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Snes level to apoplexy xml converter

Posted: July 28th, 2016, 9:56 pm
by salvadorc17
Hi Norbert, just wanted to know if having the format for the 2 games in apoplexy will be possible doing level conversion for the similar tiles used, like floor to floor, gate to gate, and some like that, also where can i find snes level format?

Update.

The purpose of the topic is create a basic level converter from snes exported levels to apoplexy xml format, so the steps you will follow to get level would be:
1- Extract level from Snes room using prince snes level editor.
2- Open the level file with the converter tool.
3- Create apoplexy xml file with the basic level layout with similar tiles.
4- Load xml in apoplexy and add the level events and other.

Re: Snes level to DOS apoplexy xml format?

Posted: July 29th, 2016, 11:27 am
by Norbert
salvadorc17 wrote:level conversion for the similar tiles used
Here's the software that I know that does conversions:
- PoP1 for DOS to PoP2 for DOS: David's PoP1-2 Level Converter. It does not currently go reverse (PoP2 to PoP1); PoP2 can have more rooms (32) than PoP1 (24).
- PoP1 for DOS to PoP1 for SNES, and also PoP1 for DOS to Commodore 64: starwindz's unfinished level converters.

I don't know of any software that does PoP1 for SNES to PoP1 for DOS conversion. PoP1 for SNES has several things that PoP1 for DOS does not have. SNES has more levels, the warp potion, partially open gates, teleporting arches, moving walkways, log/lava/stars, fake tiles, separated backgrounds, way more tile graphics and environments, and so on.
salvadorc17 wrote:also where can i find snes level format?
Places like this and this, but it's all quite technical.

Re: Snes level to DOS apoplexy xml format?

Posted: July 29th, 2016, 9:43 pm
by salvadorc17
Thanks for the good info, i will start working on some basic level converter, that will use exported levels from Prince Snes level editor, and will allow to convert the layout with the similar tiles only. Will post update here.

Re: Snes level to DOS apoplexy xml format?

Posted: July 30th, 2016, 11:47 am
by David
I seem to have an unfinished SNES-to-DOS level converter from 2011...
It outputs raw level data and not XML, though.

Re: Snes level to DOS apoplexy xml format?

Posted: July 30th, 2016, 5:00 pm
by salvadorc17
David wrote:I seem to have an unfinished SNES-to-DOS level converter from 2011...
It outputs raw level data and not XML, though.
Thanks, you can share if you want, but with the level format info, ill be good to create the converter tool.

Re: Snes level to apoplexy xml converter

Posted: July 30th, 2016, 5:46 pm
by Norbert
To prevent you from doing unnecessary work:
I have almost finished a tool that can convert PoP1 for SNES levels to PoP1 for DOS XML.
The tool will create XML files that apoplexy can parse and use with -y.
It's mostly finished, but I want to polish it a bit more before releasing it.

Re: Snes level to apoplexy xml converter

Posted: July 30th, 2016, 6:21 pm
by salvadorc17
Yes, no problem, still doing it myself for learning purposes.

Re: Snes level to apoplexy xml converter

Posted: July 30th, 2016, 8:58 pm
by Norbert
Norbert wrote:To prevent you from doing unnecessary work:
I have almost finished a tool that can convert PoP1 for SNES levels to PoP1 for DOS XML.
The tool will create XML files that apoplexy can parse and use with -y.
It's mostly finished, but I want to polish it a bit more before releasing it.
I've released it.
Download link and such here.

Re: Snes level to apoplexy xml converter

Posted: July 30th, 2016, 11:37 pm
by salvadorc17
How did you handle the missing tiles in Dos version, and the extra events and guard types?? You converted those to default??

Re: Snes level to apoplexy xml converter

Posted: July 31st, 2016, 1:10 am
by Norbert
salvadorc17 wrote:How did you handle the missing tiles in Dos version
You can check the "warnings.txt" file in the xml/ directory.
salvadorc17 wrote:guard types
The program compares the guard skills (strike, re-strike, block, imp. block, advance, refractory) with the defaults for the 11 DOS guard types. The same goes for the guard colors, at least for the default SNES guard palettes. If no (more or less) matching type or color can be found for a guard, a default is used and a line is being added to the "warnings.txt" file in the xml/ directory. It ignores hit points, because these are level-based for DOS, and guard-based for SNES, and are not part of the XML specification.

Re: Snes level to apoplexy xml converter

Posted: July 31st, 2016, 10:34 pm
by salvadorc17
Yes, sometimes it changed my skeletons to some guards. Are you planning to convert some snes mods to pc total pack??

Re: Snes level to apoplexy xml converter

Posted: August 1st, 2016, 1:30 am
by Norbert
salvadorc17 wrote:Yes, sometimes it changed my skeletons to some guards.
DOS can only have one enemy resource per level.
This means that if you want a skeleton in a level, all guards in that level must become skeletons.
You can change the enemy resource on apoplexy's EXE screen, that can be accessed by pressing F2.
(G = guard, F = fat, S = skeleton, J = jaffar, M = shadow/mirror, N = no guard)
salvadorc17 wrote:Are you planning to convert some snes mods to pc total pack??
No, I'm not.
Of course, authors of SNES mods are free to convert what they want.
Mod authors can submit mods to popot.org, and DOS mods on popot.org are automatically in the PoP1 Total Pack.

But why convert SNES mods to DOS? People can just play the SNES mods. :)

Re: Snes level to apoplexy xml converter

Posted: August 1st, 2016, 10:21 pm
by salvadorc17
Norbert wrote:
Mod authors can submit mods to popot.org, and DOS mods on popot.org are automatically in the PoP1 Total Pack.

But why convert SNES mods to DOS? People can just play the SNES mods. :)
Have to load all the xml files in apoplexy to save those to levels.dat?? After upload to popot.org?

Convert snes to dos will be good for those that do prefer playing dos version, and i dont wanted to recreate my entire mod in apoplexy manually.