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TD Team Color Schemes
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burton6747
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Joined: 27 Jun 2008

PostPosted: Tue Jul 29, 2008 2:41 am    Post subject:  TD Team Color Schemes Reply with quote  Mark this post and the followings unread

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burton6747
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PostPosted: Tue Aug 19, 2008 9:15 am    Post subject: Reply with quote  Mark this post and the followings unread

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burton6747
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PostPosted: Wed Aug 20, 2008 12:16 am    Post subject: Reply with quote  Mark this post and the followings unread

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PostPosted: Sun Dec 14, 2008 6:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Change of plans, instead of making 7 for each color and all its possibilities which was 49, I'm making just 7, with each one being able to change to that color, regardless of the original color, so undo won't need to be used.

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burton6747
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PostPosted: Sun Dec 14, 2008 8:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

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burton6747
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PostPosted: Sun Dec 14, 2008 11:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

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PostPosted: Mon Dec 15, 2008 1:16 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Yellow to Green (Done except one color or two colors is off)
Yellow to Light Blue (Done except one or two colors is off)


The problem is that there simply isn't enough colors for these two color types on the .tem palette to match to the yellow...so I ended up having to use 1 or 2 colors twice for the same replacement.

White is the best one, it had more colors than enough. So when going from white to another, that'll be a problem too. This is when and why I said I needed the EXACT color numbers from the game, because obviously the game doesn't have any color problems. You have 7 different team type colors, If all these color types are on each palette, then I'm going to need the numbers along with it. (The game must draw colors from somewhere else because I don't see how the .tem, .des, and .win palettes contain them all. (could be wrong, Nyer should know the answer)

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burton6747
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PostPosted: Mon Dec 15, 2008 1:31 am    Post subject: Reply with quote  Mark this post and the followings unread

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burton6747
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PostPosted: Mon Dec 15, 2008 2:09 am    Post subject: Reply with quote  Mark this post and the followings unread

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PostPosted: Tue Dec 16, 2008 7:34 am    Post subject: New Units/Shp Files Reply with quote  Mark this post and the followings unread

-Add Heavy Tank & Chem-Tank to Nod

Heavy Tank
-----------------------------------------------------------------
-SC-GDIDOSHTNK.MIX .tem, .win, .des | animation
-SC-NODDOSHTNK.MIX .tem, .win, .des | animation
-SC-HTNK.MIX .tem, .win, .des | animation

Chem-Tank
-----------------------------------------------------------------
'' '' '' '' ''
'' '' '' '' ''
'' '' '' '' ''
-Add Laser Tank & Cargo Plane (From Manual/add color)
-Add "Make" Shp file for Technology Center
-Add "Make" Shp files for Arco, V01, V19 (Church, Oil Pump)
-Fix bug when enabling and building the arco/church, they don't stay invisible. This occurs sometimes.

I'm close to being able to release C&C sidebar cameos for all 7 team colors, obviously they aren't Windows 95, but the DOS type. Getting them to show up properly when put in the directory is another story.

My vision was to be able to get the sidebar to change to the color of your team color so if you are in multiplayer gray, your sidebar will have gray icons. (Most people prefer the 95 icons more than the dos, so really adding code to the game to do this would just be extra) I also liked the idea of having the cameos in all 3 theater types. (the backgrounds, so they adjust to the theater of the mission)

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burton6747
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PostPosted: Tue Dec 16, 2008 8:52 am    Post subject: Reply with quote  Mark this post and the followings unread

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burton6747
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PostPosted: Sat Dec 20, 2008 7:49 am    Post subject: Reply with quote  Mark this post and the followings unread

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burton6747
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PostPosted: Sat Dec 20, 2008 10:54 am    Post subject: Reply with quote  Mark this post and the followings unread

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burton6747
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PostPosted: Sat Dec 20, 2008 11:28 am    Post subject: Reply with quote  Mark this post and the followings unread

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burton6747
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PostPosted: Sat Dec 20, 2008 11:35 am    Post subject: Reply with quote  Mark this post and the followings unread

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Last edited by burton6747 on Wed Dec 24, 2008 6:49 am; edited 1 time in total

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Nyerguds
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PostPosted: Sat Dec 20, 2008 5:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

wtf? Half of the posts in this thread see absolutely unrelated to OS SHP Builder...

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Lt Albrecht
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Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Sat Dec 20, 2008 7:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Seems it veered off into apparent TD modding :S How the hell? I ain't downloading that file unless someone else with better antivirus finds out what's inside :S

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burton6747
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PostPosted: Sat Dec 20, 2008 11:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

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Nyerguds
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PostPosted: Sat Dec 20, 2008 11:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

so, um, do you have any idea at all how to add that code?

