#Platypus 2 Reclayed

1 messages Β· Page 11 of 1

umbral ridge
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But the fact that the worm is a Lives Eater quite literally

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He eats lives alot

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Most of the deaths came from the tail gun or flamethrower when charging

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And the 4:3 aspect ratio makes it less room to dodge

static copper
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Anyways we have the advantage of customization
In our hands now

Which mean we can set how speedy it is and other stuff

sly pond
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Oh boy, 9993rd message.

static copper
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Psychosquid

I was thinking

On the entry for entity ids there some comments that says that after some time the id might be overriden with other thing

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Have you tried spawning 2 worms at the same time and or with enemies?

sly pond
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Not yet. :p

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Hold on...

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Lemme get my laptop ASAP

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Also guess what...

static copper
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Awesome

sly pond
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This time, you screenshot hasn't caught me typing. :3

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Alright, am already booting up Platypus Reclayed

sly pond
static copper
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Great

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I wonder what else can be done with entity ids

static copper
# sly pond

Also is interesting to know your mod test is build ontop of amplified anhilitation

umbral ridge
sly pond
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WDYM? :p

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Oh right, the fantasy of having the snake go as fast as sonic, lol

umbral ridge
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Yeah really faster than the OG on higher difficulties

sly pond
umbral ridge
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The boss dies when all of the body segments are destroy

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But it doesn't have damage spreading like with segmented boss like the final boss of level 5

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The arms can be damaged and damages the main body when hitting the arm

static copper
sly pond
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To reiterate, the head becomes destructible when all other segments are destroyed.

umbral ridge
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Especially aiming to a segmented body that isn't destroyed

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I mean he's kinda like that Event Horizon Wormship

modern fulcrum
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Well... In Casinopolis form

clear snow
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Been here since we've talk about it

hazy crag
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Hey guys, may I suggest that there should be a guide for how to spawn the enemies from this mod?

rich remnant
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It's a good suggestion, imo

hazy crag
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Oh hi Makyuni, how is Platypus Zhark V2 coming along?

static copper
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exporting it to your own proyect or?

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either way you need to export everything

animation entries
entities entry
turret entitie if they have
lua code if they have
graphics

rich remnant
clear snow
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Well, if there's no tool to translate the Platypus 2 levels to texts, someone has to make it.

rich remnant
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that's what I was saying :D
sadly namazso doesn't seem to go online lately, and I don't see anyone else that's interested (for now)

clear snow
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If only namazso was still active to make a Platypus 2 level data to text file tool.

wind garden
wind garden
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Well I found the repo for namaszo's Platypus 1 map converter. Was the format radically changed in Platypus 2 or something? I'd love to tinker around with the files to see what's going on

sly pond
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IIRC, Platypus II used Blitz Plus engine.

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Tho not sure if this is relevant to the actual level data files of that game.

rich remnant
# wind garden Hmmm, how do the level files work?

(You're getting this from a non-coder person, so take it with a grain of salt)

In Platypus 1, afaik, all was read from Level_data.dat file, which consisted of certain hex values.

  • The first value would be the wait in ticks. Can be zero too, for an instant action.
  • The second value would be the hex ID of the action. You probably saw that list of actions in namazso's tool Source Code.
  • The next values vary, as they're the arguments of the action and the number of arguments depend on each action. They might include things like X position, Y position, Bonus that the sprite gives when destroyed, etc.

Now, Platypus 2 has some new level features such as weather (snow, rain, etc), so I'm not sure if it works the same way.
I've tried editing the level data of Platypus 2 on Ghidra but I didn't succeed. I couldn't understand it

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As for namazso's tool, I've tried loading Platypus 2 level data there, but sadly it doesn't work, so I guess it's different in some way

wind garden
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I'm on a Mac so I can't run the OG PC release but I'm using the files in Zhark + a hex editor as a reference to see how the files work and I think I got it now. Your explanation of the wait system helped too haha

rich remnant
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Yay!! I'm glad :3

