Author Topic: Viper Games/SGS.DAT Tools  (Read 101889 times)

Moge

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Re: Viper Games/SGS.DAT Tools
« Reply #80 on: October 18, 2014, 04:18:54 pm »
.hdi files are mountable on PC88/98 emulators. Just be warned: they're kind of a pain to use.

If there's a Windows/DOS version of the game then you should seek it out.

knight77

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Re: Viper Games/SGS.DAT Tools
« Reply #81 on: October 18, 2014, 05:00:21 pm »
.hdi files are mountable on PC88/98 emulators. Just be warned: they're kind of a pain to use.

If there's a Windows/DOS version of the game then you should seek it out.

Nah, I won't go through all that trouble with the emulator.
Right now I am only missing BTR and M3 3.2.
The rest is well extracted.
I randomly tested wave files from every game, and they didn't have any weird or high pitched noises in them (besides the actual voices ;)).
So I must thank you for the quick help for such an old topic (last post before me was over two years ago).

Only thing on my checklist would now be to convert the .eav video files from Paradice and Linjerie into .avi
But that program won't run without the virtual xp, so I might as well try to beat the game xD

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Re: Viper Games/SGS.DAT Tools
« Reply #82 on: October 18, 2014, 05:37:43 pm »
You should definitly add it to your first post with a description :)

I have now.

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Re: Viper Games/SGS.DAT Tools
« Reply #83 on: October 30, 2014, 09:22:30 pm »
New tool:

Convert EAV to AVI 6KB (ADDED, 10/30/2014)
Converts EAV format movie files used by the Gokuraku VIPER Paradice series to standard AVI format.  Replaces the old mvconv program (that wasn't written by me), since it stopped working in Windows 7.  Note that you may have to run in Administrator mode if you want to convert the movie files installed to the default directory under C:\Program Files\Sogna.

黒い灯影

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Re: Viper Games/SGS.DAT Tools
« Reply #84 on: October 04, 2024, 04:39:12 am »
Hey JG,
would you be able to implement editable fields for the offsets in the ANM files in the ANM Editor?
The offsets are not saved to file.
it would be a pain to go in with a hex editor and edit them manually  :karindance
BlackShadow

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Re: Viper Games/SGS.DAT Tools
« Reply #85 on: October 06, 2024, 04:06:58 pm »
Yeah I sort of put down working on the toolset a while back and never got around to it, but I'll see where I left it and if I can put it together into a more usable set of programs.

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Re: Viper Games/SGS.DAT Tools
« Reply #86 on: October 06, 2024, 05:47:25 pm »
Yeah I sort of put down working on the toolset a while back and never got around to it, but I'll see where I left it and if I can put it together into a more usable set of programs.
That would be great, if you could..
Also, another feature that would be great is a replace frame option.
Its a bit tedious to import a new frame and then constantly click Move Up from the menu to put it in the right spot.

I could probably come up with a program that suits my needs, but i want to see if you'd be able to do it first.
I'm putting more effort into translating Viper RSR and My Mothers from Viper M1, at the moment.
My script editor still missing a couple of opcode it should handle, but i was able to get the first chapter of RSR translated to english, just need edit and format some of the texts.
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Re: Viper Games/SGS.DAT Tools
« Reply #87 on: October 07, 2024, 11:40:27 am »
See Sogna ANM Editor version 1.1.0

would you be able to implement editable fields for the offsets in the ANM files in the ANM Editor?
Fixed. I failed to tie up the events where changes in the up-down boxes reflected in data.

Also, another feature that would be great is a replace frame option.
Added Insert and Replace frame options to allow for quicker editing of mid-animation frames. I tested this a bit, but it may still be prone to crashing, as insert isn't as straightforward to Add/Append to end. If it does crash, tell me exactly what you did so I can try to replicate and fix any frame indexing bugs.

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Re: Viper Games/SGS.DAT Tools
« Reply #88 on: October 07, 2024, 01:54:29 pm »
awesome, if it crashes, I'll let you know and give you the files I used to crash it.
I also finished chapter 1 of RSR, the MAP and EV files.
I'll make a patcher that will alter the SGS.DAT and patch the EXE files, so they run off the HD.

I did some editing, i there's an issue when you use the Replace option.
I think the saved offsets get out-of-sync, because when i replace
with the attached screenshot.. the Escape is placed where the MagicMenu is suppose to be offset to, like it takes the offset from the next frame.

It works fine when i use Insert, and just remove the frame I was wanting to replace, though.

Also, can you add an option, when you export to PNG, to keep the transparency or keep the blue color.
I find it easier to import the frames when they have the blue background.
When you try to import pngs with transparency, it acts randomly, i think its because sometimes other programs save a color under the transparent parts of the image,
so when you import a png with say a black background under its transparent layer it gets imported as a black background in the ANM editor.
« Last Edit: October 07, 2024, 02:47:27 pm by 黒い灯影 »
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Re: Viper Games/SGS.DAT Tools
« Reply #89 on: October 07, 2024, 03:11:06 pm »
I'll look into the offset bug. Probably missed a step in the replace bit - its supposed to remove the image, then insert the remaining, but maybe I got the index wrong by one spot.

As far as transparency, that may be a bit harder. What happens when you load a new image to existing ANM is hat it maps colors to nearest match in the palette, but I think this only works on RGB basis. So if one image has blue color transparent, and another has black, if they won't line up. I will have to look into the palette mapping function and figure out how to not only resolve the transparency but maintain it during the nearest-match.

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Re: Viper Games/SGS.DAT Tools
« Reply #90 on: October 07, 2024, 04:00:23 pm »
i think the issue lies with how the transparency slot in the palette is handled.. especially when coming out of Photoshop.
when its saved from the ANM editor, it has that transparency thing going. but its still pointing at that transparency index slot.
but when it comes out of a different program after editing.. like photoshop, that slot gets changed the slot its mapped to,
because when importing back into the ANM editor, it gets imported as a (0,0,0).
That transparency slot still exists in the palette in the ANM file. the 0,FF,00 slot.

I have to manually open the palette in Photoshop to reveal the blue background, when its transparent, if i don't do this,
i think it changes the indexed number in the pixel array. 
But if that background was kept blue, it stays on the transparent index.
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Re: Viper Games/SGS.DAT Tools
« Reply #91 on: October 07, 2024, 04:20:01 pm »
If you can supply a couple of example PNGs you're using it may help speed along testing.

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Re: Viper Games/SGS.DAT Tools
« Reply #92 on: October 07, 2024, 04:34:12 pm »
I changed the menu a bit, and the frames for the menu items line up perfectly.
Here are the pngs and anm files, i was using it with.
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Re: Viper Games/SGS.DAT Tools
« Reply #93 on: October 10, 2024, 06:22:26 am »
Hey JG, just FYI...
Code: [Select]
SET_BUFFER_PROPERTIES BUFFER=0 LEFT=0 TOP=40 FLAGS1=0x90 FLAGS2=0x80 IMAGE=4 FLAGS4=0x00 FRAMES=(1:1,1:1,1:1,1:1,1:1,1:1,1:1,1:1,1:1,1:1,1:1,1:1)
the arg you labeled FLAGS4, is the slot number in the palette the game will consider transparent.
its usually 0x0c, because the blue color is the 13th (12th by offset) color in the palette.
I was just doing some experiments with the args

I changed the arg to target the shadow colors, and it made those transparent.
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