The NEW Build Your Own Arcade Controls
Arcade Collecting => Merit/JVL Touchscreen => Topic started by: gmtransman2 on December 02, 2019, 10:32:38 pm
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is there someone that could make or help with adding different pictures to a force game. i am computer stupid and i need some thing simple that i could do this with. it is a 2011 force , i think this would be cool and hope it does not go against the copy write laws. let me know thanks
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A lot of the in-game pictures like Photo Hunt are jpeg's. Just replace the files
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There is a video on YouTube showing how to do this:
https://www.youtube.com/watch?v=sa7KEBK3oyM
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https://www.youtube.com/watch?v=ntQLfxVwn3I#
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How were you able to achieve the animation on the background? I know this is Ion and not Force, but it looks like the force animations are in a proprietary format. There's a tool that has a symlink to it on my 10.5 machine called sprcompress, but it's not actually on disk (it should be in /Software/usr/local/bin which does not exist on disk.).
Any info or suggestions would be appreciated!
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The same Sprite format is used in both Force and ion. I have code to convert back and forth between Sprite and tga.
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The same Sprite format is used in both Force and ion. I have code to convert back and forth between Sprite and tga.
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Any chance you feel like sharing? :)
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Not right now but if you want anything converted, I'll do it for you
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I wouldn’t even know what to have you convert to be honest. I’d want to decode existing SPR files and see how they are structured (individual images? Sprite sheets? Etc). Would be interesting to skin the existing games/menus.
It’s more of a raw morbid curiosity to see how they did their sprite packing, etc. considering I’m sure my method is wholly inefficient: http://forum.arcadecontrols.com/index.php/topic,156300.0.html
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The animations are individual images all in the same file. The Sprite format is pretty basic. Don't remember the exact format from the top of my head but there is a series of bytes that contains the color info in RGB, a byte that sets transparency, followed by the number of pixels to repeat.
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