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Jazz Jackrabbit 1 conversion list

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Sonyk Sonyk's Avatar

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Jun 3, 2005, 07:34 PM
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Until it's posted on J2O, no. Stop asking.

Oh, and pageclaim
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Jun 3, 2005, 09:57 PM
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Unless someone is willing to create a program which automatically generates palette swapped tiles for animations, it probably won't be done anytime soon, as Deckstar has a lot of animations which is annoying.
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Jun 4, 2005, 05:23 PM
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Quote:
Originally Posted by Unknown Rabbit
Unless someone is willing to create a program which automatically generates palette swapped tiles for animations, it probably won't be done anytime soon, as Deckstar has a lot of animations which is annoying.
just did it.. however, I'm not going to be releasing anything quite yet because I don't know if the ranges for animating colors are the same across all tilesets (I only had a few screenshots of diamondus to work with..) and since I use a Mac it'll be a little while before I get a chance to check on JJ1 on a pc.. but if you'd either check for the specific ranges of animations for deckstar and tell me the blocks.### file I'll pump it out for you (a series of jj1 screenshots in deckstar would also suffice..)

The program also generates the "black background" for all tiles with transparent pixels (although I guess you could just use layer 5 in jj2, but does that not show up in low detail mode? I can't remember, but I thought I used to have a reason for including those kinds of tiles in tilesets)

Tomorrow I'll try to get the actual gradient background generated..

I'm just practicing playing with jj1 tilesets before I have one final go at the tileset compiler which I'm 99% certain I'll finish this time ;P

preview image of diamondus (Please tell me if anything looks messed up.. I wrote all the code this afternoon and I wouldn't doubt there are bugs)

Later I'll add blank tiles so it's like 1 animation per row or something..
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Jun 4, 2005, 06:29 PM
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As I have said countless times before, someone needs to create a better Crysilis tileset. The one we have now is stup and inaccurate.

Also, I looked at the preview image, and something's wrong: 2188 (the height of the image in pixels) divided by 32 (the height of one Jazz tile in pixels) gives 68.375, which doesn't make much sense.
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Jun 4, 2005, 06:34 PM
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Quote:
Originally Posted by Odin
As I have said countless times before, someone needs to create a better Crysilis tileset. The one we have now is stup and inaccurate.

Also, I looked at the preview image, and something's wrong: 2188 (the height of the image in pixels) divided by 32 (the height of one Jazz tile in pixels) gives 68.375, which doesn't make much sense.
yeah.. small bug with padding tiles at the end but it doesn't effect the actual tileset.. I'll fix it in the morning
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Jun 4, 2005, 10:01 PM
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Quote:
Originally Posted by Ice M A N
if you'd either check for the specific ranges of animations for deckstar and tell me the blocks.### file I'll pump it out for you (a series of jj1 screenshots in deckstar would also suffice..)
Seems to be 112-115, 116-123 and 124-126... blocks 035.
(You are good person)
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Jun 5, 2005, 06:14 AM
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Quote:
Originally Posted by Unknown Rabbit
112-115, 116-123 and 124-126
Awesome.. they're the same ranges..

anyway.. the current version of the output (converted to png) is here.

some of those animations are so subtle I'm wondering if there are redundant ones or something.. if I get my hands on a pc I'll check in JCS how/if they work (I'm not writing a program to animate them for me, that's for sure ;p)

also note that there are 2 copies of the initial frame of animation: 1 in the beginning of the tileset to preserve the tileset placement/arrangement, and 1 with the animations so you don't have to Get initial frame, Get rest of frames, repeat..

EDIT3: BG1 and BG2. They look suspiciously identical, but nevertheless, they were both in the blocks file. Unfortunately backgrounds don't use the same palette as the tileset (JJ1 remaps the palette to contain the currently viewable background colors).. so when converting to JJ2 you'll have to make some palette magic (mono's new program sounds promsiing, but once again.. no pc)

Next step: extract masks from level files.. don't expect this today.. I have other stuff to do :P

Last edited by Ice M A N; Jun 5, 2005 at 08:06 AM.
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Jun 5, 2005, 11:27 AM
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YOUR AMASING!
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Jun 5, 2005, 11:31 AM
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Originally Posted by Birdie
YOUR AMASING!
His amasing what?
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Jun 5, 2005, 11:41 AM
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Interesting... but way too many frames to be practical.
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Jun 5, 2005, 11:46 AM
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Quote:
Originally Posted by Unknown Rabbit
Interesting... but way too many frames to be practical.
perhaps.. do you have a systematic method for skipping frames?
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Jun 5, 2005, 05:12 PM
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No, I don't... no other tileset is like this.
Old Jun 5, 2005, 06:18 PM
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Jun 6, 2005, 12:19 PM
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Or make it TSF and have 3/4 of levelmakers suffer.
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Jun 7, 2005, 03:40 PM
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Quote:
Originally Posted by?JSZ¿ JaZz!
Or make it TSF and have 3/4 of levelmakers suffer.
well thats mean
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Jun 7, 2005, 03:46 PM
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Quote:
Originally Posted by ?JSZ¿ JaZz!
Or make it TSF and have 3/4 of levelmakers suffer.
Yes,please :P

Quote:
Originally Posted by Birdie
well thats mean
too bad? ????
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Aug 18, 2006, 11:01 AM
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Can this be downloaded as a pack?
WerBack3>>

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Nov 22, 2006, 09:00 AM
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I'm new for the community so I wanna say this:
I'm making new levels so I need a new tilesets:
Diamandus and Letni JJ1 combine tileset
Marbelara, Junglerock and Diamondus JJ1 in one tileset

~thanks

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Nov 22, 2006, 09:45 AM
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Quote:
Originally Posted by WerBack3>>
I'm new for the community so I wanna say this:
I'm making new levels so I need a new tilesets:
Diamandus and Letni JJ1 combine tileset
Marbelara, Junglerock and Diamondus JJ1 in one tileset

~thanks
Do it yourself.
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Feb 10, 2007, 02:54 PM
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Quote:
Originally Posted by Michael
Can this be downloaded as a pack?
Yeah, is there a link where all these levels can be downloaded as a pack?

EDIT: Oh I realized that these aren' t converted JJ1 levels but "only" the tiles. Are there already some converted levels?

Last edited by Red_Wraith; Feb 10, 2007 at 03:06 PM.
Old Feb 11, 2007, 03:15 AM
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Quote:
Originally Posted by Erik
wait 'til august
that's level remakes, not conversions
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