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I'll try making the files from Zhark even easier to understand for the next release too, but that's probably gonna take a while

wind garden
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That said, I don't have a way of looking through the Platypus II level data because I straight up can't get them hahaha

rich remnant
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If what you need is the level data files, I can just send them here

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I'm not sharing the exe per se, so I think it should be fine (either way, to any Mods, please let me know if it's not and I'll delete it right away)

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if you can't extract .zip files, lmk and I'll send the files individually

wind garden
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Thank you! Interesting, the format looks similar, but instead of the events having variable sizes depending on the arguments needed, they're all 40 bytes long? Since there's a lot of zeros in between data

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namazso's converter looks for a specific "end of file" marker to determine if a file is "valid", but the Platypus 2 files don't have them. I've added the marker here, see if the converter can spit out something usable first

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@rich remnant

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Like I'd be quite surprised if the level data format was changed very drastically in 2, doesn't seem to make sense for them to rework it that much. Maybe they'd just reshuffle the command values around but the core remains the same

rich remnant
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gonna check rn
thank you!! :D

.

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Invalid opcode: FFFFFFFE

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that's what I get when trying to "decompile" the .dat file
Basically trying to convert it to .json with namazso's tool

wind garden
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I'm not surprised. I guess the fact that all the events are the same size is throwing off the converter. I'm gonna try to write a parser in python to see what comes out, the frequency of opcodes etc and see if we can start figuring out what is what

rich remnant
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Sounds good :3
Take your time! If you figure that out, I'll try to test the events from time to time and documment them

wind garden
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@rich remnant so far I just converted all the events into a generic json. All hex values converted into regular (signed) integers. Each event structured as {wait, cmd, arg1-arg8}. I also attached a text file that counts the number of occurrences of each cmd. Let's see if they might correspond to anything

rich remnant
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Let's see πŸ€”
I think I miiight be able to quickly decode a few

wind garden
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All the best, let me know how it goes so I can start turning the cmds into actual text HAHA

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As before, this assumes the format is largely the same as Platypus 1 but with some minor changes

rich remnant
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hopefully that's the case πŸ™

rich remnant
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I'm still trying to figure it out... it seems more complicated than I thought

But as a placeholder, I'm pretty sure that:

  • CMD8 is used to trigger the "AREA 1" text
  • CMD4 is used to trigger "AREA 2,3,4 and 5" texts
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AREA 1 uses a different command I assume because it triggers the "press start" timer or something... not entirely sure yet

wind garden
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Looks that way too considering their positions in the file

rich remnant
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indeed

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CMD1 is quite weird

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it seems to have no arguments, so I'd assume it either does nothing, or it's "wait for no enemies"

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it's also at the end of Area 1, but there's 83 of them so it can't be the Evaluation command haha

rich remnant
wind garden
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True, I can write a python script that reverses a json into a .dat file. Later though, class now

rich remnant
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Take your time! And good luck on your class! :D

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I'm probably gonna be busy anyways, but I'll come back to this during the week

wind garden
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UI/program structure is a little rough, I cobbled it together using parts from other converters I've made, but it gets the job done

rich remnant
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Sadly couldn't get it to run (don't know how), but I'll check during the week when I'm able to use my PC again

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Either way, this is a big big step forward
Thanks for all your help!! πŸ‘€

wind garden
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Open your command prompt and type python (path to script)

wind garden
clear snow
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If all the levels are converted, then we can now start working on the levels' structures.

umbral ridge
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I'm hoping all of these are fully optimized

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That's one of my complaints playing the OG 2

clear snow
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Yeah, and the levels must not have long pauses, like the next enemies take too long to show up.

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Also, the enemies must move fast now, since in Platypus 2, they moved so slow.

sly pond
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As you can see inside any of these files, there are no string entries to be found, only a bunch of integers.

clear snow
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So, there's no strings like:
wait( 20); fastShip("bonus": 5);
wait( 20); fastShip("bonus": 5);
wait( 20); fastShip("bonus": 5);
wait( 20); fastShip("bonus": 5);

sly pond
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This format is vastly different from both the original and Plat2.

