Search found 3893 matches

by Mr.Mouse
Mon Mar 07, 2005 12:06 am
Forum: Game Archive
Topic: Carnivores, Carnivores 2, Carnivores Ice Age
Replies: 65
Views: 20631

Dinoguy1000 wrote:I know this might sound like I'm trying to take credit when I really didn't work on the scripts themselves any, but will I recieve a code for my part? :?:
Of course! You are already in my "Acknowledgements", so yes. :D
by Mr.Mouse
Mon Mar 07, 2005 12:04 am
Forum: Plugins
Topic: ALL CURRENT MEXCOM SCRIPTS!
Replies: 111
Views: 47998

Dinoguy1000 wrote:Actually, to download the file, you have to be a registered member of the forum.
Yep, that's right.
by Mr.Mouse
Sun Mar 06, 2005 9:45 pm
Forum: Game Archive
Topic: Carnivores, Carnivores 2, Carnivores Ice Age
Replies: 65
Views: 20631

Okay , good. By the way, I have fixed the If-bug and that will work better in the next version. Also, I have included commands for a bit of string manipulation, so now you can edit filenames prior logging them. Though the next version will need a registration (either by donation or other means of su...
by Mr.Mouse
Thu Mar 03, 2005 11:46 pm
Forum: News
Topic: Mike Zuurman's MultiEx .plan thread
Replies: 74
Views: 38523

- Fixed errors in MexScriptor and in MultiEx.dll :

No more disappearing EndIfs (a matter of stating 1 instead of 2 :P )

Multiple If statements will now be carried out as they should:
in logical order and without crashing.
by Mr.Mouse
Thu Mar 03, 2005 9:34 am
Forum: News
Topic: Mike Zuurman's MultiEx .plan thread
Replies: 74
Views: 38523

Allright, here's an update: - Fixed the bug in "Use Custom BMS" option (extract/preview), works normally now (is behind serial code as of the next release). - Added new "Create Archive" feature that will enable the user to create new archive formats (if supported) from scratch (f...
by Mr.Mouse
Wed Mar 02, 2005 5:26 pm
Forum: Game Archive
Topic: Carnivores, Carnivores 2, Carnivores Ice Age
Replies: 65
Views: 20631

OK, thanks. Here's another quick question: is there a way to add data before saving a block? Since with the addition of the proper headers (18 bytes for a .TGA file, 40 bytes for a .WAV file) one could extract the texture and sound data directly to standard formats... Well, there's none built in. Y...
by Mr.Mouse
Wed Mar 02, 2005 4:07 pm
Forum: Game Archive
Topic: Carnivores, Carnivores 2, Carnivores Ice Age
Replies: 65
Views: 20631

Well, you could just write another last statement there like "Set DUMMY Long 0 ; ", right behind the last EndIf. you will see that the EndIf now stays. :mrgreen:

And no, I haven't included that "create your own string option". Might do, though. Some string functions. :|
by Mr.Mouse
Wed Mar 02, 2005 3:56 pm
Forum: Game Archive
Topic: Carnivores, Carnivores 2, Carnivores Ice Age
Replies: 65
Views: 20631

Yes, I noticed that bug as well, the disappearing EndIf. :roll: Will fix. Thanks for the scripts!
by Mr.Mouse
Wed Mar 02, 2005 8:35 am
Forum: Game Archive
Topic: Carnivores, Carnivores 2, Carnivores Ice Age
Replies: 65
Views: 20631

You are using the "Use custom BMS on..." option? Please don't. It's bugged, as you may or may not have read in other threads on this forum. :( You should follow this procedure if you wish to use a new/custom BMS: http://forum.xentax.com/viewtopic.php?t=1098 The bug is removed in the next r...
by Mr.Mouse
Mon Feb 28, 2005 11:14 pm
Forum: Game Archive
Topic: Ascaron Entertainment Sacred
Replies: 24
Views: 10940

Well,

viewtopic.php?t=1098

That would be the next step, using the BMS file above. :)

Then you can open the textures.pak file and extract the (stripped) TGA files.
by Mr.Mouse
Sun Feb 27, 2005 12:55 pm
Forum: Holy Cow!
Topic: Electronic Arts - The Dutch Article That Wasn't
Replies: 15
Views: 13406

Hier dan nog de commentaren op dit stuk van de bezoekers van Arena51 (vroeger http://www.spelletjesgarnaal.be ) : Originele item op Spelletjesgarnaal: Elektronische Verlichting Door: archiver | 27 okt 2004 | 15:46 Garnaal liet een interessante link vallen op het redactiekanaal. Het gaat hier om een ...
by Mr.Mouse
Sun Feb 27, 2005 12:29 pm
Forum: Game Archive
Topic: Howto: Add a BMS script to MultiEx Commander 4.01
Replies: 7
Views: 6131

Howto: Add a BMS script to MultiEx Commander 4.01

To add a custom Binary MultiEx Script (BMS) to your MultiEx Commander supported scripts do the following: 1. Locate and backup the MC.MRF file in the data/config directory of MultiEx Commander. 2. Open this MC.MRF file using MexBinder Plus ( http://multiex.xentax.com ) 3. Click 'Add Single Format' a...
by Mr.Mouse
Sun Feb 27, 2005 12:27 am
Forum: Game Archive
Topic: Ascaron Entertainment Sacred
Replies: 24
Views: 10940

Here's the new script for textures.pak: ComType ZLib1 ; IDString 0 TEX ; Get Version Byte 0 ; Get Items Long 0 ; Get Unknown Long 0 ; Set ListStart Long 256 ; GoTo ListStart 0 ; For T = 1 To Items ; Get ItemType Long 0 ; SavePos OOFF 0 ; Get ItemOffset Long 0 ; Savepos SOFF 0 ; Get ItemComSize Long ...
by Mr.Mouse
Sun Feb 27, 2005 12:22 am
Forum: Game Archive
Topic: Ascaron Entertainment Sacred
Replies: 24
Views: 10940

Here's some info onall the pak formats (I downloaded the demo): Scroll below for the new script for the textures.pak and the BMS. [============================================] Creatures.pak [============================================] ID CIF Type BYTE (0) ItemNum LONG UNKNOWN LONG Items start at ...
by Mr.Mouse
Sat Feb 26, 2005 8:05 pm
Forum: Game Archive
Topic: Ascaron Entertainment Sacred
Replies: 24
Views: 10940

ComType ZLib1 ; IDString 0 TEX ; Get Version Byte 0 ; Get Items Long 0 ; Get Unknown Long 0 ; Set ListStart Long 256 ; GoTo ListStart 0 ; For T = 1 To Items ; Get ItemType Long 0 ; SavePos OOFF 0 ; Get ItemOffset Long 0 ; Savepos SOFF 0 ; Get ItemComSize Long 0 ; SavePos FilePos 0 ; If ItemType > 0...