Archive for the utilities Category

Super Meat Boy sound and data unpacker

Posted in awkward, utilities with tags , , , , , , , , , , on December 14, 2010 by tayron

I bought Super Meat Boy a couple of weeks ago, and it’s one of the most awesome games I’ve ever played. Yesterday I had some free time, so I decided to try to unpack the data files. Thus, I wrote an packer/unpacker for the sound files (gameaudio.dat). I was going to do the same for the data files (gamedata.dat), but someone was faster than me πŸ™‚

So, here’s the program. Full c++ source included πŸ˜‰ It’s mostly hacked together, so it’s not the most pretty code, but it does its job.

For usage, please check the README in the archive.

smb_unpack.zip (98 kb)

If the build doesn’t run, please install the Visual C 2008 SP1 redistributable.

Update: The unpacker is now able to unpack the data files!

Attention! Please read the README, because the command line arguments used to pack/unpack have changed!

Also, I’ve received some mails suggesting I post a donation link for this. I’m not going to do that for 2 reasons. First, I did not make Super Meat Boy. Therefore, I have no right to cash in on it. And second, the guys at Team Meat are some of the people I respect most in the world. I don’t want to piss them off.

Note: I have written a gamedata.dat packer/unpacker, too, but I just didn’t have time to post it. Will be on as soon as possible. Source included, obviously πŸ™‚

Peace.

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The first Crayon Physics Deluxe campaign mod!

Posted in awkward, utilities with tags , , , , , , , , , , , , on July 20, 2009 by tayron

Well, it’s been less that a month since I released the Crayon Physics Deluxe map editor, but the first mod is already out. Chance is the guy who made it (you can find him on the Kloonigames forum). It’s a great mod, made out of the levels he made, and let me tell you, there are LOADS of them πŸ™‚Β  You can download the mod from here.

Have fun and congrats Chance πŸ™‚ Hopefully, we’ll see more campaign mods soon.

Crayon Physics Deluxe map editor

Posted in awkward, utilities with tags , , , , , , , , , , , , , , , on July 5, 2009 by tayron

Hello everyone!

During some tests I was running on Crayon Physics Deluxe the other day, I realized I could code a small campaign editor really fast. So I did! It took me about 4 hours of coding, and, IΒ  must say, it works like a charm. User-created levels are nice, but a user created campaign would be even nicer. There’s only one problem: you won’t get a thumbnail when hovering your mouse over a level in-game, since the game doesn’t auto-generate them. Maybe Petri will fix this.

cpdME

cpdME

I’m not going to go into the usage, because it’s explained in the readme which comes with the tool. The readme is just a .txt file. Sorry for that but I don’t have Dreamweaver on this pc, so I couldn’t make a .html readme. Hopefully, I’ll make one soon. Also, I’d like to make the tool open-source when I have the time (pretty soon I hope).

Download:Β  cpdME.zip (647kb)

UPDATE: I made a tool that extracts the XML script for you. You can find it in the download. Usage explained in the readme.

In order to run cpdME, please install Visual C 2005 SP1 redistributable package.

cpdME uses SDL, SDL_gfx and SDL_ttf. Also, I want to thank Petri Purho for creating such a great game.

As a disclaimer, I want to say that cpdME was done without any help from the author of Crayon Physics Deluxe, Petri Purho, and I’m not responsible for any damage or loss of data caused by running cpdME. cpdME is a freeware, use-it-at-your-own-risk-ware.

Comments and cryticism are welcome.

Peace πŸ™‚

I said “hey! what’s goin’ on?”…

Posted in awkward, utilities with tags , , , , , , , , , on April 18, 2009 by tayron

Hello again.
As I was saying in my previous post, I’ve been working on a project for a contest for some time now. I think it’s time I explained a bit.

First off, I’d like to explain a bit the idea of “procedural generation”.
The thing is that you can create almost anything out of basic shapes, by adding simple operations. For example, you could create a house by adding a box, then another box, which you move on top of the other, and then scale it’s top vertices so that it looks like a roof. That’s 5 operations including the box creation thing (and a “select” operation to select the vertices you are scaling). What if you stored these 5 operations instead of all the vertices of the model and, at runtime, generate the model based on that? Well, to start with, you’d have a very small file size. 5 lines of text fit inside of 100 bytes. And, secondly, you could apply this technique not only to models, but to textures and sounds too. Imagine squeezing a 5 mb texture inside a 500 byte script that you can then use to generate the textures in your game.

Actually, there are people doing it. If you’ve searched the net a bit, then you might have stumbled upon The Demoscene. This is a congregation of demo making groups (like Cospiracy, Brain Control, Farbrausch). These guys practically make non-interactive demos using procedural generation for…well, basically everything. I’ve seen 64kb demos that generated enough data to fill 4 gb, in less that 30 seconds. The technology is there. You just need to use it.

Now to get back to my project. Procedural generation has always amazed me. In conclusion, for the contest(and not only for that) I’m taking part in, I made a procedural modeling tool. Basically, you create 3D models, which are then stored as a script, which you can then use in your game/simulation/whatever. It’s almost done. Still have some things to work on, but it works!

And here’s a screen-shot to prove it πŸ˜€ (2 more operations for the chimney πŸ™‚ )

et_house2

Mouse joy 2

Posted in awkward, utilities with tags , , , , , , , , , on February 1, 2009 by tayron

Hello again!

It’s been a while since my last post, so I figured I should write something here. Actually, I’m giving you a program I made in about 2 hours. The idea is to be able to use your joystick/gamepad to move the mouse on-screen (useful for sofa-surfing and loads of other things). The result is this program, which uses almost no CPU and about 700kb of RAM when minimized.

mouse_joy

Download:
mouse_joy_2.zip (16kb)

Requirements:
– Windows 98/2000/Xp/Vista
– a gamepad/joystick

Instructions:
– plug in your gamepad/whatever
– unpack the program and start it up
– minimize it
– use the D-pad or analog stick to move the mouse, button 1 for click (press twice for double-click), button 2 for right click, button 3 (hold down) to make the mouse move faster and button 4 to quit the program
have fun:)
P.S.: you can use your normal mouse too while mouse_joy_2 is active;)

P.P.S.: if the program doesn’t seem to work, try unplugging and plugging your gamepad/joystick back in a few times, and restart mouse_joy_2. Usually, a few unplugs do the job, but you never know.

Feedback would be apreciated:)