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Showing content with the highest reputation on 09/08/2015 in all areas

  1. Shadowblaze

    Shadowblaze - Dusk District

    A catchy chiptune for that game I wanted to make (it's not happening, by the way). More are coming soon. What do you think of this video format for chiptunes? Please give your honest opinion. Listen on SoundCloud: https://soundcloud.com/officialshadowblaze/shadowblaze-dusk-district
    2 points
  2. lol username

    The DAT format has changed

    I've only just found this forum, so don't have any previously extracted files to work off. If you can get me some old extracted files and the new extracted-but-encrypted files I'd be happy to give it a bash. The fact that 3 bytes encodes to 3 bytes is a very good sign, means it's probably a simple encoding. Sure, go for it: https://www.dropbox.com/s/7wf36vx89uw7an6/LEGO Worlds Text Files.zip?dl=0
    1 point
  3. risingstar64

    HTML5 Rock Raiders Remake

    Hey, thanks for the feedback! Walls crumbling when there are not enough surrounding walls is something I had not yet gotten to as of the last update. I have since implemented this, so you'll see it in the next update, which should be released very soon I appreciate the diagrams though, they really helped me to recall the functionality of walls in the original game. As for buildings, the game does support buildings, however there is not currently much of a UI. this is the biggest point that I am focusing on right now, as in the next update I would like any implemented functionality to be able to be used by the player in a way that is familiar to the original game, as opposed to the current, very basic system of left clicking tasks to set them to high-priority (aka. to be performed by the next free raider). Finally, with regards to levels, the other test level is not particularly interesting, but the level file converter that I am writing will be included with the rest of the project in future uploads, so you can convert or modify your own level files at any time, although of course not all level functionality will work properly as the project is still in development. On a separate note, I recently have run into a question that I would like to pose to the forum, as it has left me a bit stumped. in the first level, the very starting area before any drilling looks like this However, I cannot seem to figure out why the dirt wall in the left-center part of the screen exists. According to the terrain map for level 1 (Surf_01.map) The map should actually look like this As you can see, according to the map file, the relevant section of wall should be: 4 3 1 5 5 3 but in the game it appears to be: 4 3 1 4 5 3 where 4 is dirt, 3 is loose rock, 1 is solid rock, and 5 is ground If anyone has any idea where this dirt wall may be coming from, please let me know, as whatever the reason may be it should be added to my remake in order to maintain consistency
    1 point
  4. The Ace Railgun

    What are you listening to right now?

    1 point
  5. dead_name

    RRU Quotes 2: Reckoning

    [21:50:23] jamesster: if I had a penny for every time a LU dev has complained about gamebryo I could relaunch the game
    1 point
  6. lol username

    The DAT format has changed

    (Referring to CHEATS.TXT) If somebody else wants to take a shot, go for it.
    1 point
  7. lol username

    The DAT format has changed

    http://aluigi.altervista.org/papers/bms/ttgames.bms The game can't run on the extracted files (not surprising given the text files come out as gibberish - there's also the possibility they don't allow for reading of anything but compiled .DATs now either; without a way to test with 100% properly extracted files, who knows). But we can at least view the other files now. Thanks to Luigi for getting us that far! Looks like there's data for a Gladiator and three new mixels in the game. I haven't encountered those, yet, so maybe they're unused, unless somebody else has found them. There's only the one Rock Monster. If anybody wants to take a shot at figuring out the ZIPX chunks, we've got text files from previous versions of the game that have almost certainly not been altered in the new update, and could be compared with the new encrypted/obfuscated/whatever bits. I replied to Luigi asking if he's planning on doing any more with it. Edit: Sounds like he's gonna investigate further.
    1 point
  8. legomoe

    Enable Select Level Menu

    I was looking though the 'LEGO Island 2.exe' with a hex editor today, searching for embedded text strings, when I stumbled upon a section of the .exe from 5703360 to 5718543 that controls all the in-game menus. After poking around in this section for a while, I found a sub-menu labeled "Debug" that wasn't linked with any other existing menu. So I tried replacing an existing menu slot in the main menu with this "Debug" sub-menu, and lo and behold, it turned out to be a sub-menu that lets you load ANY level in the game. I've created an IPS patch that replaces the "New Game" option under the "Start" menu with this new "Select Level" sub-menu. Clicking this should give you a list where you can select what level to load. (The menu is kind of buggy, it will resize itself based on the width of the currently visible levels, so I find it a lot easier to scroll though and select levels using the arrow keys and enter, rather than the mouse). Here's a link to the patch: http://www.mediafire..._Any_Level).zip And here's a link to download Lunar IPS, which you'll need to apply the patch: http://fusoya.eludev...ility.org/lips/ EDIT: If the Lunar IPS patch won't work for some reason, I've created my own utility that will patch the exe all by itself. Here's the link: http://www.mediafire.com/file/4m3f5kcyxg3o91d/LI2_SelectLvl_Patch_v1.0.zip Just extract the 'LI2 SelectLvl Patch v1.0.exe' file into the same directory as your 'LEGO Island 2.exe' file and double click the patch exe to apply it. (this method does not require any ips patch file)
    1 point
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