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burton6747
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PostPosted: Sun Dec 21, 2008 8:44 am    Post subject: Reply with quote  Mark this post and the followings unread

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burton6747
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PostPosted: Sun Dec 21, 2008 8:51 am    Post subject: Reply with quote  Mark this post and the followings unread

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Tore
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Joined: 15 Jun 2006
Location: The way north

PostPosted: Sun Dec 21, 2008 12:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

What the?!

burton6747 have you ever heard of something called the edit button? X_x

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Nyerguds
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PostPosted: Sun Dec 21, 2008 4:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Seriously... if you have no idea how to actually add new stuff besides some menu buttons, why bother making this in the first place?

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burton6747
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PostPosted: Mon Dec 22, 2008 9:46 am    Post subject: Reply with quote  Mark this post and the followings unread

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burton6747
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PostPosted: Mon Dec 22, 2008 11:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

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Nyerguds
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PostPosted: Tue Dec 23, 2008 2:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

...right. You're still not the tiniest bit closer to finding out how to actually DO that, are you?

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PostPosted: Tue Dec 23, 2008 3:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

I also would like a flood fill button to flood anything from the sidebar just as long as it doesn't flood over itself. (starting to remind me of mario paint) And to answer your question, no not yet.

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burton6747
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PostPosted: Wed Dec 24, 2008 2:37 am    Post subject: Reply with quote  Mark this post and the followings unread

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burton6747
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PostPosted: Wed Dec 24, 2008 9:58 am    Post subject: Reply with quote  Mark this post and the followings unread

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Nyerguds
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PostPosted: Thu Dec 25, 2008 2:29 am    Post subject: Reply with quote  Mark this post and the followings unread

burton6747 wrote:
In 2 of my missions, I placed gunboats in rivers that didn't go all the way to the edge of the screen. 1 - Make the boats smarter by adding a trigger to turn around when reaching land. 2 - make them pass under bridges (create a new bridge that is higher than the others)

[General]
MakeStuffUp=true?

Seriously, how on earth is that still ccmap related? Such triggers or bridges have nothing to do with CCMAP but with C&C itself. You can't just invent new triggers.
And there is no way ships can ever pass under bridges, since C&C simply HAS no layered terrain. Terrain is ALWAYS flat, and the bottom layer of everything you see. Not to mention, bridges only exist on rivers in C&C1, which are too narrow for gunboats anyway.

burton6747 wrote:
I haven't tested crates too much, but in one of my missions the purpose of the enemy team is to capture your crate...so you don't want the crate to disappear when your troops accidentally go over it. If the badguy team's troops touch it, then you lose the mission.

I HAVE tested crates. They're 100% impassable to the computer player, and even if they do accidently touch it, they can't pick it up.

burton6747 wrote:
I also wanna see vertical rivers and gunboats going up and down the map. Buildings flipped vertically and horizontally (like in DTA)

again, 1. not editor-related at all and 2. won't happen. I haven't even found any of the special gunboat code in C&C.

burton6747 wrote:
The Arctic theater is definitely a plus. (might convert some map tiles from RA to TD)

Um... what? There IS an unused theater in C&C, but it's called Jungle. And it's not usable. I tried it.

burton6747 wrote:
So, the map tiles themselves will be able to be flipped, giving you more ways to build the maps.

Oh yes, sure. Try it out on a screenshot sometimes. It'll look horrible. You see, you're totally forgetting that tiny element called PERSPECTIVE.

burton6747 wrote:
-Add Other games to it (RA, TS, RA2).

Seriously... what? This is an old C&C1 map editor. Why would you do ridiculous stuff like that? There already ARE map editors for those games.

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burton6747
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PostPosted: Thu Dec 25, 2008 8:50 am    Post subject: Reply with quote  Mark this post and the followings unread

-

Last edited by burton6747 on Sat Dec 27, 2008 12:20 pm; edited 1 time in total

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Nyerguds
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Location: Flanders (Be) Posts:300000001

PostPosted: Thu Dec 25, 2008 12:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

fun fact... remap colours aren't actually linked to these multi sides in C&C multiplayer games. It just makes the first joined player Multi1, the second Multi2, etc, and just changes that side's remap colour to their selected choice.