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And those aren't even strings, they're level commands in Platypus Reclayed.

static copper
sly pond
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There is.

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:D

static copper
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There is what

sly pond
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The option to recompile OFC.

static copper
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Ah i see

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That's neat

rich remnant
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Now I just gotta learn how to use Python on CMD (Hopefully it's not too hard cus' me has no big coder brain)

static copper
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Python also comes with idle

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You should try it too

rich remnant
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Will do :3

rich remnant
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Can't use my PC until somewhere after tomorrow... we'll see what happens by then

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If someone else figures it out first and wanna do a step-by-step guide, I'd thank you a lot tho fish

static copper
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Also i see the level files aren't as different as reclayed

sly pond
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I mean, we have the wait command for sure.

static copper
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They are basically the same

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They just lack any distintion on the name of the fields

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And if i had to guess enemies are by number id?

sly pond
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Seems so.

clear snow
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sigh
If only namazso were still active for a Platypus 2 level converter...

static copper
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We are not that far off

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Is just well properly documenting what each comand does

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And translate it to it reclayed form

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We can always fill any gap later

The important part is the entity spawning anyways

wind garden
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Perhaps y'all can create a sheet on the to-do list that documents the commands and their numbers

sly pond
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Good idea

wind garden
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Ayyyy, then I can update the converter so it shows text for the commands we know of, instead of just numbers

ionic stratus
sly pond
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Not quite.

wind garden
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We're still experimenting to figure out the format. But at least now we have a way to modify the data and see what happens

sly pond
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But the format looks similar to what we know in Platypus Reclayed at its core.

ionic stratus
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So we can eventually reach it then

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I see

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that is a big step forward

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thanks a ton ARCHVILE, I'll def make sure to credit you πŸ™

sly pond
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In Programming or Special Thanks?

ionic stratus
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Probably in programming as its own credit

sly pond
ionic stratus
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I'll have to look at the files myself, but if they're as I think, probably even someone like me can help with getting it closer to the reclayed level datas

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I assume it's just a lot of comparing and contrasting

sly pond
sly pond
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We need to identify which integer corresponds with which entity.

wind garden
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Also please note that I'm technically still guessing the structure of the data, so there's a chance the wait field is actually incorrect. Do test everything to be sure

ionic stratus
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Wolf actually already made a level sketch of level 1

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it would be probably be easiest to spot the differences from there

ionic stratus
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@latent geyser I'd appreciate if these two replied messages can be pinned

chilly path
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Send me a reminder next Monday and I might be able to help you out a little, we did convert Platypus 1 levels after all (which is why the coordinates are messed up everywhere)

wind garden
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Coordinates messed up how?

chilly path
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Y being sometimes negative sometimes positive, positions sometimes being relative to a different origin point etc

clear snow
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Thanks Greencat

last ivy
ionic stratus
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Thanks greencat!

ionic stratus
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it still needs more work but we have a foundation now thanks to them

last ivy
ionic stratus
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I don't think the mod is in a stage yet where I can make a trailer for it

static copper
ionic stratus
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lol yep

static copper
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Atleast the translation of the og data will ease the development of the new ones

sly pond
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And Wolf's level 1 layout doesn't make a cut rn.

ionic stratus
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yeah it will give us a foundation

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we have a lot of art and enemies made

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but no real level layouts

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so that will be one big obstacle removed overall

static copper
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I think stuff like the metadata has to be manually added

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But a rought layout is still far better

modern fulcrum
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Ehh... I prefer reclayed than platypus 2 converter

fleet pond
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Just checked all of this. Seems to be great progress on the Platypus 2 Level Data conversion! I'll probably upload the Level 1 Area 1 sketch in it's current outdated iteration to the GitHub, once I'm able to.

As some have mentioned, a rough base is better than nothing and could be useful for comparison of the Level Datas.

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One note: I've only focused on entity spawns, so there are no references to terrain, hills, transitions and such on it.

solemn epoch
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holy crap we are a step in by having a platypus 2 level converter🀯

static copper
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i mean, you can covert them by hand now

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since you can read them now

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an automated script would make that process 10x easier of course

umbral ridge
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what about level 6?

