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Wow, I've Written A Lot Of Programs To Do With Lego Racers...


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36 programs is a lot indeed. That just might be more than what LR1 was built with!

I see LSB files (which I know myself are the loading screens), MIB files (any more progress on that?), .JAM extractor/creator (We have that already, but you may be planning something), ImageToLRBMP? I can guess what that is. Are you any closer to cracking the compression? HD_Mod_Pack. So, you're making a mod pack already? :P

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Full List:

BinaryFileDump - First iteration of the generic file dumper

BinaryFileDump2 - Second iteration of the generic file dumper

BinaryFileDump3 - Third (and probably final) iteration of the generic file dumper

BitmapCheck - Used for testing a theory about the BMP headers

BitmapFromGif - Converts a GIF image to a LR1 BMP

BitmapGen - Generates a LR1 BMP that contains a mathematical pattern

BitmapPalette - Shows the color palette of a given bitmap

Block0704Dump - Very early research to do with the generic binary files

BVB_Research - Research into the BVB files (collision meshes)

CPB_Analyse - Checks that a given CPB file loads correctly

CPB_Map - Renders a 2D map for a given CPB (or attempts to at least, this was early and probably wrong)

CPB_Thing - Earlier research into the CPB format

FindCommonFiles - Lists all filenames that show up in every track folder

FormatList - Generates a list of all filename extensions used by the game, and how often each occurs

GDB_Analyse - Checks that a given GDB file loads correctly. First 100%-working GDB parsing code.

GDB_Flops_Dump - Very first piece of research into the GDB format.

GDB_Mapper - Abandoned 2D mapper for GDB models

GDB_PointCloud - 3D point-cloud renderer for GDB files. Created prior to me working out the polygon format.

GDB_Viewer - Early 3D viewer for GDB models.

GDB_Viewer_2 - Newer (and from a code perspective, cleaner) 3D GDB viewer. Available publicly on RRU.

HD_Mod_Pack - Very old, only patches some variables in MAINMENU.MIB.

HeaderDumper - Early generic format research

ImageToLRBMP - Converts any given image to a GIF and then to a LR1 BMP.

JAMpack - Abandoned JAM recompiler

JAMunpack - JAM extractor

LibLegoRacers - Code library containing classes for several of the file formats. Referenced by several of the other projects.

LoadscreenLSB - Early research into the LSB format.

LSB_Analyse - Checks that a given LSB file loads correctly

MIB_Analyse - Checks that a given MIB file loads correctly. Incomplete, a few valid files fail to load.

MIB_Dump - Abandoned MIB dumper. Replaced by the generic file dumper.

PWB_Dump - Renders a map of powerups from a given PWB file

PWB_Grid_Gen - Generates a grid of powerups as a PWB file, to be inserted into the game for fun.

RCB_Analyse - Checks that a given RCB file loads correctly

SKB_Analyse - Checks that a given SKB file loads correctly

SRF_Analyse - Checks that a given SRF file loads correctly

Thanks to recent developments (in particular on BinaryFileDump3), a lot of these projects will be completely rewritten.

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JrMasterModelBuilder

That's impressive! I see you abandoned your JAM recompiler. If you want, I can give you the source to mine. ActionScript might be a little tricky to convert to C#, but I imagine it C# would run faster.

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All you need to do is make one program to act as a sort of UI which the user types information into, then the program opens up the tool and passes all the arguments to that tool, and you can put these all together in the one Toolkit Suite.

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  On 2/3/2012 at 2:58 AM, JrMasterModelBuilder said:

That's impressive! I see you abandoned your JAM recompiler. If you want, I can give you the source to mine. ActionScript might be a little tricky to convert to C#, but I imagine it C# would run faster.

That would be great, thank you :D

  On 2/3/2012 at 5:16 AM, Extreme110 said:

All you need to do is make one program to act as a sort of UI which the user types information into, then the program opens up the tool and passes all the arguments to that tool, and you can put these all together in the one Toolkit Suite.

Funny you should mention that..

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  On 2/3/2012 at 5:16 AM, Extreme110 said:

All you need to do is make one program to act as a sort of UI which the user types information into, then the program opens up the tool and passes all the arguments to that tool, and you can put these all together in the one Toolkit Suite.

  origamiguy said:

Funny you should mention that..

Yea. That's interesting that you mentioned that, Extreme. Cyrem has already told me origamiguy is making a universial viewer/converter/creator/whateverelseisneeded program for LR1. And that list above looks like it's just the start of that program. :P

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  On 2/4/2012 at 12:36 AM, le717 said:

  On 2/3/2012 at 5:16 AM, Extreme110 said:

All you need to do is make one program to act as a sort of UI which the user types information into, then the program opens up the tool and passes all the arguments to that tool, and you can put these all together in the one Toolkit Suite.

  origamiguy said:

Funny you should mention that..

Yea. That's interesting that you mentioned that, Extreme. Cyrem has already told me origamiguy is making a universial viewer/converter/creator/whateverelseisneeded program for LR1. And that list above looks like it's just the start of that program. :P

What Cyrem was talking about is a universal converter for the binary-coded files in the game. What I'm cryptically talking about is something else entirely that nobody has been told about.

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  On 2/4/2012 at 12:41 AM, origamiguy said:

What I'm cryptically talking about is something else entirely that nobody has been told about.

  Reveal hidden contents

The Death Star

Many Bothans died to bring us this information...

/offtopic

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  On 2/4/2012 at 12:41 AM, origamiguy said:

What I'm cryptically talking about is something else entirely that nobody has been told about.

Oh god, he's going to put ads in the program.

;P

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  On 2/4/2012 at 3:25 AM, Cyrem said:

  On 2/4/2012 at 12:41 AM, origamiguy said:

What I'm cryptically talking about is something else entirely that nobody has been told about.

Oh god, he's going to put ads in the program.

;P

Gotta pay for food somehow... :P

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JrMasterModelBuilder

  On 2/3/2012 at 2:20 PM, origamiguy said:

  On 2/3/2012 at 2:58 AM, JrMasterModelBuilder said:

That's impressive! I see you abandoned your JAM recompiler. If you want, I can give you the source to mine. ActionScript might be a little tricky to convert to C#, but I imagine it C# would run faster.

That would be great, thank you :D

Here ya go! (Note: This is from when I was still putting code on the timeline, so it's probable that I didn't do everything the most efficient way possible.):

  Reveal hidden contents

Basically what I did was recurse through the folders, creating the file index while remembering the file paths and where their offset and size data would need to be stored later when I append all the files to the JAM file.

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  • 10 months later...

  On 2/4/2012 at 7:25 PM, JrMasterModelBuilder said:

  On 2/3/2012 at 2:20 PM, origamiguy said:

  On 2/3/2012 at 2:58 AM, JrMasterModelBuilder said:

That's impressive! I see you abandoned your JAM recompiler. If you want, I can give you the source to mine. ActionScript might be a little tricky to convert to C#, but I imagine it C# would run faster.

That would be great, thank you :D

Here ya go! (Note: This is from when I was still putting code on the timeline, so it's probable that I didn't do everything the most efficient way possible.):

  Reveal hidden contents

Basically what I did was recurse through the folders, creating the file index while remembering the file paths and where their offset and size data would need to be stored later when I append all the files to the JAM file.

Holy crap, that's like gibberish. I only just got into java in my class, though.

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