nsarx.blogg.se

Actimagine video codec decoder
Actimagine video codec decoder








With nowhere else to turn, I looked at the disassembly. However, the model for the wood pile is on row 101, and I failed to find a consistent way to connect those two numbers, 15 and 101, either mathematical or with the help of other data files, that would have worked for other placeables as well.

actimagine video codec decoder

The model names are listed in appearances.gda. collectable rings have a 40018 value of 0, the item chest 6, and the pile of wood in the first area has a value of 15. The area description within the ARE file lists all placeables, each with an integer with the “name” of 40023 that seems to be a running ID and an integer called 40018 that’s unique for each type. I then wasted the better part of a day trying to trace and guess at how the game loads the “placeable” objects, the usable 3D objects in the area. With the arrow keys, you can move the camera along the X and Y axes, and the area background panel follows the camera to draw the section.

actimagine video codec decoder

Using a static panel again, it displays the mini map on the top screen, and the area background on the bottom screen. Touch to Start Start your Adventure Chapter 1 Area backgroundĪfter the intro panels, Sonic Chronicles in xoreos then dumps you right into the first area. Note that the button isn’t actually working: it’s really just an image that waits for a mouse click. To make the game feel a bit more real, I rigged up few static panels showing the various splash screens, and the “Start your adventure” GUI. There might be a third, a middle way: draw all 2D elements combined with scaling, and render the 3D objects in higher resolution. The former is the easy way out, but the latter might provide higher quality.

  • Scale and position the pieces separately.
  • Render into two textures, one for the each screen, then scale these.
  • There’s at least two ways to handle this: For the future, we’ll have to think about how to handle scaling. To make this easy on me, I decided to, for now, force xoreos’ window size to a static 256x384, and draw into it as if it was the two Nintendo DS screen. Windows sizeīeing a Nintendo DS game, Sonic Chronicles run on two screens of 256x192 each, arranged on top of each other. Now that I had (nearly) everything graphical together, it was time to weave it all together into something approaching fake Sonic Chronicles gameplay. If you haven’t already, please also read part 1 and part 2.) (This is part 3 of 3 of my report about the progress on Sonic Chronicles.










    Actimagine video codec decoder