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11-02-05 12:59 PM
0 user currently in Programming. | 3 guests
Acmlm's Board - I2 Archive - Programming - Lunar Compress problem, again.
  
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HyperLamer
Posts: 5990/8210
Well I didn't write this code. It's in LC and I don't have the source, so there's not a whole lot I can do about that. Fu suggested something but I need a working motherboard before I can really try anything.
Xeon
Posts: 13/25
I have no idea dude, I had that same problem in C# when one of my control codes was off or I didn't decompress it.
HyperLamer
Posts: 5895/8210
Well I would try to explain why that has nothing to do with this problem, but it looks like you're already banned.
Xeon
Posts: 4/25
Simple, the tilesets in Gold/Silver are compressed using the same compression used to compress the little battle pictures in the game (As described in Necro's Document). Now the only reason the first few tilesets don't look compressed in the least bit is because they are using control code 00, which just simply takes raw graphics data and puts it onto the buffer.
dan
Posts: 628/782
It looks like the offset from where you are drawing the graphics is off by 1.
HyperLamer
Posts: 5480/8210
I don't know what Fu's test program is doing differently but I can't get this to work. It did the same thing long ago when I tried to use it in VB, and I assumed it was a VB problem but apparently not:



If anyone's got this to work right (or is Fu ) maybe you can explain how. All I'm doing is opening the file, using LunarDecompress (decompressing into an unsigned byte array) and drawing the decompressed graphic data with my own code (which works fine; non-compressed graphics display perfectly). Maybe there's some bug that LunarRender8x8 works around or something? (I don't want to have to re-do all my graphic code though...)

(On a side note, using DLLs is surprisingly easy. It helps when they include initialization code though. )
Acmlm's Board - I2 Archive - Programming - Lunar Compress problem, again.


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