#Platypus 2 Reclayed
1 messages Β· Page 11 of 1
He eats lives alot
Most of the deaths came from the tail gun or flamethrower when charging
And the 4:3 aspect ratio makes it less room to dodge
Anyways we have the advantage of customization
In our hands now
Which mean we can set how speedy it is and other stuff
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
Have you tried spawning 2 worms at the same time and or with enemies?
Awesome
This time, you screenshot hasn't caught me typing. :3
Alright, am already booting up Platypus Reclayed
I can confirm that multiple entities, including another serpent, do not break other entity behaviours. 
Also is interesting to know your mod test is build ontop of amplified anhilitation
Certified AA
Of course he'll be like sonic on like Nasty
Yeah on Nasty he'll be fast than the original platypus 2 counterpart
Yeah really faster than the OG on higher difficulties
We haven't even planned this out. >:p
Also I noticed that the body segment on the worm has separate health on the body segment
The boss dies when all of the body segments are destroy
But it doesn't have damage spreading like with segmented boss like the final boss of level 5
The arms can be damaged and damages the main body when hitting the arm
More like, the boss can die when the segments are destroyed
To reiterate, the head becomes destructible when all other segments are destroyed.
But it will be very hard to hit due to him fast
Especially aiming to a segmented body that isn't destroyed
I mean he's kinda like that Event Horizon Wormship
Just watch as you fight 3 of them on remam
Well... In Casinopolis form
Been here since we've talk about it
Hey guys, may I suggest that there should be a guide for how to spawn the enemies from this mod?
It's a good suggestion, imo
Oh hi Makyuni, how is Platypus Zhark V2 coming along?
spawning as in?
exporting it to your own proyect or?
either way you need to export everything
animation entries
entities entry
turret entitie if they have
lua code if they have
graphics
Gotta wait mate
Heya! :D
Going good overall
Only 3 areas in level 4 and the final testing are left
I'm majorly busy lately, but I'll try getting it done as soon as I can
Well, if there's no tool to translate the Platypus 2 levels to texts, someone has to make it.
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)
If only namazso was still active to make a Platypus 2 level data to text file tool.
Hmmm, how do the level files work?
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
IIRC, Platypus II used Blitz Plus engine.
Tho not sure if this is relevant to the actual level data files of that game.
(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
.
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
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
Yay!! I'm glad :3
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
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
If what you need is the level data files, I can just send them here
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)
I think this is what you need
no idea of what level0 is, though
if you can't extract .zip files, lmk and I'll send the files individually
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
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
@rich remnant
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
gonna check rn
thank you!! :D
.
Invalid opcode: FFFFFFFE
that's what I get when trying to "decompile" the .dat file
Basically trying to convert it to .json with namazso's tool
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
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
@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
Let's see π€
I think I miiight be able to quickly decode a few
All the best, let me know how it goes so I can start turning the cmds into actual text HAHA
As before, this assumes the format is largely the same as Platypus 1 but with some minor changes
hopefully that's the case π
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
AREA 1 uses a different command I assume because it triggers the "press start" timer or something... not entirely sure yet
Looks that way too considering their positions in the file
indeed
CMD1 is quite weird
it seems to have no arguments, so I'd assume it either does nothing, or it's "wait for no enemies"
it's also at the end of Area 1, but there's 83 of them so it can't be the Evaluation command haha
is there a way to do the opposite?
I mean, converting the .json back into .data ?
maybe that way I could experiment with the data in-game, which might make the process easier π€
True, I can write a python script that reverses a json into a .dat file. Later though, class now
Take your time! And good luck on your class! :D
I'm probably gonna be busy anyways, but I'll come back to this during the week
Well it's the first class so literally nothing is happening, just everyone introducing themselves. So here ya go. Decompiling and then recompiling the json results in the original file 100%
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
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
Either way, this is a big big step forward
Thanks for all your help!! π
Requires python
Open your command prompt and type python (path to script)
No worries! Hahaha this damn unc still got it
If all the levels are converted, then we can now start working on the levels' structures.
