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08-20-17 03:54:37 AM

Jul - Projects and Creations - I make crap, too! New poll - New thread - New reply
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brian151
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Posted on 10-29-16 12:30:17 AM Link | Quote
So, the other day, I created a github repo for some of my not-so-worked on projects that I really don't want to see die. Half of the reason I created it is so that if a hard drive or computer crash hits me again, I'm just a tad bit less likely to loose them. The second reason is so that others may try to continue/adopt these projects, themselves.

Everything there is stuff I do intend to release to the public at some point or another, and had planned from the get-go to be open-source.

Most of these projects concern the reverse-engineering or porting of file formats, games, and other tidbits.

Currently it features [dir name, description]:
windows css (windows skins re-created in html and CSS3, using legit windows UI resources)

WorldBuilder (anyone remember the old LEGO shockwave games, many of which were created by a little company called Gamelab? this project is an attempt to re-create the mapping system, and may extend itself to a complete port of the game...MAYBE)

ast (my incomplete MiniLD 70 game. Basically an HTML5 port of Asteroids for the Atari 2600)

SpybotNightFall (another gamelab game, the goal has always been to port the ENTIRE thing from the beginning. This project hasn't seen much progress since my desktop crashed. It is the oldest of the current four projects in this repo)

//end project listing

I have just pushed a new commit with a tool that will be EXTREMELY useful when dealing with shockwave games (esp. gamelab's stuff).
https://github.com/Brian151/Various-Projects/commit/7845bf6d0dd2d7d43f226af859a7dbe9cee3e2d9

Shockwave movies save their data in "preference" files. If you compare them to JSON, they're similar. But, they're also just different enough to cause complications if you don't handle conversion very carefully.
Now, gamelab does, or at least they did for spybotics, store very large amounts of the game's internal data as shockwave preference-formatted 'text cast members'. (which is good, because this is data that can be recovered from a .dcr/.dxr of that era, but it's bad since there's actually no existing tool besides shockwave/director to view/edit them. (and since shockwave is a closed format, naturally the preference format isn't listed anywhere...only how to create and edit them within a shockwave movie))

I have notes on what I've determined about the format based on the MANY example files presented in Spybotics either as save data or internal game data.

I, ofc, have quite a bit more stuff on my github, if people want to check that out.

Feedback is quite welcome, I struggle to get much of that at all.
Contributions/suggestions are also welcome.
brian151
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Posted on 11-05-16 04:39:23 AM Link | Quote
Originally posted by ihadtnowegtum
a bunch of projects, check them out!


I've been focusing a lot on the spybotics project
I'm honestly not sure how far I'll get with it before pushing it to the back-burner again
I really don't have all the tools or information I need at this time to properly work on it.
(and even when I do, it's just TEDIOUS to work on)
That's why it's been in limbo for 2-3 years

The time for LD37 is fast-approaching, and I'll probably try working on my HTML5 game library instead.
There's a lot of stuff it's not doing efficiently, or just has a lot of bugs. There's more than enough completely unfinished features waiting to be properly implemented, also... I kinda keep shooting myself in the foot because my APIs aren't documented (thus, I have to open some script to refer to a given method), or in the case of GUIs, are such a mess and full of bugs, I won't actually use them. There's also issues actually starting a new project, and embedding the actual JS files... I need some kind of include/import thingy, or should port the whole entire library to haxe or typescript.

I also have my spongebobzelda project (name literally taken from debugging information) that I hope to have a complete map editor for. (and all original maps ported, before flash breaks, or the base64 converter for them does!) I always felt Spongebob: Invasion of the Lava King was a decent game (and pretty underrated), despite sucking at it (or, rather, not-so-great instructions about SAVING). However, by the time I got to playing it properly, flash updates were breaking it, and at this current date, it's completely unplayable. In addition to being one step closer to restoring another dead/dying game, having at least a map editor provides me with a very useful utility I can cannibalize for other gamedevs projects, like ludum dare. (my first LD game hit a huge bottleneck because of me having to manually edit a tilemap)
brian151
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Posted on 11-09-16 12:44:36 AM Link | Quote
Here, have a VERY bad (cuz it's a joke/satire) file format, it's RIFF-based, more specifically, RIFX

Fuck U [r Disk] Image Format
@SFW : Screw U [r Disk] Image Format
copyright Brian151 (github) 2016
https://github.com/Brian151

notes:

