![]() Ok so on the skinning end I found something out that is probably old hat for professional photoshoppers, but it was news to me and might be for you guys. I'm not sure what's so brilliant about digitally hitting the program with a hammer until it works, but sure. I should be able to remove the upward bounds of the skin arrays so we can add more skins. I managed to manipulate them to load the locked classic skin and also a new test skin I made. I found the memory locations that determine the character and maze skins. The game board also has a geui file called "skin" With enough trial and error, I should be able to move things like the timers around so when rotated they don't look goofy. unfortunately rendered text instead of sprite based text means I'll only be able to rotate the game itself and not the menus. The text in the game also seems to work on a very basic scripting system. ![]() Again, I haven't figured out the format but I have managed to move some stuff around, change some sprites, ect. It's important to note that the maze graphics are static pngs though. The ".bgm" files for the game are actually ogg files, so again, pretty easy to change the background music.Īlthough I don't know the exact format, maze layouts are stored as simple csv files (renamed of course like the bgm files). Obviously the sprites in the game are just png images, so they are easy to re-skin. Ok so I've just been playing around to find out what I can find out.
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