I'm hoping all of these are fully optimized
That's one of my complaints playing the OG 2
Yeah, and the levels must not have long pauses, like the next enemies take too long to show up.
Also, the enemies must move fast now, since in Platypus 2, they moved so slow.
I hope @ionic stratus and @fleet pond are aware of this breakthrough.
Decompiled with the help of @wind garden's converter tool.
As you can see inside any of these files, there are no string entries to be found, only a bunch of integers.
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);
This format is vastly different from both the original and Plat2.
And those aren't even strings, they're level commands in Platypus Reclayed.
I wonder if you can recompile changes back to the game
There is what
The option to recompile OFC.
This
Now I just gotta learn how to use Python on CMD (Hopefully it's not too hard cus' me has no big coder brain)
Have you installed it tho?
Will do :3
Not yet 
Can't use my PC until somewhere after tomorrow... we'll see what happens by then
If someone else figures it out first and wanna do a step-by-step guide, I'd thank you a lot tho 
Also i see the level files aren't as different as reclayed
I mean, we have the wait command for sure.
They are basically the same
They just lack any distintion on the name of the fields
And if i had to guess enemies are by number id?
Seems so.
sigh
If only namazso were still active for a Platypus 2 level converter...
We are not that far off
Is just well properly documenting what each comand does
And translate it to it reclayed form
We can always fill any gap later
The important part is the entity spawning anyways
Perhaps y'all can create a sheet on the to-do list that documents the commands and their numbers
Good idea
Ayyyy, then I can update the converter so it shows text for the commands we know of, instead of just numbers
π² are these the level datas from platypus 2 converted into the platypus reclayed format?
Not quite.
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
But the format looks similar to what we know in Platypus Reclayed at its core.
So we can eventually reach it then
I see
that is a big step forward
thanks a ton ARCHVILE, I'll def make sure to credit you π
In Programming or Special Thanks?
Probably in programming as its own credit
Likewise to them.
Gotcha.
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
I assume it's just a lot of comparing and contrasting
These are what we have, in .json format using the converter.
For sure.
We need to identify which integer corresponds with which entity.
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
Wolf actually already made a level sketch of level 1
it would be probably be easiest to spot the differences from there
.
.
@latent geyser I'd appreciate if these two replied messages can be pinned
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)
Coordinates messed up how?
Y being sometimes negative sometimes positive, positions sometimes being relative to a different origin point etc
Thanks Greencat
Is there any progress on Platypus 2 Reclayed ?
Thanks greencat!
ARCHVILE made a level converter for the og Platypus 2 levels!
it still needs more work but we have a foundation now thanks to them
Are you planning to create a sneek peak trailer soon?
I don't think the mod is in a stage yet where I can make a trailer for it
I agree
There no levels to begin 
lol yep
Atleast the translation of the og data will ease the development of the new ones
And Wolf's level 1 layout doesn't make a cut rn.
yeah it will give us a foundation
we have a lot of art and enemies made
but no real level layouts
so that will be one big obstacle removed overall
I think stuff like the metadata has to be manually added
But a rought layout is still far better
Ehh... I prefer reclayed than platypus 2 converter
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.
One note: I've only focused on entity spawns, so there are no references to terrain, hills, transitions and such on it.
holy crap we are a step in by having a platypus 2 level converterπ€―
i mean, you can covert them by hand now
since you can read them now
an automated script would make that process 10x easier of course
what about level 6?
being this level x of platypus 2 reclayed mod
level 5 is gonna be starting from scratch
A new level would have to be from scratch, yes.
so about that level 5 file on the og platypus 2 it will be on level 6 for reclayed
yeah transition to level 4 -> 5 on the og they entered a alien biome not planet
so it would have make sense to scratch level 5 entirely and moved the level 5 file to level 6 on reclayed
level 6 serving as level x like in the original reclayed
then a new level 5 right?
which consitered last right?
depends on the rest of people opinion
Level 5 port first, period.
