MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
No, I don't think there is. The tables that are compiled into .bin files can be easily distributed as .bin files, but not the ones built into Exe. You can extract them from memory and copy into appropriate place in Exe, that's the only way to go without MMExt.
My patches: MM6 MM7 MM8. MMExtension. Tools. Also, I love Knytt Stories and Knytt Underground. I'm also known as sergroj.
Untested script to change stats effect breakpoints table in MM7 (for MM6 and MM8 other addresses would be needed):
Place it into Scripts\General folder and tweak the 'vals' table as you like.
Code: Select all
local vals = {
500, 30,
400, 25,
350, 20,
300, 19,
275, 18,
250, 17,
225, 16,
200, 15,
175, 14,
150, 13,
125, 12,
100, 11,
75, 10,
50, 9,
40, 8,
35, 7,
30, 6,
25, 5,
21, 4,
19, 3,
17, 2,
15, 1,
13, 0,
11, -1,
9, -2,
7, -3,
5, -4,
3, -5,
0, -6
}
for i = 0, #vals - 2, 2 do
mem.i2[0x4EDEA4 + i] = vals[i + 1]
mem.i1[0x4EDEE0 + i/2] = vals[i + 2]
end
My patches: MM6 MM7 MM8. MMExtension. Tools. Also, I love Knytt Stories and Knytt Underground. I'm also known as sergroj.
Hi, GrayFace.
I really appreciate your patches for MM series, these are truly fantastic work!
I have a question about the possibility to use the HQX upscaling algorithm ( http://en.wikipedia.org/wiki/Hqx ) to make an MM mod with hi-res textures.
There is a mod for UFO defence game which uses this algorithm, textures look there very good, without annoying squares. You can also see the effect of this algorithm on example of Super Mario game
http://www.youtube.com/watch?v=ohWLyR4beco
While there is no guarantee that this algorithm will produce decent results for MM-series games, still it might be worth a try, especially if embedding of hi-resolution textures is not difficult to implement in game engine, which I don't know about. Do you think it's a viable idea for MM games? Sorry if this question has already been asked.
I would be especially excited to try this feature in MM6, and I can probably offer some help with texture processing as well.
I really appreciate your patches for MM series, these are truly fantastic work!
I have a question about the possibility to use the HQX upscaling algorithm ( http://en.wikipedia.org/wiki/Hqx ) to make an MM mod with hi-res textures.
There is a mod for UFO defence game which uses this algorithm, textures look there very good, without annoying squares. You can also see the effect of this algorithm on example of Super Mario game
http://www.youtube.com/watch?v=ohWLyR4beco
While there is no guarantee that this algorithm will produce decent results for MM-series games, still it might be worth a try, especially if embedding of hi-resolution textures is not difficult to implement in game engine, which I don't know about. Do you think it's a viable idea for MM games? Sorry if this question has already been asked.
I would be especially excited to try this feature in MM6, and I can probably offer some help with texture processing as well.
How to get player's current intellect including all bonuses from items, spells etc ?
I tried:
but it crashes with error: not enough actual parameters
Party[0].Stats[const.Stats.Intellect].Base + Party[0].Stats[const.Stats.Intellect].Bonus doesn't crash but it does not include intellect from items or spells.
Also would it be possible to change the size of stat table? I tested your script with changing the values it works perfectly but I don't know if we can change how many values are allowed.
Also there's a mistake in MM7 solo script, it changes SP to -50 but if you check stats (Z or char screen) it crashes, changing SP to 0 will not crash if anyone had this issue.
Edit: got it to work, Party[0].GetIntellect(Party[0]) returned the correct intellect value if anyone else was wondering.
I tried:
Code: Select all
Party[0].GetIntellect()
Party[0].Stats[const.Stats.Intellect].Base + Party[0].Stats[const.Stats.Intellect].Bonus doesn't crash but it does not include intellect from items or spells.
Also would it be possible to change the size of stat table? I tested your script with changing the values it works perfectly but I don't know if we can change how many values are allowed.