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being this level x of platypus 2 reclayed mod

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level 5 is gonna be starting from scratch

fleet pond
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A new level would have to be from scratch, yes.

umbral ridge
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so about that level 5 file on the og platypus 2 it will be on level 6 for reclayed

umbral ridge
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so it would have make sense to scratch level 5 entirely and moved the level 5 file to level 6 on reclayed

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level 6 serving as level x like in the original reclayed

static copper
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kinda too much daydreaming

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let's focus on just the 5 levels first

umbral ridge
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which consitered last right?

static copper
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depends on the rest of people opinion

rich remnant
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Level 5 port first, period.

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I'm not director, but that's my suggestion

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Shouldn't start with extras if you're not even done with the main thing... that usually leads to burnout
From my experience fish

sly pond
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Well, level 5 is such an outlier. :p

sly pond
rich remnant
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Oh yeah, that I agree with

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I didn't say Level 5 had to be the same

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It can be balanced and such, but not be an entirely new level... that should be an extra, imo fish

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OG Level 5 design is kinda bad, so ye, I think that that should be revised

fleet pond
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Agreed. I'd say Levels 1 up to 4 are mostly fine. They'll get updated pace-wise and have new enemies added and such. But Level 5... that requires a bigger overhaul for sure.

floral oyster
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Sooooo, how is reclayed 2 going

rich remnant
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Of that's what Greenness wants, ofc

rich remnant
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That's gonna be useful for my Platypus 2 Classic Port too :D
These two mods are very related and sort of go hand-in-hand

wind garden
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Well this thread is getting a lot of attention again lol

clear snow
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I think in Level 5, it should take place on Space.

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So that the transition to the alien planet won't be jarring.

cobalt sorrel
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start from the planet then transition to space then the aliem planet

sly pond
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Keep in mind that stuff like fruits have their downward Y-velocity hardcoded when making a space level.

strange summit
sly pond
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I suppose so. :)

wind garden
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Y'all got to try modding the Platypus 2 level files yet?

rich remnant
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sadly I personally have to deal with other stuff first (and I'm a bit uninspired for P2 stuff), but I promise I'll come back to it and give it a try eventually πŸ‘
will let y'all know if I find sth useful, unless someone else does it first

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what would be the command to be used in CMD to decompile and compile files tho? I wonder πŸ€”

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changed my mind, I'll see if I can experiment a bit rn

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Ok, I think I got it, time to test stuff πŸ‘€

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only thing that seems to be a bit annoying is that, when recompiling, the generated .dat file is called "levelX.json.dat", so I gotta rename it to "levelX.dat" each time I recompile

.

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oh damn... okay, something's happening for sure
first Platypus 2 level modification ever (?
(thanks to ARCHVILE)

sly pond
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Are you able to map out the spawned entity ids?

rich remnant
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Gimme some time and I'll see what I can do :D

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It'll take a lot of experimentation tho... I'll try docummenting what I can

clear snow
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Is it working?

rich remnant
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yup! surely is

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ok, command 21 spawns entities

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unfortunately they seem somewhat hardcoded

sly pond
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wtf

rich remnant
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as in, the entity quantity, patterns, and such

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but we'll see... I just started

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what seems to be the saucer command spawns 3 saucers tho

sly pond
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I wonder if there were any args involved.

rich remnant
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sadly they seem to all be set to zero, but I'll do further testing πŸ‘

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tho knowing Idigicon, they're probably just coded in that way :v

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I'm starting to think that most arguments are useless, or they do something unseen

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cus' so far most of the commands where I tried changing the args, nothing seemed to happen

sly pond
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Damn

rich remnant
sly pond
clear snow
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Yeah, I need access.

wind garden
rich remnant
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no worries :3

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for now I'm using a workaround
basically a file with no extension that I'm treating as .json

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it surprisingly works

rich remnant
sly pond
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No prob.

rich remnant
sly pond
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Alr, I can.

rich remnant
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IKR??