I'm not director, but that's my suggestion
Shouldn't start with extras if you're not even done with the main thing... that usually leads to burnout
From my experience 
Well, level 5 is such an outlier. :p
Shitty RNG and stuff.
Oh yeah, that I agree with
I didn't say Level 5 had to be the same
It can be balanced and such, but not be an entirely new level... that should be an extra, imo 
OG Level 5 design is kinda bad, so ye, I think that that should be revised
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.
Sooooo, how is reclayed 2 going
We got more difficulties now too, which can let us keep slow-paced levels, such as level 1, on lower difficulties, and then speed em-up on higher difficulties
Of that's what Greenness wants, ofc
Progress-wise, it seems to be a bit frozen, but we're at least making some progress on decoding Platypus 2's level data
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
Well this thread is getting a lot of attention again lol
I think in Level 5, it should take place on Space.
So that the transition to the alien planet won't be jarring.
start from the planet then transition to space then the aliem planet
Keep in mind that stuff like fruits have their downward Y-velocity hardcoded when making a space level.
it's a game about claymation shooting, people won't mind
I suppose so. :)
Y'all got to try modding the Platypus 2 level files yet?
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 π
will let y'all know if I find sth useful, unless someone else does it first
what would be the command to be used in CMD to decompile and compile files tho? I wonder π€
changed my mind, I'll see if I can experiment a bit rn
Ok, I think I got it, time to test stuff π
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
.
oh damn... okay, something's happening for sure
first Platypus 2 level modification ever (?
(thanks to ARCHVILE)
Are you able to map out the spawned entity ids?
Gimme some time and I'll see what I can do :D
It'll take a lot of experimentation tho... I'll try docummenting what I can
Is it working?
yup! surely is
ok, command 21 spawns entities
unfortunately they seem somewhat hardcoded
wtf
as in, the entity quantity, patterns, and such
but we'll see... I just started
what seems to be the saucer command spawns 3 saucers tho
I wonder if there were any args involved.
sadly they seem to all be set to zero, but I'll do further testing π
tho knowing Idigicon, they're probably just coded in that way :v
I'm starting to think that most arguments are useless, or they do something unseen
cus' so far most of the commands where I tried changing the args, nothing seemed to happen
Damn
Here's the (WIP) Google Sheets documentation, for anyone interested in checking it out.
I'll keep working on it for a bit, so it might keep updating as you read it haha
https://docs.google.com/spreadsheets/d/18BO4QPIZYsn2vVSC1TdkYW9nbA_XoCJ8kvC1p6_bMJo/edit?usp=sharing
Yeah, I need access.
Yeah, my bad, I'll fix that when I release the first update with some identified commands
no worries :3
for now I'm using a workaround
basically a file with no extension that I'm treating as .json
it surprisingly works
No prob.
should work now π
tho plz let me know if it doesn't
Alr, I can.
WHAT THE HELL????
HOWWWW????
IKR??
ARCHVILE's tool
just when we thought it would've never been possible to access P2 data
sweet, ty! :D
Wait what happened here?
Yeah it works, basically as long as the script recognises that the file internally is a json, you'll be fine, to allow people to type the filename without the extension
I removed the line of code that spawns the bottom / background water
Which leaves the background where there are no sprites completely empty
For some reason Platypus 1 and 2, and other old games have some graphic bugs when there's nothing in the background haha
old games weren't able to render "nothing"
so they used the last pixel value they had
making that trailing effect
Oooooh nice progress
What the hell they seriously wasted six command slots on the different balloon crates when they could've used only one with arg1 representing what item it contains
Love how there is only one single instance of a balloon crate dropping a star, in which case is lightning.
I didn't even know that happens in Platypus II
Yeah π
So far it's pretty messy lol
Happens in level 1 iirc
Last thing I was doing today is comparing level 1's json side to side with a gameplay video
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!
