snes2dosxml

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Norbert
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snes2dosxml

Postby Norbert » July 30th, 2016, 8:57 pm

Converts Prince of Persia for SNES ROMs to the DOS XML format.

Download: version 0.1

Basically:
1. use this tool
2. dump the xml/ directory it gives you in the apoplexy directory
3. run apoplexy -y
4. save levels

Of course SNES has more levels than DOS, plus you may have to rename some XML files, but... whatever.
I think it's pretty solid for something that I coded in one day.
If there are problems or if you have suggestions, let me know.

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Re: snes2dosxml

Postby salvadorc17 » July 30th, 2016, 11:51 pm

Good work, i have tested with pretty well results, but have found some bug in when using floor objects with mixing foreground columns, fallen skeleton and movable floors (>> <<), those give unknow tile and game crash of course.

Also something weird, but the rooms numbers seems changed, even with level beign same layout.

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Re: snes2dosxml

Postby Norbert » July 31st, 2016, 1:01 am

salvadorc17 wrote:found some bug


The xml/ directory has a "warnings.txt" file.
You can look through it and change things if necessary, for example if tiles cause distortion.
The game should never crash.

salvadorc17 wrote:rooms numbers seems changed


Pr1SnesLevEd starts room, row, column, tile and event numbers at 0, apoplexy at 1.

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Re: snes2dosxml

Postby Norbert » August 8th, 2016, 1:57 pm

I found something I can improve.
Pr1SnesLevEd allows its users to mark tiles as being a wall and a floor at the same time.
This creates an attribute that is stored as the value 3.
Currently, snes2dosxml does not take into account that attributes can have this value.

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Re: snes2dosxml

Postby Norbert » August 8th, 2016, 4:43 pm

Norbert wrote:I found something I can improve.
Pr1SnesLevEd allows its users to mark tiles as being a wall and a floor at the same time.
This creates an attribute that is stored as the value 3.
Currently, snes2dosxml does not take into account that attributes can have this value.


Here is the updated program.

Download: version 0.2

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Re: snes2dosxml

Postby salvadorc17 » August 9th, 2016, 12:47 am

Norbert wrote:I found something I can improve.
Pr1SnesLevEd allows its users to mark tiles as being a wall and a floor at the same time.
This creates an attribute that is stored as the value 3.
Currently, snes2dosxml does not take into account that attributes can have this value.


So dos version does not allow to have tiles being wall and floor at same time, how do you will change, for wall? or floor??

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Re: snes2dosxml

Postby Norbert » August 9th, 2016, 1:12 am

salvadorc17 wrote:So dos version does not allow to have tiles being wall and floor at same time, how do you will change, for wall? or floor??


The SNES tiles that are both wall+floor are being changed to just floor.
This should be fine, because the SNES wall+floor combo behaves the same as a floor.

You can check the xml/warnings.txt file to see where it happens. (Remember, for Pr1SnesLevEd numbering, remove 1 from the room and tile.)
For your mod about half of these tiles have mirrors on them.

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Re: snes2dosxml

Postby salvadorc17 » August 22nd, 2016, 10:43 pm

I have found this in apoplexy, there are broken room links or mod problem conversion??
Image

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Re: snes2dosxml

Postby Norbert » August 23rd, 2016, 12:48 am

salvadorc17 wrote:I have found this in apoplexy, there are broken room links or mod problem conversion??


Level 6 has broken room links: example (mirror)
You can probably just click the blue "14" once to fix your level. (Make sure you verify the level is correct after that.)
In level 9, you can probably just click the blue "24" once to fix your level. (Again, make sure you verify.)
Levels 15, 16 and 18 also have broken room links.

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Re: snes2dosxml

Postby salvadorc17 » August 23rd, 2016, 9:43 pm

Norbert wrote:
Level 6 has broken room links
You can probably just click the blue "14" once to fix your level. (Make sure you verify the level is correct after that.)
In level 9, you can probably just click the blue "24" once to fix your level. (Again, make sure you verify.)
Levels 15, 16 and 18 also have broken room links.


Youre talking about fix the rooms in apoplexy, not in prince snes level editor?? Also dont know why, had checked those levels time ago to post hack into rom hacking site.

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Re: snes2dosxml

Postby Norbert » August 23rd, 2016, 10:25 pm

salvadorc17 wrote:Youre talking about fix the rooms in apoplexy, not in prince snes level editor??


I was talking about fixing the DOS version using apoplexy, yes.
Although you could also use Pr1SnesLevEd to fix the SNES version, and then redo the conversion.

salvadorc17 wrote:Also dont know why, had checked those levels time ago to post hack into rom hacking site.


Well, nobody is perfect. :)

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Re: snes2dosxml

Postby salvadorc17 » November 18th, 2016, 9:43 pm

Will be good to have this tool do the reverse process, convert dos xml levels to snes readable format, using PrinceSnesLevel editor..

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Re: snes2dosxml

Postby Norbert » November 18th, 2016, 11:22 pm

salvadorc17 wrote:[...], convert dos xml levels to snes readable format, using PrinceSnesLevel editor..


In 2011, starwindz was working on a PoP1 for DOS to SNES level converter.
He was planning to use it for a SNES Total Pack.

I personally have no plans to create any kind of DOS to SNES converter, be it with XML or otherwise.
When it comes to PoP, I'm already busy working on the Mega Drive (Sega Genesis) level editor.

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Re: snes2dosxml

Postby salvadorc17 » November 19th, 2016, 6:32 pm

Norbert wrote:
In 2011, starwindz was working on a PoP1 for DOS to SNES level converter.
He was planning to use it for a SNES Total Pack.

I personally have no plans to create any kind of DOS to SNES converter, be it with XML or otherwise.
When it comes to PoP, I'm already busy working on the Mega Drive (Sega Genesis) level editor.


Ok, no problem, ill try do it myself..


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