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ARCHVILE's tool
just when we thought it would've never been possible to access P2 data

rich remnant
wind garden
rich remnant
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Which leaves the background where there are no sprites completely empty

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For some reason Platypus 1 and 2, and other old games have some graphic bugs when there's nothing in the background haha

static copper
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old games weren't able to render "nothing"

so they used the last pixel value they had

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making that trailing effect

rich remnant
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Ahhh, interesting :0

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Makes sense

wind garden
sly pond
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Love how there is only one single instance of a balloon crate dropping a star, in which case is lightning.

wind garden
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I didn't even know that happens in Platypus II

rich remnant
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So far it's pretty messy lol

rich remnant
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Last thing I was doing today is comparing level 1's json side to side with a gameplay video

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So I'm trying to decode commands by using visual guidance. Honestly the level structure is much clearer for me now, so that's good!

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Sadly there seem to be some commands that do stuff that's invisible to the eyes tho, so I'll leave those as unknown if I don't find out what they do

rich remnant
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But seeing how the code handles balloons... I highly doubt it tbh

umbral ridge
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It's only found in like two levels, Level 1 and 4

wind garden
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@rich remnant is the wait value confirmed? Like it does what we expected

rich remnant
umbral ridge
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Not to mention that there's starfishes that fires lightning

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Surely Lightning will play it's role in Platypus 2 Reclayed

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For being well not extremely rare and also have a area with so many enemies to massacre with lightning

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There's probably no areas in platypus 2 that sends in so many minor targets at once and a lot of big targets

rich remnant
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Either way remember add-ons are a thing now

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So even if this mod doesn't come out as some people expect, they can make their own add-ons to modify the mod to their liking

rich remnant
ionic stratus
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I'd say lightning should probably be more rare depending on the difficulty

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the same as it is in og Reclayed

sly pond
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I can see as to why.

ionic stratus
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It's too broken lol

sly pond
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Most enemy patterns aren't made with lightning power-up in mind.

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In Platypus II.

ionic stratus
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and it appears more in Platypus 2 which is already easier than the original

wind garden
rich remnant
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np :D

rich remnant
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oh (help)

bronze venture
rich remnant
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ok I think I've done enough for now haha
if anyone finds something else while experimenting by themselves, plz let me know!
Imma take a rest from Platypus 2 for now πŸ‘

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oh and also don't mind if y'all mention me (for important stuff), so ye, feel free to!

wind garden
sly pond
sly pond
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Alright yall, it's Monday (at least from my side of things), which means Kroporo gets to help us, that is if the offer still stands.

wind garden
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Who's Kroporo?

wind garden
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Ahhhhhh oops my bad

sly pond
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Yeah, I thought you have forgotten him. :p

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But DW, it happens.

wind garden
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In my defense, I literally only got here around a week ago, I barely know anybody πŸ˜…

sly pond
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Fair. clay_smile

wind garden
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I'll continue working on the converter in the meantime, fixing the minor annoyances and start translating the known command numbers into text strings

clear snow
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If I want it, then you should also make a tutorial for the Platypus 2 level converter.

chilly path
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It's names are largely inconsistent due to 20+ year old technical debt, but they will hopefully still be of use.

The command api has changed quite a bit from then, so some concepts likely don't exist anymore

umbral ridge
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Do we even keep those crates that have stars inside?

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there's dragonflies to kill

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and loot their stars

sly pond
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IMO, balloons can be another way of obtaining stars from a level design perspective.

wind garden
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Still working on the converter, updating the general code base etc etc. Just wanted to let y'all know in advance that json files from the old version will not be compatible with the upcoming version and vice versa

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As for the naming of the text strings, I'm torn between using the most accurate descriptive names, or the ones that correspond to their sprite files in the data (especially for enemies/BG objects). That can always be sorted out in the future though. There will be a README that details how to use the converter, how the format works, and the documentation of all commands and arguments (that we know of so far)

wind garden
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Btw @rich remnant could you check the args for the moon spawn command again? I compared the data against some videos and I think the info on your sheet might be wrong. I believe it's:

arg1: sprite
arg2: x position
arg3: y position

If x position is 0, spawn off-screen on the right and start scrolling to the left. Otherwise, spawn directly on screen, coordinates start from the left