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
Well, there might be an arg that drops other stars
But seeing how the code handles balloons... I highly doubt it tbh
Not to mention Lightning is the rarest powerup
It's only found in like two levels, Level 1 and 4
@rich remnant is the wait value confirmed? Like it does what we expected
Seems to be the case, but I'll double check today
The only thing that Lightning comes into play is murdering a lot of enemies on Level 4 Area 3 cuz almost all the powerups there were lightning
Not to mention that there's starfishes that fires lightning
Surely Lightning will play it's role in Platypus 2 Reclayed
For being well not extremely rare and also have a area with so many enemies to massacre with lightning
There's probably no areas in platypus 2 that sends in so many minor targets at once and a lot of big targets
That's up to Greenness, but ye 
Either way remember add-ons are a thing now
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
Yeah it seems to be working fine
I'd say lightning should probably be more rare depending on the difficulty
the same as it is in og Reclayed
I can see as to why.
It's too broken lol
and it appears more in Platypus 2 which is already easier than the original
Sweet, thank you!
np :D
oh (help)
We need air support, we needed now.
Rolling Strike Package Bravo on "unknown target (Mother Brain)"!
*plays scorponok.mp3 in transformers"
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 π
oh and also don't mind if y'all mention me (for important stuff), so ye, feel free to!
LOL
Laughs in Cyrax
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.
Who's Kroporo?
.
Ahhhhhh oops my bad
In my defense, I literally only got here around a week ago, I barely know anybody π
Fair. 
I'll continue working on the converter in the meantime, fixing the minor annoyances and start translating the known command numbers into text strings
If I want it, then you should also make a tutorial for the Platypus 2 level converter.
This is the constants used to convert from the original Platypus 1 level format, chances are they are similar still
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
For the sake of completion, I've also written these two scripts during early development, they use the constants to output the initial version of the current command setup
Do we even keep those crates that have stars inside?
there's dragonflies to kill
and loot their stars
IMO, balloons can be another way of obtaining stars from a level design perspective.
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
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)
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
e.g. x position 600 = spawn 600 pixels from the left of the screen
And y position starts from the top of the screen
Heya! :D
I'll check as soon as I'm able to, and I'll let you know!
But yeah, it's completely possible
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
Action 23: spawn entity neutral (scenery), I think arg2 always corresponds to the sprite ID of the entity, since I looked through your UaFoe mod for reference
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
Sounds good
Well, tbh allowing both text and strings would be nice in some cases
At least imo
I mean for the entity neutral thing, I'm planning to make arg1 (entity ID) text lol
Sounds good π
Could you still allow numbers too tho, if the player wants to use them? Or will they be hardcoded to be text strings?
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
Good idea, I'll see if I can add a setting for it in a future version
Btw I sent you a DM about Platypus II's graphics @rich remnant
Oh shoot sorry, it was probably sent to my spam folder (thanks Discord)
I'll check it rn
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
let's collab boss6 and boss 3
Only in Platypus 2 PAINted
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?)
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
Yeah, jumpers are the yellow colored fast ships
Btw I wanna thank you for all of the dedication ARCHVILE

I am not sure we would've gotten close to having a converter without your help
No worries hahaha
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
@wind garden like how long can it take to recompile all of platypus 2 data into reclayed
TBH, it all greatly depends on the people's involvement.
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
Am sure that [besides bosses] that was done already
Oh for real? That's great then
Some were improved as well.
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
Oh shoot
No wonder it didn't work when I tested it
See if it works in all the other levels hahaha
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)
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
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)
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
maybe that's why level 1 feels so empty 
Surely there has to be a piece of code that controls the global movement speed multiplier for every enemy.
or maybe it's hardcoded (hopefully not)
I think the "say area" text is hardcoded, same as the evaluation screen
The messages or the commands?
they happen when you meet certain conditions
I think there are no commands for them 
so, theorically speaking, both
Yeah I've already run out of unknown data
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
Perhaps you could in our GitHub page.
As long as you are given access to edit by @ionic stratus
Sure thing, just send me your email/github username @wind garden
preferrably in DMs
I'll send you an invite after that
Fair, I was thinking it could be in a separate repo though? Like if people wanna make mods for the original Platypus II
Good point.