PLEASE, DEAR LORD, NO ONE USE THIS FILE FORMAT!!!
It's mainly to make fun of how abrsurdly large some filesizes are gtting these days
RIFF was used as a base format for the following reasons, and I do not actually have anything wrong with it:
There is some extra data that is added to indentify where certain parts of the file begin (+filesize)
There are byte-alignment restrictions applied to any valid RIFF file (+filesize)
It's a clearly defined format, so trying to understand a derivative of it is fairly easy,
given the right documentation (http://www.johnloomis.org/cpe102/asgn/asgn1/riff.html)
This is also secondly a "because I can!" kind of deal
I originally thought of quite some time ago to create a non-compressed image format that intentionally
is unresonably large and honestly difficult to manage. The idea was to take the image, save it as its width
+ height, and its raw data, then save the raw pixel array all into individual pixels, that in turn are
split into their sepapate RGB color components, and alpha. This would create something like:
image/width.bin
image/height.bin
image/data/pixels
image/data/pixels/01/red.bin
image/data/pixels/01/blue.bin
image/data/pixels/01/green.bin
image/data/pixels/01/alpha.bin
I did even get the idea to save individual bits (well sorta) as files 1 byte in length with either the value
0x00 or 0x01. Now, this was just random talk with a friend, I have no intention of actually creating files like
that. Now, more recently, I've been reverse-engineering a RIFF-based file format. I got the random idea to
take my previous image format idea and turn it into a RIFF file. Then I decided, "what the hell? let's
publish this!"
I personally prefer LOSSLESS compression formats, and maybe I will poke fun at lossy ones *cough* JPEG *cough*
some other time in the future...

format:
FILE {

fourCC "RIFX" (this is a variant of RIFF that uses big-endian byte order) [4]
uint length [4]
fourCC formID "FUIF" (extreme abbreviation of format title) [4] //@SFW : "SUIF"

chunk {
fourCC "DIMS" [4]
uint length [4] = 00 00 00 04
ushort width [2]
ushort height = [2]
} [8]

chunk {
fourCC "DATA" [4]
uint length [4]
chunk(s) {
fourCC "PXL " [4]
uint length [4]
chunk {
fourCC CRED [4]
uint length [4] = 00 00 00 02 //reasons...
byte null [1] = 00
byte red [1]
}
chunk {
fourCC CGRN [4]
uint length [4] = 00 00 00 02 //reasons...
byte null [1] = 00
byte green [1]
}
chunk {
fourCC CBLU [4]
uint length [4] = 00 00 00 02 //reasons...
byte null [1] = 00
byte blue [1]
}
chunk {
fourCC OPAC [4]
uint length [4] = 00 00 00 02 //reasons...
byte null [1] = 00
byte alpha [1]
}
} [48] * (width * height)
} [8] + ([48] * width * height)

} [12] + [8] + ([48] * width * height)

Assuming I have correctly calculated the various sizes for all the data within any given file, a sample image
(which i INTENTIONALLY chose 4K HD because this would create a REALLY large filesize just in raw data)
is:
3,072,000,160 .......... bits
384,000,020 .......... bytes
375,000.01953125.. kilobytes
366.2109565734 megabytes
0.3576278872 gigabytes
0.0003492459 terabytes
0.000000341. petabytes
0.0000000003 exabytes

over 0.3 GB!
OUCH!
I don't even want to THINK of the CPU and RAM required to PARSE the file...

filesizes calculated with:
bytes:
THIS snippet of JS:
var width = 4000;
var height = 2000;
var ohMamma = (12 + 8) + (48 * (width * height));
alert(ohMamma);

converted with:
http://www.mindgems.com/info/file-size/


I may or may not actually put this on github
brian151
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Posted on 12-13-16 04:22:46 PM Link | Quote
Well, LD37 turned-out pretty awful.
I did graphics for one of my friends...

The "one room" theme was just terrible, and neither of us really enjoyed it.
We lost motivation real quick, and he made the last-ditch effort to convert it to a metagame...

http://ludumdare.com/compo/ludum-dare-37/?action=preview&uid=113518

Hopefully next time will be better.
brian151
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Posted on 12-22-16 12:55:31 AM Link | Quote
theGame.load();

http://crystalien-redux.com/unrelated/ETX/games/conceptual-crap/HTML5GAME/gameLibTests/gameLib_LOAD.html

I made some loading animations for my game library
brian151
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Posted on 12-27-16 03:34:24 AM Link | Quote


This is to be open source, I'm just not confident with the code at ALL right now...
It's ugly, and currently is incapable of doing...MANY things it needs to...