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e.g. x position 600 = spawn 600 pixels from the left of the screen

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And y position starts from the top of the screen

rich remnant
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Heya! :D
I'll check as soon as I'm able to, and I'll let you know!
But yeah, it's completely possible

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I remember struggling to figure out the cloud's arguments. Feel free to lemme know if there are any others you think look off.
I tried testing as much as I could, but I might have overlooked a few things

wind garden
wind garden
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That sprite ID thing applies to the moon too, so I'm thinking of leaving that as a number instead of converting it to text

rich remnant
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Sounds good

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Well, tbh allowing both text and strings would be nice in some cases
At least imo

wind garden
rich remnant
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Sounds good πŸ‘
Could you still allow numbers too tho, if the player wants to use them? Or will they be hardcoded to be text strings?

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It'd be useful if they could still be numbers, in case someone wants to mess with the code a bit more in the future... maybe they could find unused enemies on specific numbers or sth

wind garden
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Good idea, I'll see if I can add a setting for it in a future version

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Btw I sent you a DM about Platypus II's graphics @rich remnant

rich remnant
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Oh shoot sorry, it was probably sent to my spam folder (thanks Discord)

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I'll check it rn

wind garden
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Okay that's been sorted. Interesting find looking at the graphics and single enemy numbers: the bosses are out of order

boss1 - level 4 second boss
boss2 - level 2 boss
boss3 - level 1 boss
boss4 - level 4 first boss
boss5 - level 3 boss
boss6 - level 5 boss

Maybe they changed the boss/level order late in development

modern fulcrum
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Only in Platypus 2 PAINted

wind garden
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Action 21 - spawn enemy formation:

I think arg1 is the enemy ID, it looks to be the same as the enemy IDs for single enemy spawns (Action 22). Perhaps there's an arg for the formation type? (arg2?)

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Also noticed enemy ID 31 hasn't been accounted for, I suspect it's "jumper" (the yellow ships that jump out of the lava in level 3). Someone please confirm

ionic stratus
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Yeah, jumpers are the yellow colored fast ships

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Btw I wanna thank you for all of the dedication ARCHVILE clay_smile clay_heart

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I am not sure we would've gotten close to having a converter without your help

wind garden
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No worries hahaha

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Enemy ID 51: car (aka Land Train)

I suspect the order of the cars might be customizable, by comparing the data against level 2 and 4

Train info perhaps

wait: 0 (how long to wait before spawning the next car)
action: 22 (spawn single enemy)
arg1: 51 (for all car types)
arg2: car type (1 to 8, maybe also 0 and more?)
arg3: unconfirmed, see notes below


Car types:
0: unknown, needs testing
1: red front car with missile launcher and turret
2: red front car with red orb turret
3: empty car (only bottom)
4: brown car
5: unknown, needs testing
6: silver car with two turrets
7: silver car with missile launcher
8: silver car with red orb turret

arg3 notes:
Only seen values of 1 or 0 used here. Perhaps this is called to signal that the previous cars in the event list should be connected as a train (when set to 1)? Or to stop connecting cars after this car. Maybe it only works with car types 1 (or 2)? What happens if this is called again further in the event list if you want to make two trains in one level? Needs testing
umbral ridge
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@wind garden like how long can it take to recompile all of platypus 2 data into reclayed

sly pond
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TBH, it all greatly depends on the people's involvement.

wind garden
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Yeah that. Don't forget the new enemies need to recreated in Reclayed as well, and we are still confirming every part of the level data format

static copper
wind garden
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Oh for real? That's great then

sly pond
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Some were improved as well.

wind garden
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Interestingly, level 1 is full of actions to spawn jumper formations (83 calls, each formation has 5 jumpers). But none of them work. The exact same actions work in levels 3 and 4 however

rich remnant
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Oh shoot
No wonder it didn't work when I tested it

wind garden
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See if it works in all the other levels hahaha

