VGMaps

General Boards => Map Gab => Topic started by: Mikemc on April 17, 2009, 04:33:11 pm

Title: Raptor: Call of the Shadows Bravo Sector, level 1
Post by: Mikemc on April 17, 2009, 04:33:11 pm
http://members.shaw.ca/drawn2life/_other_/raptorlv1png.png



It's not perfectly sewn together to make each 32 x 32 tile but that will change soon.



- Mike
Title: RE: Raptor: Call of the Shadows Bravo Sector, level 1
Post by: DarkWolf on April 17, 2009, 08:56:36 pm
Was this stitched?  I was able to find the tile graphics from the resource file, but unfortunately I never found the actual level data.
Title: RE: Raptor: Call of the Shadows Bravo Sector, level 1
Post by: Mikemc on April 18, 2009, 02:52:02 am
You have the tiles? That'd be swell if you could send them to me at drawn2life@shaw.ca :).



- Mike
Title: RE: Raptor: Call of the Shadows Bravo Sector, level 1
Post by: Will on April 18, 2009, 03:43:37 am
To finish that map you may wish to add the item canisters, the end level boss and maybe any land or water enemies that appear in the Veteran or Elite difficulties.
Title: RE: Raptor: Call of the Shadows Bravo Sector, level 1
Post by: LDK on April 18, 2009, 11:52:50 am
I've already mapped half this game :) It looks like your map - with no canisters and no enemies (except stationary bases). So you could map Tango Sectors levels 3 - final and Outer Regions levels 3 - final to avoid redundancy. IMO enemies would take too much space and block nice ground layout, but if you want to add them, I could send you my maps. My maps was done by Screenshot Autostitcher, so it would be time consuming to add all enemies.
Title: RE: Raptor: Call of the Shadows Bravo Sector, level 1
Post by: Mikemc on April 18, 2009, 07:08:30 pm
Yes, I prefer no enemies because they move around and I really wanted the tiles. I'll see about Tango as I'm there now in my playthrough.

Can I assume Autosticher is free? I did this one by hand in PSP.
Title: RE: Raptor: Call of the Shadows Bravo Sector, level 1
Post by: LDK on April 19, 2009, 03:25:33 am
Screenshot Autostitcher is made by our fellow mapper Maxim -> https://www.vgmaps.com/forums/index.php?page=1&topic=516



mask file for Raptor -> http://ldk.hopto.org/raptor.bmp



Title: RE: Raptor: Call of the Shadows Bravo Sector, level 1
Post by: DarkWolf on April 19, 2009, 06:32:36 am
I never extracted the tiles, but they are there in one of the resource files.  You can use http://pixel.garoux.net/rawcndy.zip to find them.  A Raptor palette is included in the zip.



I stopped progress on ripping this game because the executable checks the resource files to see if they have been tampered with, and I didn't want to have to track down checksums.
Title: RE: Raptor: Call of the Shadows Bravo Sector, level 1
Post by: JonLeung on April 19, 2009, 08:22:21 pm
LDK submitted a bunch of Raptor maps.



What should I do with the first map since both LDK and Mikemc have mapped it?
Title: RE: Raptor: Call of the Shadows Bravo Sector, level 1
Post by: Mikemc on April 19, 2009, 09:53:57 pm
I dunno.. I did it for fun but I kinda don't want to be booted off just because someone else hesitated.
Title: RE: Raptor: Call of the Shadows Bravo Sector, level 1
Post by: LDK on April 20, 2009, 04:20:19 am
Keep Mike's map up and if he will upload more maps, just replace mine. His method is pixel accurate.  
Title: RE: Raptor: Call of the Shadows Bravo Sector, level 1
Post by: Mikemc on April 20, 2009, 05:02:50 am
I don't know where I am going with this, but I'm having alot of fun along the way :).



http://members.shaw.ca/egamers/bravo2.png



How do I post as a link?
Title: Re: Raptor: Call of the Shadows Bravo Sector, level 1
Post by: Crixomix on September 17, 2009, 06:12:32 pm
A. Hi, I'm currently making a raptor/tyrian like game in Gamemaker, and would LOVE to get a buttload of sprites from raptor. Preferably all of them... I'm not sure exactly how this would be possible, although I do own the full version of the game, I have no idea how to rip the sprites off. If anyone could help me that would be amazing! I tried that raw candy program with the raptor GLB files, and it seems like it's almost working, but the images are all skewed, like they go one pixel up and 40 pixels over, it's strange.
Title: Re: Raptor: Call of the Shadows Bravo Sector, level 1
Post by: Maxim on September 17, 2009, 06:28:10 pm
If the images are skewed then repeat with a different width until they look right. Basically they're just stored as raw bitmaps in the resource file.
Title: Re: Raptor: Call of the Shadows Bravo Sector, level 1
Post by: DarkWolf on September 17, 2009, 06:33:56 pm
The tiles are stored as the bitmaps, but I know that the sprites are not (unless I missed something).  They are either stored as small tiles (doubtful) or in some sort of descriptive format (I ran across this with Heroes of Might and Magic II).  With Raw Candy, a hex editor, a scripting/programming language and lots of patience you might be able to figure it out.  One of these days I might try to tackle it, but no promises.
Title: Re: Raptor: Call of the Shadows Bravo Sector, level 1
Post by: Crixomix on September 17, 2009, 08:22:34 pm
@Maxim. What do you mean different width? I tried changing the size of the window to all different sizes and it never quite worked out right. At one point I got some of it to work, but it seems like I can't get the maximum width of the window to be enough for it to stretch right.
What I'm doing with raw candy is loading the raptor .pal file, and then opening the GLBs. Is there a step I'm missing?

And @DarkWolf Do you have any idea which bitmaps? And I don't know anything about hex and such. And I'm only a very beginning programmer, so that wouldn't work too well. Any other advice?

Thanks for the quick responses guys!

EDIT: After playing around a bit more with raw candy, I discovered some actual tiles! The only problem is they're all separated into little blocks that don't even match up... With 64 width on raw candy, I found some tiles in File0001 and File0002.GLB. I just have NO idea how to get them easily without hours of effort print screening and cropping.... Also there are little black lines that seem to be randomly around and those mess up the images.
As a last thought, I'd like to say the sprites are more important than the background, so I really want to know how to get them
Title: Re: Raptor: Call of the Shadows Bravo Sector, level 1
Post by: Maxim on September 18, 2009, 12:31:44 am
The data files contain the raw bitmaps and other data (which shows up as black lines). Without fully parsing the data format, you won't be able to extract all of the data.

You could try reverse engineering the data format, but the checksums mean you can't just edit the data to help with that. The alternative is just to screengrab and edit out the sprites, but that's hard manual work too.
Title: Re: Raptor: Call of the Shadows Bravo Sector, level 1
Post by: Crixomix on September 18, 2009, 01:22:19 pm
The data files contain the raw bitmaps and other data (which shows up as black lines). Without fully parsing the data format, you won't be able to extract all of the data.

You could try reverse engineering the data format, but the checksums mean you can't just edit the data to help with that. The alternative is just to screengrab and edit out the sprites, but that's hard manual work too.

Yeah, I have no idea what parsing is, how to reverse engineer the data format, or what checksums are. I'm more than willing to work to get these, I just have no idea how to do it. Or maybe I'm just trying to do something impossible and I should give up?