I censored some stuff because, well, mainly it has just enough to potentially lead people towards a NSFW fan-game that's been repetitively cancelled and taken-over by new owners...

The name of the shown JS file, if not the filename of this image should be a pretty good indicator EXACTLY what this is supposed to be part of. I probably will include it in my game library as an optional default/included library for if you seriously wanted to load one of those and use its assets in an HTML5 game (WHY WOULD YOU DO THAT?!) interpreting/compiling the code is not on list of planned features, however. exporting it MIGHT be. (this is actually trivial)

Shown here is a new function, as I recently learned that SOME people like to make work harders for others by sometimes storing data in a different format T-T
brian151
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Posted on 12-28-16 11:11:26 PM Link | Quote
So, I worked some more on this project, and then I noticed some things about the DOMDocument.xml files in flash:

namely, version information.

There's not much to say about legit .fla's created by an adobe utility, these are filled completely and correctly, as would be expected

Now, here's the kicker:
COMMERCIAL decompilers vs FREE decompilers

here are the attributes of the DOMDocument's root tag from an fla I created with a commercial decompiler:
currentTimeline="1" xflVersion="2.0" xmlns="http://ns.adobe.com/xfl/2008/" xsi="http://www.w3.org/2001/XMLSchema-instance" width="700" height="530" frameRate="42.00" backgroundColor="#FFFFFF"

no version information... proprietary software is like, NOTORIOUS for leaving calling cards

Now, the version info (the noteworthy parts of it) for JPEXS Free Flash Decompiler:
creatorInfo="JPEXS Free Flash Decompiler" platform="Windows" versionInfo="Saved by JPEXS Free Flash Decompiler v.6.0.2"

the NON-COMMERCIAL one signs it??? ok... whatever

Just thought that was interesting.

Current breakthroughs in said project: jszip library loading POST-XFL/CS5 .fla files

brian151
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Posted on 01-01-17 01:23:51 AM Link | Quote
https://github.com/Brian151/Various-Projects/commit/bfbe505def233826a4fa99ff7cc7e1ff0590e89b

Added "fla buster"
Moved the stuff concerning the reverse-engineering of Shockwave/Director
started to completely re-write the library/tool for converting shockwave preference data to JSON

brian151
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Posted on 01-26-17 04:46:45 AM (last edited by ihadtnowegtum at 01-26-17 04:48:10 AM) Link | Quote
Did I mention I cannot usually avoid trying to rip from the games I play, for ..whatever reason ?
Part of it is probably that I like to experiment with ideas, and collect reference samples, etc...
Something I've been doing with zelda is getting into the barebone basics of 3D programming and re-creating tiny tidbits of stuff I find interesting, pretty much with intent of creating multiple variations of the same thing...

Some things I've re-created thus far:
Pressure Switch
Move-able Block (sorta, I only put a 'final' texture together, since the model is just a box...)
UV animation test using the Poisoned Swamp Water from MM
and I'm working on...

That's all, though, really not much to be said about it.
Something to note, though, I am generating the geometry and U,V coords on the fly, so everything I make is pretty easily subject to remixes. IDK if I'll look into any really advanced generation, though. Really, these are just for fun. Not making any games, not cloning them, just improving my programming skills when it comes to 3D graphics and/or animation. And ofc, experimenting for the sake of experimenting.


brian151
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Posted on 02-17-17 04:29:50 PM Link | Quote
Alright, so... I have made progress on another of my projects, spongebobzelda.
I do at least fully grasp the majority of how the save files actually work. But, there is an anomaly the explanation of which truly eludes me.