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I think neutral entity 9 corresponds to the volcano. Looks like it spawns at the next possible chance it gets in the background (layer 8)

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The speed/number of domeships in their formations seems to be hardcoded. 4 slow domeships per formation in level 1, 6 faster domeships per formation in the other levels they appear

rich remnant
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I'll keep all of this noted!
I'll do some further testing as soon as I'm done with Zhark Legacy. Please let me know if you got any other findings! (would be useful to have them all in one message too, if possible)

wind garden
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True that, I'll hush now and focus on the converter and its associated READMEs, they will list all the stuff that needs to be tested/confirmed

rich remnant
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No worries :3
And take your time!

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Just lmk whenever I'm needed πŸ‘

solemn epoch
sly pond
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Surely there has to be a piece of code that controls the global movement speed multiplier for every enemy.

rich remnant
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or maybe it's hardcoded (hopefully not)

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I think the "say area" text is hardcoded, same as the evaluation screen

sly pond
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The messages or the commands?

rich remnant
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they happen when you meet certain conditions

rich remnant
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so, theorically speaking, both

wind garden
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Yeah I've already run out of unknown data

wind garden
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I'm tempted to just put the current WIP converter on GitHub later tonight so y'all can at least see all the documentation I've written so far

sly pond
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Perhaps you could in our GitHub page.

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As long as you are given access to edit by @ionic stratus

ionic stratus
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Sure thing, just send me your email/github username @wind garden

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preferrably in DMs

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I'll send you an invite after that

wind garden
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Fair, I was thinking it could be in a separate repo though? Like if people wanna make mods for the original Platypus II

sly pond
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Good point.

ionic stratus
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Oh fair enough

umbral ridge
sly pond
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LOL, the worm bosses are yet to be polished.

umbral ridge
# sly pond LOL, the worm bosses are yet to be polished.

Also yes he's quite unfair as he's really damn fast destroyed segments won't damage him he only get destroyed when all segments are destroyed and also having a frontal flamethrower and a rear quad turret all of that is a Lives Eater

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Segments is probably the most annoying part

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And the rear turret

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For segments is gonna like the Final boss from the original Reclayed as hitting the arm will damage the body itself so with worm will have similar segment damaging to final boss

wind garden
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Decompilation to .json (with text strings) works, recompilation doesn't work yet, use the older version I posted here a while back for that. My focus right now is on filling out all the documentation for known features. Gonna sleep first, will continue when I reawaken

rich remnant
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Have a nice rest :D

wind garden
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Wrote some documentation, time for lunch and gym. @rich remnant for now you can have a look at the md files in the docs folder to see what I've written. Please help test anything marked with "HELP WANTED" when you're free, thank you. Priority should ideally go for stuff that's actually used in game (e.g. scenery icbm instead of lone enemy bullets)

sly pond
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It's currently around 6am in MAKYUNI's place. :p

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But nevertheless, your contribution is very much appreciated. ^^

wind garden
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My bad oops, damn timezones haha

sly pond
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DW.

wind garden
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Oh well anyone can help out with testing if interested! Just be sure to use the old converter I sent here instead if you want to recompile data

modern fulcrum
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So... nobody cares about Platypus 2 Reclayed

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Seems like the project was Abonden since the platypus ii converter

sly pond
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WDYM?

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The Platypus II converter is going to make the development of Platypus II Reclayed much easier and faster.

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Especially once the converter no longer leaves any issues to the output.

modern fulcrum
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So.. how about the reclayed one?

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I mean it just the guide of the enemy placement

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No progress with the 2 Reclayed ?

modern fulcrum
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Any progress?

sly pond
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The converter is the progress. Period.

modern fulcrum
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With the level?

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So... no demo?

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Like Platypus reclayed menu data level data? Etc

sly pond
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We'll have it once we're done with the conversion.

