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CSB Translating

Posted: Sat Apr 21, 2007 1:08 pm
by Joramun
Ok, i have no idea what's the correspondance between DSB and RTC for these three objects :

keyhole_turquoise (full blue lock)
keyhole_gold_turquoise (gold with 2 blue squares lock)
keyhole_sapphire (grey with blue square lock)

At least one seems to be missing in DSB.

EDIT:
This is the code to add to graphics.lua to make CSB portraits available :

Code: Select all

gfx.port_airwing = dsb_get_bitmap("PORT_AIRWING")
gfx.port_algor = dsb_get_bitmap("PORT_ALGOR")
gfx.port_aroc = dsb_get_bitmap("PORT_AROC")
gfx.port_buzzzzz = dsb_get_bitmap("PORT_BUZZZZZ")
gfx.port_dema = dsb_get_bitmap("PORT_DEMA")
gfx.port_deth = dsb_get_bitmap("PORT_DETH")
gfx.port_gnatu = dsb_get_bitmap("PORT_GNATU")
gfx.port_itza = dsb_get_bitmap("PORT_ITZA")
gfx.port_kazai = dsb_get_bitmap("PORT_KAZAI")
gfx.port_lana = dsb_get_bitmap("PORT_LANA")
gfx.port_leta = dsb_get_bitmap("PORT_LETA")
gfx.port_lor = dsb_get_bitmap("PORT_LOR")
gfx.port_mantia = dsb_get_bitmap("PORT_MANTIA")
gfx.port_necro = dsb_get_bitmap("PORT_NECRO")
gfx.port_petal = dsb_get_bitmap("PORT_PETAL")
gfx.port_plague = dsb_get_bitmap("PORT_PLAGUE")
gfx.port_skelar = dsb_get_bitmap("PORT_SKELAR")
gfx.port_slogar = dsb_get_bitmap("PORT_SLOGAR")
gfx.port_sting = dsb_get_bitmap("PORT_STING")
gfx.port_talon = dsb_get_bitmap("PORT_TALON")
gfx.port_toadrot = dsb_get_bitmap("PORT_TOADROT")
gfx.port_tula = dsb_get_bitmap("PORT_TULA")
gfx.port_tunda = dsb_get_bitmap("PORT_TUNDA")
gfx.port_ven = dsb_get_bitmap("PORT_VEN")

Re: CSB Translating

Posted: Sat Apr 21, 2007 6:13 pm
by Sophia
Joramund wrote:Ok, i have no idea what's the correspondance between DSB and RTC for these three objects :

keyhole_turquoise (full blue lock)
keyhole_gold_turquoise (gold with 2 blue squares lock)
keyhole_sapphire (grey with blue square lock)

At least one seems to be missing in DSB.
Keyhole_turquoise is keyhole_turquoise in both.
(Or Keyhole_torquoise or whatever, I don't know if RTC uses the weird DM [mis?]spelling)

Keyhole_gold_turquoise in RTC is keyhole_topaz in DSB.

Keyhole_sapphire doesn't exist in DSB because I couldn't find that graphic anywhere in CSB's graphics.dat, at least the version that I'm using-- so when I was porting graphics over, I completely forgot that it existed. Is it a newer addition, a palette swap, or something?

Posted: Sat Apr 21, 2007 11:27 pm
by Joramun
Keyhole_sapphire doesn't exist in DSB because I couldn't find that graphic anywhere in CSB's graphics.dat, at least the version that I'm using-- so when I was porting graphics over, I completely forgot that it existed. Is it a newer addition, a palette swap, or something?
It might be a palette swap from the emerald lock.

Posted: Sun Apr 22, 2007 12:51 pm
by Joramun
Hmm, also there are a bunch of "flooritem_damage" on the lowest level, and since some of them appear to be deadly to the party or some specific monster, i really don't know what to do with them.

Posted: Mon Apr 23, 2007 6:59 pm
by Joramun
To transfer the party to the dungeon, I added a red button to press at the entrance of the prison.

EDIT :

Is it possible to have "opby_empty_party" boolean for triggers ?

Posted: Mon Apr 23, 2007 7:11 pm
by beowuuf
Aww, cause sophia isn't posting or cause no one else is helping?

I can do back rubs but that's about it!

Oh, I might be able to get some time to playtest the dungeonsd under DSB too, of course

The flooritem damage for the monsters was to act like the original engine for things like giggler death and knight death (especially for the ROS puzzle that lets you drop knights to the supposed death)

You could getnerate a recursive teleporting fall until the darn thigns die I suppose if there is no equivalent of the damage tile?

Posted: Mon Apr 23, 2007 7:34 pm
by Joramun
huh, sorry Beo, I removed the whining, it was just because i'm very tired, and also because the CSB dungeon is very complicated to test.

Posted: Mon Apr 23, 2007 7:39 pm
by beowuuf
i'll see how i'm placed at the weekend to help you test if you like

And maybe its the strain of having to vote again, is it? :D

Posted: Mon Apr 23, 2007 8:07 pm
by Joramun
hehe, now, it's not even a stress, it's puzzlement.

I'll post CSB soon, after I have cleaned some stuff.

(like sound names, because they are different from RTC to DSB)

EDIT : Or not, after some playing, it seems csb tends to crash A LOT.

Posted: Thu Apr 26, 2007 12:48 am
by Sophia
Joramund wrote:Hmm, also there are a bunch of "flooritem_damage" on the lowest level
I'll add something like this.
Joramund wrote:Is it possible to have "opby_empty_party" boolean for triggers ?
What would this do?
You can probably do this already by checking for no leader...
Joramund wrote:after some playing, it seems csb tends to crash A LOT.
If you can send me a sample dungeon of where the problem is, or, at least, a CSB dungeon that starts right before the crash, I can look at this.

Posted: Thu Apr 26, 2007 6:41 pm
by Joramun
I
s it possible to have "opby_empty_party" boolean for triggers ?
What would this do?
You can probably do this already by checking for no leader...
Well, it seems wallwritings are triggered by an empty party in RTC, so basically I wanted to implement that. But it's only used once, in the CSB prison.
If you can send me a sample dungeon of where the problem is, or, at least, a CSB dungeon that starts right before the crash, I can look at this.
:oops: done.