One time, I was testing a copy of the game, and something odd happened:
I learned I duplicated a map all the way back when I originally mirrored the files from Nick's servers.
Now, the anomaly is as follows: this map was not saving its state for some reason. I can find no hard-coded methods by which the map states are saved. But this map was re-setting every time I re-entered it. From my observations, the game or game engine functions like any typical engine would. You cannot easily change the hard-coded values, but the layout of the maps, and sometimes, number of them, can be. Yet, a map was in this event completely replaced by a duplicate of another. The only other thing I can think of is that existing this map was re-loading it immediately... I think? Either way, it's completely strange, there's nothing in the *fairly* reliable code I decompiled suggesting that SBLK was hard-coding the maps. Its story progression isn't even fully hard-coded, but the bulk of it is embedded as an XML document stored in a byte array asset, so it's a little harder to safely change that without breaking the .swf The maps are just a collection of base64 encoded compressed binary streams representing XML data. In theory, to add or remove a map, I need to change or add the doors that would lead to it. But, I on accident swapped-out a whole map, and this map did not save the status of its chests and/or doors. Basically, it didn't retain ANYTHING that it needs to. So, if I solved a block puzzle or completed an event, it'd be unsolved when I return. The default behavior in this particular game is that if I solve a block puzzle, and !SAVE! the game, that puzzle is solved for good. I don't have to do it unless I lose/corrupt my save, or start a fresh one.

Anyone have the slightest of ideas why this has happened? Because I have yet to make sense of it, and at this point am sure I most likely will not.
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Posted on 03-25-17 03:14:50 AM Link | Quote
Due to the need arising for me to process umm... all too many firefox HTTPRequest logs...

https://jsfiddle.net/67uuf8x0/

I made a tool to do it for me...
Hooray for laziness/efficiency!

Probably one of the more useful things I've made in a while.
One note is that this was designed with making download lists, so it trims POST requests entirely
Easy enough to edit that out if for some odd reason you just NEEDED to keep one.
I use web console solely for monitoring the traffic from sites/games, or debugging my JS code, so... I really don't care about POST unless I needed to verify one was working. (haven't yet used it, so...)

Figured I'd share this, cuz I doubt I'm the only one who has had to go through and
clean THIS lovely tidbit several times:
GET
http://somesite.com/resource.file [HTTP 2.0 OK XXXXms]

No more, make JS do it for you! :D
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Posted on 05-04-17 03:28:02 AM Link | Quote
https://jsfiddle.net/cpot786d/5/

I made something similar a while back, but not with matrices.

The goal with this one was to make mouse interaction a thing without having to resort to the 'standard' method of using a mask graphic. I feel the benefits of this would especially be felt in a much larger example.

I might play with isometric a bit soon. I've avoided any programming that touches on the subject due to the struggles of rendering and interacting with that type of grid space. Now that I've theoretically simplified the hell out of that... I think I'm ready to mess with it quite a bit.
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Posted on 06-21-17 01:08:35 AM Link | Quote
For now, I do not have any screenshots or links, but I am messing with the idea of porting yet another game. I do have some progress, but for various reasons, I prefer not to share it until I have something more concrete. I will say the code is pretty awful, it's a fine example of prototype code where the only goal was to make something work.
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Posted on 06-23-17 04:44:33 AM Link | Quote
Something far more noteworthy than the previous (if only because I actually can share details), I decided to work on my CSS3 Windows skins some more.

I even managed to (after many consecutive tries...) get a working format for 3.1 style skins. (It's harder than it looks, I used the more hacky side of CSS styling, and this skin WILL require JavaScript to work at its fullest)

I have also recovered lost progress from when I tried adding the alternative XP themes
That was the main focus of today, and later at night, I decided to try doing 3.1 finally.

I also managed to get caption buttons (min/max,close) to work almost exactly as I'd like them to! (:
Still gotta add the glyphs, though, and I highly expect that to break them.

Now, I need to sleep...
If not for getting so sidetracked, I'd have gone to bed way earlier.

and before i forget:
https://github.com/Brian151/Various-Projects/commit/bb19f86020f00228ee611913b68bdb71d519563d

brian151
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Posted on 08-01-17 12:59:00 AM Link | Quote
Late to post this, but:
https://ldjam.com/events/ludum-dare/39/power-plant-manager



I did all the graphics, excluding the buttons and similar, all with the HTML5 CanvasContext2D object.
(well, via my game library and a barebones basic 3D wireframe rendering engine)

Check it out, if interested
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Jul - Projects and Creations - I make crap, too! New poll - New thread - New reply




Rusted Logic

Acmlmboard - commit 551d9f9 [2017-07-20]
©2000-2017 Acmlm, Xkeeper, Inuyasha, et al.

27 database queries.
Query execution time: 0.140646 seconds
Script execution time: 0.014028 seconds
Total render time: 0.154674 seconds