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So patience please.

modern fulcrum
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Ok... ig on 2027?

strange summit
modern fulcrum
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I think I only use 2 that were shared here

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I mean the owner already warn about me doing it

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I haven't took others

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The bomber and the yellow fish

modern fulcrum
rich remnant
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The converter is literally a step forward for Platypus 2 Reclayed

rich remnant
wind garden
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Single enemy documentation is done! It's just missing graphics for the bosses but I'll get to that whenever, lower priority. Almost done with scenery documentation. Then I'll start working on formation documentation

umbral ridge
sly pond
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I honestly don't know what do you guys mean.

wind garden
sly pond
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I see.

rich remnant
sly pond
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I'm pretty sure a GitHub page has already been set up.

rich remnant
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oh
sweet!

sly pond
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It seems the link for it isn't pinned yet.

sly pond
sly pond
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TY ^^

wind garden
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Thank you!

clear snow
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I don't think Warhawk would fit for Baddie Tune 1, since it's not intense enough for a boss fight.

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The boss music for Platypus 2 Level 1 and 2 should be an original orchestral piece, similar to Trap Pt. 2.

rich remnant
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If Warhawk is the song I'm thinking about, I think it fits

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Except for final boss, ofc

clear snow
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Welcome to Back in Time 4: Sidventure, part of the 8-Bit Symphony series of projects. It’s a series of symphonic tales, told with passion.

I planned Back in Time 4, 5 and 6 two decades ago to take ov

β–Ά Play video
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(since it uses almost the same instruments as Trap, Pt. 2)

umbral ridge
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was it good?

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bc out of all of the bosses in platypus 2 none of them doesn't have a boss soundtrack in the og

wind garden
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I added the documentation for all known (i.e. used in the game) enemy formation types! I have plans to add gifs or other graphics to better illustrate the movement paths eventually, but for now, text will have to do

rich remnant
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Oooo
Peak!

wind garden
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My initial theory, level 1 has a hard-coded exception that lowers the speed of (some?) enemies and decreases the number of enemies in some formations

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Also it might be possible to make any formation give weapon bonuses by changing the value of arg4, but that needs testing

rich remnant
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Will do some testing when I'm able to πŸ™
Just plz lemme know of the updated to-test list whenever you're done :D

wind garden
rich remnant
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Sounds good!
Np :D

wind garden
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Random question, what resolution and FPS did the original Platypus II run at? I assume the resolution is 640x480, but how about the FPS? 60?

rich remnant
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Unfortunately I'm unsure, because I run the game with DxWnd, which provides a variable result

wind garden
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Oh well haha, exact number doesn't matter to me lol. Just curious because I'm planning for those gifs to display the formation types

sly pond
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60 FPS is prolly the max.

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Since Platypus's tick system uses 60 per second.

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The same could be said for Platypus II.

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At least by assumption.

rich remnant
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Honestly it'd make sense

wind garden
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Yeah that makes sense. Thank you so much y'all!

wind garden
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Latest converter version on GitHub now displays all the relevant text for argument names, object types etc etc when converting to json. Next step: working on recompiling from json to dat

umbral ridge
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on mine it's about 10 fps

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like 2 reclayed and classic should be optimized at max frame rate of 255 and also having the crashes removed

sly pond
wind garden
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You can now recompile from json to dat. You can even just type plain integers into the json fields instead of text and it will recompile. Bad input (unrecognised strings, non integer numbers etc) will straight up crash the script for now, I'll clean that up over time

rich remnant
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sweet! This is exactly what I wanted

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will make testing easier :D

wind garden
wind garden
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Damn I really did that because I couldn't sleep (~3am when I pushed the new version). Alright I should work on that main README

rich remnant
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Take your time! :D
I'm a bit burnt out from Platypus stuff, but I'll try doing my part when I'm able to

wind garden
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Please take care too!

wind garden
clear snow
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Is the level converter buggy?

wind garden
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Did you run into an issue?

clear snow
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No, I'm asking you.

wind garden
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Everything works now, you can decompile and recompile stuff. There's just no elegant error handling for messed up json input, and no file overwrite warning at the moment so take note (the latter is my top priority)

chilly path
sly pond
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Gotcha.