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Search found 689 matches

by Darkfox
Wed Aug 01, 2007 9:41 pm
Forum: Graphic file formats
Topic: Albion graphics (PC/DOS)
Replies: 45
Views: 16474

That is correct. The same for many other libraries. I think they might have later been removed and serve as null points. Btw, I can't seem to find anything about how the game assigns palettes to images yet. Unless there is another library that does it (for who knows why they would do this) I don't k...
by Darkfox
Wed Aug 01, 2007 12:10 am
Forum: Graphic file formats
Topic: Albion graphics (PC/DOS)
Replies: 45
Views: 16474

I don't know if it is accurate or not but looking within the MONGFX library I found several references to 18 which is the hex of 24 and stops short of the biggest portion of the library. Perhaps they are coded into the libraries. I dunno, could just be a part of an image but it would have at least o...
by Darkfox
Mon Jul 30, 2007 10:35 pm
Forum: Game Archive
Topic: Transformers *.DAT
Replies: 21
Views: 8929

One problem with UT2K4 is that there is only a player handler that assigns the model and it makes adding stuff a bit more difficult and adding player classes.
by Darkfox
Mon Jul 30, 2007 6:27 pm
Forum: Graphic file formats
Topic: Albion graphics (PC/DOS)
Replies: 45
Views: 16474

I say this because I'm afraid it might be hard coded somewhere or who knows what. It is not present in the libraries I've looked at so far. The game handles palettes somehow but I cannot tell how for certainty. They are not mentioned in the scripts as if it assumes that a matching palette is told by...
by Darkfox
Sun Jul 29, 2007 8:37 pm
Forum: Graphic file formats
Topic: Albion graphics (PC/DOS)
Replies: 45
Views: 16474

Wow, thats great! :) It does look sensible to me as well. Actually, I can see the monster colors in #24 if I'm not mistaken.

Well what is the alternative if the images don't ID their palettes? Trial and error matching (which can be greatly eased using Albion's Producer Mode) Or what?
by Darkfox
Sat Jul 28, 2007 5:57 pm
Forum: Compressed files and methods
Topic: Zone66 Compression Unknown
Replies: 28
Views: 12750

Any updates or anything? There seems to have been great strides since the beginning but I was asked, sorta, to check in and see how things are going. I do think compression would have to be the most difficult portion of Zone 66 but you seem to have taken great strides with it so how is it going?
by Darkfox
Thu Jul 26, 2007 9:58 pm
Forum: Graphic file formats
Topic: Albion graphics (PC/DOS)
Replies: 45
Views: 16474

OK, as I said I'd do I did, I had to hack monster group 2 (the one automatically loaded by Producer Mode when pressing Alt+F8) and got all information I could get on the monster Fear 1. What I got was: Monster 1 is "Fear 1" and it uses graphic graphic 1 and seemingly palette 24 or palette ...
by Darkfox
Thu Jul 26, 2007 1:38 am
Forum: Audio file formats
Topic: Need help adding .wave header to .82m file
Replies: 10
Views: 4981

Well this is a for for audio and would be more convenient to do audio and images separately rather than in one thread. Seems inconvenient to try to change the subject so radically since images and sound are quite different.
by Darkfox
Thu Jul 26, 2007 12:38 am
Forum: Graphic file formats
Topic: Albion graphics (PC/DOS)
Replies: 45
Views: 16474

Alright, these are the comparisons I have made thus far. With the exception of equipment boxes which are separate images everything matches up perfectly (I could not get rid of them without hacking the game). I can do the same with monsters though it's difficult because the game likes to zoom since ...
by Darkfox
Wed Jul 25, 2007 11:50 pm
Forum: Graphic file formats
Topic: Albion graphics (PC/DOS)
Replies: 45
Views: 16474

I know the game well enough to convert the sounds to standard wav and the music is xmidis. But you do mean making comparisons to the ingame graphics to the extracted ones yes? I think the easiest right now would be comparing the full body profile images. Maybe that would help figure things out better?
by Darkfox
Wed Jul 25, 2007 5:28 am
Forum: Graphic file formats
Topic: Albion graphics (PC/DOS)
Replies: 45
Views: 16474

Ok this might be a longshot...

It is possible that in these two libraries, the monster graphics and the monster data that other than giving monster stats and their attacks may at the beginning of each entry tell each monster's image AND palette. http://download.yousendit.com/4A0371DF6FCAC111 It's the best lead I could think of. E...
by Darkfox
Tue Jul 24, 2007 8:08 pm
Forum: Graphic file formats
Topic: Albion graphics (PC/DOS)
Replies: 45
Views: 16474

Probably because the game has to recognize how many frames are for a monster. Hmmmm... Well shoot, I wonder if I can find anything within the script. Edit: By the way, when you say your not entirely sure what format is used you mean with the palette or what? The left problem would be to figure out h...
by Darkfox
Tue Jul 24, 2007 10:42 am
Forum: Graphic file formats
Topic: Albion graphics (PC/DOS)
Replies: 45
Views: 16474

I am not sure but I have given the palette files just in case. I'm not 100% sure to be honest.
by Darkfox
Tue Jul 24, 2007 10:19 am
Forum: Graphic file formats
Topic: Albion graphics (PC/DOS)
Replies: 45
Views: 16474

I had thoughts of that. As each resource is not named but instead numbered dependent on their position inside the XLD library. Give or take 2 files there are between 56 and 54 palettes. Edit: Giving the height and width of each graphic is very good news as it'll save needing those. If the unknown on...
by Darkfox
Tue Jul 24, 2007 7:33 am
Forum: Graphic file formats
Topic: Albion graphics (PC/DOS)
Replies: 45
Views: 16474

Albion graphics (PC/DOS)

A little PC RPG from the past. I've been tinkering with it a little, some tools support the archiving (Game Extractor and XLD Extractor) I found that some graphics are ILBM and were easily viewable and editable until I figured out that most other graphics are of a format that seems to be raw uncompr...