| brian151 Banned The administration (as well as a few users) have decided that you're creepy/weird enough that it's time to activate the sploded clause. Laters. Level: NaN Posts: 13/-249 EXP: NaN For next: 0 Since: 08-09-16 From: USA Since last post: 4.7 years Last activity: 4.6 years |
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WIPSo, 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. |








