 PM | ||
Quote:
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Dec 21, 2008, 11:10 AM | |
Sorry, but could you be more specific? I'm new to the concept, and Google offers very few hits for "running CRC." What is the implementation? CRC the first block, then append the second and CRC again, then...? or what?
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