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Old 08-01-17, 19:45   #101
Suikaze Raider
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Quote:
Originally Posted by zdimension View Post
The values "Italian" and "Spanish" doesn't work with the original GAMEFLOW tool.

EDIT: Also, the original TR2 Italian TOMBPC.DAT file has LanguageID set to English.
Exactly, because these languages ID were added in TR3. If you try to use them, original leaked compiler sets that value as $FF. Anyway, in TR2 this value isn't used. I needed to check TR3 script files for obtain them

Regards

Last edited by Suikaze Raider; 08-01-17 at 19:48.
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Old 08-01-17, 19:49   #102
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Wait, if I set my TR3's script language ID to German I will get the famous purple blood?
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Old 09-01-17, 12:12   #103
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Quote:
Originally Posted by Dustie View Post
Wait, if I set my TR3's script language ID to German I will get the famous purple blood?
Yes You can edit the file modding the byte in the position 0x0000017F (In decimal: 383) with a Hexadecimal Editor as HxD. This value is always in the same position in all "TombPC.dat" & "TombPSX.dat" files

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Old 09-01-17, 19:03   #104
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What purple blood ?
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Old 09-01-17, 21:17   #105
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Quote:
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What purple blood ?
In the German release of Tomb Raider blood was changed from red to magenta/purple as a form of censorship of violence...



I know. Don't ask.
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Old 28-05-17, 05:46   #106
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In the editor you can set a sector as a box (grey square) to stop enemies crossing.

Where is this info stored in the TR file?

meta2tr and TR2PRJ can both extract this info.
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Old 28-05-17, 08:38   #107
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Quote:
Originally Posted by Dustie View Post
In the German release of Tomb Raider blood was changed from red to magenta/purple as a form of censorship of violence...



I know. Don't ask.
I don't think it was censorship of violence, more like a way of avoiding getting some PEGI18 rating or some other stupid stuff like that. It's not red? Well, no reason to give us a high an 18+ requirement.
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Old 28-05-17, 09:26   #108
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Quote:
Originally Posted by sapper View Post
In the editor you can set a sector as a box (grey square) to stop enemies crossing.

Where is this info stored in the TR file?

meta2tr and TR2PRJ can both extract this info.
If I remember correctly, it's bit 15 or 14 in OverlapIndex field of box structure. We had a discussion regarding this topic in development chat recently, MontyTRC or XProger may provide detailed info.
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Old 28-05-17, 17:02   #109
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Quote:
In the editor you can set a sector as a box (grey square) to stop enemies crossing.

Where is this info stored in the TR file?
Note that i was long time ago since i work with this so some info could not be acurate.

Each sector structure:

struct tr_room_sector // 8 bytes
{
uint16_t FDindex; // Index into FloorData[]
uint16_t BoxIndex; // Index into Boxes[] (-1 if none)
uint8_t RoomBelow; // 255 is none
int8_t Floor; // Absolute height of floor
uint8_t RoomAbove; // 255 if none
int8_t Ceiling; // Absolute height of ceiling
};

Boxindex point both to a Box structure and a Zone structure:

mbox := boxes[boxindex];
mzone:=zones[boxindex];

Zoner structure:

struct tr2_zone // 20 bytes
{
uint16_t GroundZone1_Normal;
uint16_t GroundZone2_Normal;
uint16_t GroundZone3_Normal;
uint16_t GroundZone4_Normal;
uint16_t FlyZone_Normal;
uint16_t GroundZone1_Alternate;
uint16_t GroundZone2_Alternate;
uint16_t GroundZone3_Alternate;
uint16_t GroundZone4_Alternate;
uint16_t FlyZone_Alternate;
};

Enemies cant go from sector A to sector B if their GroundZoneX_ are different.

Good luck with your Tr42PRJ tool
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Old 28-05-17, 18:26   #110
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Heeeyy, TPascal!

We were searching for you for past 1 or 2 weeks! Check your PM!
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