Also there's a mistake in MM7 solo script, it changes SP to -50 but if you check stats (Z or char screen) it crashes, changing SP to 0 will not crash if anyone had this issue.
Edit: got it to work, Party[0].GetIntellect(Party[0]) returned the correct intellect value if anyone else was wondering.
default8p,
You can't change the number of values in that table. In MM8.5 I'm going to get rid of that table and use a function instead.
Code: Select all
Party[0]:GetIntellect()
It's only possible with sprites, but not textures. Maybe I'll make it possible with textures eventually.red_elk wrote:I have a question about the possibility to use the HQX upscaling algorithm ( http://en.wikipedia.org/wiki/Hqx ) to make an MM mod with hi-res textures.
My patches: MM6 MM7 MM8. MMExtension. Tools. Also, I love Knytt Stories and Knytt Underground. I'm also known as sergroj.
The HQX gives best results on sprites IMO, it's not as good on textures.GrayFace wrote:It's only possible with sprites, but not textures. Maybe I'll make it possible with textures eventually.
May be I'll try to experiment with replacement of sprites in LODs myself, I was merely asking if this idea is easy to implement, or maybe it won't work at all.
Simply replacing the sprites should do the job.
My patches: MM6 MM7 MM8. MMExtension. Tools. Also, I love Knytt Stories and Knytt Underground. I'm also known as sergroj.
Then you need to reduce the Scale in data\Tables\SFT.txt.
After you complete the scaling and SFT.txt modification you can make it work without MMExt by distributing DataFiles\dsft.bin (MMExt generates it when you run the game after modifying SFT.txt).
After you complete the scaling and SFT.txt modification you can make it work without MMExt by distributing DataFiles\dsft.bin (MMExt generates it when you run the game after modifying SFT.txt).
Why is that? Hqx doesn't create new colors, so it must work perfectly with palettes.red_elk wrote:8-bit color limitation also hurts, but it's possible to live with.
My patches: MM6 MM7 MM8. MMExtension. Tools. Also, I love Knytt Stories and Knytt Underground. I'm also known as sergroj.
Alright, so generally idea works
This is what I managed to do, using MMExt and XBR4 no-blending algorithm (instead of HQX):
This is what I managed to do, using MMExt and XBR4 no-blending algorithm (instead of HQX):
HQX tool which I used, did, but anyway after a few experiments I think I found better algorithm. Anyway, sprites resized with color blending look prettier.GrayFace wrote:Why is that? Hqx doesn't create new colors, so it must work perfectly with palettes.
The link to MM8 Extension (at https://sites.google.com/site/sergroj/mm/mmextension ) is no longer active, GrayFace, can you re-upload it please?
- GreatEmerald
- CH Staff
- Posts: 3330
- Joined: 24 Jul 2009
- Location: Netherlands
From my experience, usual algorithms just make squares a little fuzzier, it doesn't help much. But if you did your own search and found an algorithm with even better results than XBR, that would be great!GreatEmerald wrote:Hm, the HQ and such scalers don't really work well with gradients. It looks like a bicubic scaler could do the job better in this case (although yea, palette problems may arise).
XBR worked best from all the algorithms I tried so far, and there is also a color-blending version which does better job with gradients, but game engine can't use such sprites.
Version 1.5
Version 1.5 is released.
Nope, for now.broggy wrote:Is there any way to change the sky texture? (like with SetTextureOutdoors?)
My patches: MM6 MM7 MM8. MMExtension. Tools. Also, I love Knytt Stories and Knytt Underground. I'm also known as sergroj.
Choose Party scripts are updated as well.
My patches: MM6 MM7 MM8. MMExtension. Tools. Also, I love Knytt Stories and Knytt Underground. I'm also known as sergroj.
A little update.
My patches: MM6 MM7 MM8. MMExtension. Tools. Also, I love Knytt Stories and Knytt Underground. I'm also known as sergroj.
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