Oh fair enough
Also not to mention nerf bosses that is considered unfair like the Worm boss from level 3
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
Segments is probably the most annoying part
And the rear turret
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
Platypus II (2007) level data converter: https://github.com/hamzah-opal-n/platypusii_converter
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
Have a nice rest :D
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)
It's currently around 6am in MAKYUNI's place. :p
But nevertheless, your contribution is very much appreciated. ^^
My bad oops, damn timezones haha
DW.
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
So... nobody cares about Platypus 2 Reclayed
Seems like the project was Abonden since the platypus ii converter
WDYM?
The Platypus II converter is going to make the development of Platypus II Reclayed much easier and faster.
Especially once the converter no longer leaves any issues to the output.
So.. how about the reclayed one?
I mean it just the guide of the enemy placement
No progress with the 2 Reclayed ?
.
Any progress?
The converter is the progress. Period.
With the level?
So... no demo?
Like Platypus reclayed menu data level data? Etc
Ok... ig on 2027?
bro, are you impatient to get your hands on the assets already or what xDD
I think I only use 2 that were shared here
I mean the owner already warn about me doing it
I haven't took others
The bomber and the yellow fish
From the github
Noted! Tysm :D
Bruh (?
The converter is literally a step forward for Platypus 2 Reclayed
We don't like rushing mods here.
We prefer Quality > Quantity π
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
Huh why bosses have missing texture
I honestly don't know what do you guys mean.
"It's just missing graphics for the bosses but I'll get to that whenever, lower priority."
I see.
Where are you writing such documentation?
I'm pretty sure a GitHub page has already been set up.
oh
sweet!
It seems the link for it isn't pinned yet.
@latent geyser, could this post be pinned? 
TY ^^
Thank you!
I don't think Warhawk would fit for Baddie Tune 1, since it's not intense enough for a boss fight.
The boss music for Platypus 2 Level 1 and 2 should be an original orchestral piece, similar to Trap Pt. 2.
If Warhawk is the song I'm thinking about, I think it fits
Except for final boss, ofc
I think this would work for Baddie Tune 1: https://soundcloud.com/chrisabbott/back-in-time-4-sidventure-sample?utm_source=clipboard&utm_campaign=wtshare&utm_medium=widget&utm_content=https%3A%2F%2Fsoundcloud.com%2Fchrisabbott%2Fback-in-time-4-sidventure-sample
Welcome to Back in Time 4: Sidventure, part of the 8-Bit Symphony series of projects. Itβs a series of symphonic tales, told with passion.
I planned Back in Time 4, 5 and 6 two decades ago to take ov
(since it uses almost the same instruments as Trap, Pt. 2)
wait
was it good?
bc out of all of the bosses in platypus 2 none of them doesn't have a boss soundtrack in the og
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
Oooo
Peak!
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
Also it might be possible to make any formation give weapon bonuses by changing the value of arg4, but that needs testing
Will do some testing when I'm able to π
Just plz lemme know of the updated to-test list whenever you're done :D
All over the docs, there's stuff marked with "(HELP WANTED)", that's the stuff I need help with π
Thank you so much!
Sounds good!
Np :D
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?
Unfortunately I'm unsure, because I run the game with DxWnd, which provides a variable result
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
60 FPS is prolly the max.
Since Platypus's tick system uses 60 per second.
The same could be said for Platypus II.
At least by assumption.
Honestly it'd make sense
Yeah that makes sense. Thank you so much y'all!
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
optimatization is god damn horrible
on mine it's about 10 fps
like 2 reclayed and classic should be optimized at max frame rate of 255 and also having the crashes removed
Hello there, how to use the original level converter?
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
No worries! You can grab this new version from GitHub haha
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
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
Please take care too!
There's now some brief instructions on the README in GitHub that explains how to use it. Please have a look and let me know if it helps
Is the level converter buggy?
No, I'm asking you.
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)
It's a python script written for one time use, you'll have to look at the code itself, as there is no documentation
Gotcha.
