Oh yeah... Smart.
Also, has anyone ever tried ripping the sky texture? I want to use it for a video in a program.
(3d movie maker)
EDIT: I think we're going to need denzquix. I'll PM him.
Posted 03 August 2014 - 04:26 PM
Oh yeah... Smart.
Also, has anyone ever tried ripping the sky texture? I want to use it for a video in a program.
(3d movie maker)
EDIT: I think we're going to need denzquix. I'll PM him.
"Spoo-eee!"
Posted 03 August 2014 - 04:39 PM
Posted 03 August 2014 - 04:53 PM
Thank you!
EDIT: Messed around with the thing a bit, and...
http://liambrocklehu...ity skyline.pdn
It's a paint.net file, with layers of the buildings, sky, and cloud.
decided to make something:
You can download the PDN file here:
http://liambrocklehu...line edit 1.pdn
"Spoo-eee!"
Posted 16 December 2014 - 10:33 PM
Posted 17 December 2014 - 06:08 AM
:O Wow! Our very own denzquick is famous! A-autograph p-please.
Posted 02 February 2015 - 04:22 AM
Any progress in the video format front?
Also, hello, fellow Finnish person above!
Posted 27 July 2015 - 08:03 PM
Hi,
can you help me to traslate this game into spanish? Years ago, a friend built for me an app for change LANG.DAT. But I need modify fonts and graphics with text. Can you built an app for decode/encode files?
Thanks
Posted 20 October 2015 - 06:41 PM
And now, a stubborn attempt from me to keep this alive.
Posted 14 April 2016 - 10:01 PM
I just started implementing some of this stuff for fun, you can see the progress at https://github.com/E...en/NormalityLib (not very far along yet).
Posted 17 April 2016 - 04:07 PM
Posted 13 May 2016 - 03:18 PM
Progress, excellent!
Posted 27 April 2018 - 08:41 PM
Normality is one of my favourite games of all time, I've played it ever since I got it brand-new back in '96 when I was 9, I absolutely still love it to this day! Is there a full resource viewer available to view textures, sounds, midis and dialogs? Would love it if the devs want to come back and tell some more stories of the development days!
Posted 03 May 2018 - 01:38 PM
Posted 07 May 2018 - 02:20 PM
Absolutely incredible! I'm having such a great time looking through the textures, love the little descriptions. Could this extractor be downloaded as either an exe or whatever it was written in (.py or a java script)? Just in case the site ever goes offline it would be amazing to have this tool available for generations to come!I did start doing a browser-based extractor tool a while ago:
https://radishengine...io/denormalize/
...drag and drop a MGL or DAS file from the "MAPS" folder onto the drag and drop zone to see extracted sprites and textures.
Unfortunately there are some things that I don't think have an extractable file format, it seems like they could have been hard-coded into the game.
Posted 11 May 2018 - 09:14 AM
It's a pure JavaScript application, so it runs entirely in the browser and doesn't require any special server-side stuff, it only needs static files. It's also a public GitHub project, so you can download a snapshot of all the files as a ZIP: https://github.com/r...hive/master.zip
I finally took a look at the fonts. They are MGL-compressed in the standard way, but the actual data is raw pixel data. That means there's no way to tell how big each character is supposed to be, so there's no easy way to display the characters in a sensible way.
What I did instead is import the decompressed font data into GIMP as "Raw image data" doing trial-and-error with different widths until it looked right. So, here are the Normality fonts as four (very very tall) PNG images:
Posted 13 May 2018 - 07:08 PM
wish I had as much devotion to rando projects as you guys have *looks at 100+ releases on Bandcump* o-oh
Posted 27 May 2018 - 04:32 PM
It's a pure JavaScript application, so it runs entirely in the browser and doesn't require any special server-side stuff, it only needs static files. It's also a public GitHub project, so you can download a snapshot of all the files as a ZIP: https://github.com/r...hive/master.zip
I finally took a look at the fonts. They are MGL-compressed in the standard way, but the actual data is raw pixel data. That means there's no way to tell how big each character is supposed to be, so there's no easy way to display the characters in a sensible way.
What I did instead is import the decompressed font data into GIMP as "Raw image data" doing trial-and-error with different widths until it looked right. So, here are the Normality fonts as four (very very tall) PNG images:
Sorry for the delay, been changing jobs and not had a lot of time to internet! I did a manual extraction job by capturing frames from dosbox, boy I wish I'd had this strip a month ago! Thanks so much for that, there's a lot of characters I would have missed and lots from the other fonts that are hard to extract. really appreciate it!
How are the voice files? I've always wondered if there's any un-heard speech hidden and unused in the resources.
EDIT: one other thing I'd love to see are the Save/Load, Quit To Dos and Options background images. There's usually text over them so it's hard to see the original background images. Can these be extracted by the tool from the non-map resources?
Posted 29 May 2018 - 02:51 PM
How are the voice files? I've always wondered if there's any un-heard speech hidden and unused in the resources.
You can check out some unused speech in the TCRF.net entry I wrote (there's some more on the demo page).
The speech samples are stored uncompressed in DIGI/SOUND.RAW. Using Audacity, try Import > Raw Data... on this file with these settings:
There doesn't seem to be any metadata in this file about where these samples should start and stop, and some of them even seem to use a different sample rate to the rest (this is another case where I assume the info must be hardcoded into the program somewhere...) so unfortunately there's no easy way to automatically separate the speech lines into individual samples that I can see.
Posted 21 November 2021 - 11:43 PM
Reviving this ancient topic because I've been looking into this game again recently, trying to pick up where denzquix left off. I might eventually start looking into the map data format, but it's pretty hard and I don't have any reverse engineering experience, but mostly I'm focused on getting more stuff for the TCRF article.
There's actually quite a lot of interesting stuff I've found out. One thing I'm doing right now is just going through all the exported textures and visually checking to see which ones are unused. I've also done a dig into old game magazines and found some interesting differences in the pre-release copies they used to make screenshots. Right now I'm just banking it up until I've finished going through all of it.
Also, I found a Windows 95 screensaver and extracted the assets from it: https://archive.org/...in95Screensaver
By the way, I guess denzquix probably doesn't check this forum anymore, but if anyone is interested he's actually like one of the more prolific uploaders on the Internet Archive and has a *ton* of stuff archived: https://archive.org/details/@denzquix
ANALYZE
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