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Stefan
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File: JtRH2AEConverter0_58.zip (69.6 KB)
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icon JtRH to AE Converter Utility (+10)  
Here's a new utility written in Java that I've been working on for the last couple of days. I didn't intend to release it before version 1.0, but since it's working quite good at the moment, I'm releasing an early version now and then update it when I add new stuff.

JtRH to AE Converter v0.58
Basically, it's a utility to convert files exported from JtRH to AE-compatible format. It currently supports hold-, demo- and player-files.

Unzip the archive to any folder and type
java JtRH2AE
for a quick help on how to use it. You need Java 1.4.2 or higher.

Things to be aware of in this version:
* You have no control over how room styles are mapped. However, room styles are preserved if the hold was originally made in AE, but then exported from JtRH (such as Deep Hold, which will convert just fine).
* The application will produce output even if the conversion fails.
* The demo checksum isn't recomputed (I don't think it ever will be), which means that some demos will complain about being "corrupt or from another version of DROD". They should be perfectly playable, though.
* Importing a converted player-file may sometimes fail (giving errors in drod.err and crashing drod). The exact cause of this is still unknown. If you experience this kind of behaviour, try running the converter with the option '-nosettings' OR run it with '-d' and send the console output (debugging messages) to me and I'll try to fix things.
* Converting player and demo files is unnecessarily slow. I'll optimize the code for a later build.

Fixes for most of these are on my to-do list.

Please reply to this thread if you find any strange things happening, or if you've got any suggestions.

The full source will be released when I reach version 1.0. And this time, I'll try not to abandon it...

Changes in v0.58:
* Fixed a bug with player conversion

Changes in v0.57:
* Re-enabled support for demo- and player-files
* Added some debugging options

Changes in v0.56x:
* Temporarily disabled support for demo- and player-files

Changes in v0.55:
* Player settings are now converted
* Converter is now marking the appropriate KDD demos so that the AE ending will show correctly

Changes in v0.53:
* Support for player-files included (early dev stage, though)
* Demos embedded in holds will get converted
* Strict convert wasn't checking for secret rooms
* Small code changes here and there

Changes in v0.4:
* Support for demos is now included.
* Added orb association / diagonal door checker
* Obstacles will now convert correctly
* General code cleanup

[Edited by Stefan at Local Time:06-08-2005 at 12:50 PM: Version 0.4]
[Edited by Stefan at Local Time:06-13-2005 at 05:54 PM: Version 0.53]
[Edited by Stefan at Local Time:06-16-2005 at 12:17 AM: Version 0.55]
[Edited by Stefan at Local Time:07-12-2005 at 12:27 PM: Temporary version 0.56x]
[Edited by Stefan at Local Time:09-05-2005 at 11:31 PM: Version 0.57]

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[Last edited by Stefan at 04-24-2006 05:32 PM : Version 0.58]
06-01-2005 at 12:57 PM
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AlefBet
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icon Re: JtRH to AE Converter Utility (0)  
Hey, that's cool. I'm sure several people will find uses for it.

You might want to release the source code as you go, rather than waiting for 1.0. This allows other people to help you develop the software, which is one of the benefits of open source. Up to you, though.

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06-01-2005 at 04:01 PM
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silver
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icon Re: JtRH to AE Converter Utility (0)  
Stefan wrote:
* Non-AE obstacle sizes are not considered yet. The application is capable of converting them, but the output may look a little strange.

well, 4x4 can be made to look okayish :)

1122
1122
3344
3344


is there any reason not to convert obstacles to walls, other than aesthetics?


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06-01-2005 at 04:57 PM
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Stefan
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icon Re: JtRH to AE Converter Utility (0)  
silver wrote:
well, 4x4 can be made to look okayish
The graphics are handled by the game, so any area of objects that can be made up of 2x2-squares will look fine.
is there any reason not to convert obstacles to walls, other than aesthetics?
No, and in fact that is what I'm going to do, except that I'll only convert those pieces of the obstacle areas that can't made up of 2x2-square obstacles.

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06-01-2005 at 06:17 PM
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Stefan
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icon Re: JtRH to AE Converter Utility (+2)  
Version 0.4 with support for demo-files is attached to the first post (look for details there).

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06-08-2005 at 12:53 PM
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Stefan
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icon Re: JtRH to AE Converter Utility (+1)  
Version 0.53 with (primitive) player-file support is attached to the first post.

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06-13-2005 at 05:57 PM
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kyevan
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icon Re: JtRH to AE Converter Utility (0)  
(It's only three years old, that's not necromancy, right? Seriously, though, my question is rather relevent to this thread, so...)

Is there anything like this for TCB to AE, with players? I've been playing KDD on TCB, and I just realized that there's a special ending for it in AE. Am I out of luck, unless I want to redo everything in AE?
08-16-2008 at 01:05 AM
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silver
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icon Re: JtRH to AE Converter Utility (0)  
the special ending has been translated to a new format and re-included in the new version. you'll get all the same text and images and some new puzzles to boot, so it's actually better to master it under tcb


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08-16-2008 at 01:43 AM
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kyevan
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Er, "and some new puzzles to boot"?

... I don't think so. I'm not playing KDD 2.0, I don't have that, I'm playing the original KDD, imported into the TCB demo, because even all-city is better than squinting at AE. :no
08-16-2008 at 01:45 AM
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silver
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icon Re: JtRH to AE Converter Utility (0)  
sorry, yes, I was referring to KDD 2.0. which you should get :)


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[Last edited by silver at 08-16-2008 01:49 AM]
08-16-2008 at 01:48 AM
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kyevan
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silver wrote:
sorry, yes, I was referring to KDD 2.0. which you should get :)
Well,
A. I don't have money, and even if I did, I have to pay about 5 dollars extra, and wait for ages while the USPS does their thing, since no credit card.

B. I want to get TCB first, because while all-city is better than AE, it does get monotonous after a while!
08-16-2008 at 02:02 AM
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