In ofther words, it doesn't give you Multi3 because you've chosen green, but just changes your side (like Multi1) to the green colour when starting the game Smile

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burton6747
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Joined: 27 Jun 2008

PostPosted: Thu Dec 25, 2008 1:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Here's some other bizarre things:

Use Tibed and change the artillery's weapon to Napalm Bomb. When it attacks, it drops them on itself (has no range) and it doesn't even damage itself. (but will damage units around it)

My SSM isn't launching the missiles off its launcher, when it fires, it shows no loss of missiles (Why? Something caused this, an edit, a patch or something. I checked its stats in Tibed and its all at its defaults.

Couple of Offsets not found in Tibed (for Vehicles)
----------------------------------------------------------------
-Self-Healing for Mammoth Tank
(is it possible to enable/disable this for any vehicle?)
-No-Moving Fire
(Found in RA, would be useful if in C&C95 for units that have slow turn
rates like the artillery)
-Passengers
(Useful for APC and Chinook) (Max 5, Min. 1)
-Tiberium Capacity
(be able to Add/subtract bars)
-For Helicopters, be able to add/subtract weapon capacity bars
(Weapon Payload is the alternative)

Last edited by burton6747 on Sat Dec 27, 2008 2:42 pm; edited 2 times in total

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Nyerguds
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PostPosted: Thu Dec 25, 2008 8:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

For the SSM... that's "Shots before reload". You probably changed it to the default (-1; none). It should be 2.

As for these things you mention.. tiberium capacity should be there. For buildings anyway. As for the heli payload it's always displayed as 5 blocks or less. It's controlled by the payload value.

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burton6747
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Joined: 27 Jun 2008

PostPosted: Tue Jan 06, 2009 4:56 am    Post subject: 6 Team Color .cscheme Files Reply with quote  Mark this post and the followings unread

Yellow, Red, Blue-Green, Orange, Lime-Green



Lime-Green.cscheme
 Description:

Download
 Filename:  Lime-Green.cscheme
 Filesize:  2.15 KB
 Downloaded:  309 Time(s)


Orange.cscheme
 Description:

Download
 Filename:  Orange.cscheme
 Filesize:  2.13 KB
 Downloaded:  322 Time(s)


Blue-Green.cscheme
 Description:

Download
 Filename:  Blue-Green.cscheme
 Filesize:  2.15 KB
 Downloaded:  371 Time(s)


Red.cscheme
 Description:

Download
 Filename:  Red.cscheme
 Filesize:  2.14 KB
 Downloaded:  338 Time(s)


Yellow.cscheme
 Description:

Download
 Filename:  Yellow.cscheme
 Filesize:  2.14 KB
 Downloaded:  333 Time(s)


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burton6747
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Joined: 27 Jun 2008

PostPosted: Tue Jan 06, 2009 4:59 am    Post subject: Reply with quote  Mark this post and the followings unread

Grey



Grey.cscheme
 Description:

Download
 Filename:  Grey.cscheme
 Filesize:  2.14 KB
 Downloaded:  312 Time(s)


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PostPosted: Wed Jan 07, 2009 11:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Now that the 6 game color schemes are available, once applied to extracted shp files, you can save all units/structures to their corresponding color type. If you change all the shp files from tempicnh.mix to Red and save them and put them back into tempicnh.mix, they won't show up in the game when you play temperate theater type missions (why I don't know). That would be the alternative to adding code somewhere in the .exe to tell the sidebar to change to the .shp file of your color type. (you would then have 6 mix files for each theater (for example Ytempicnh.mix, Rtempicnh.mix, Btempicnh.mix, GRtempicnh.mix, Otempicnh.mix, Gtempicnh.mix.) the 6 variables would have to defined. (Y, R, B, GR, O, G) (Yellow, Red, Blue, GReen, Orange, Grey) (or use whatever variables you want)

Still need to find how to increase the sidebar Icons to 10 or 11 (whatever it can hold max)

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MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Wed Jan 07, 2009 11:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Burton, please, don't go and erase most of your posts with "-". It messes up the thread into a confusing wreck.

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PostPosted: Thu Jan 08, 2009 5:57 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm getting some weird results after putting the .tem files back into tempicnh.mix. Here some examples

Wood Fence - Changed to Red - 100% success
MLRS - Changed to Grey - 100%, but game crashes when scrolling sidebar down lower than allowed. (the MLRS was at the bottom)
Here's the Offset Value of the error: 000d802c
Cannot find that offset in Hex Workshop 6.0.1. Sad
MTNK - Changed to Grey - 100% success
MSAM - Changed to Grey - Doesn't show up in sidebar at all. No errors thrown or crashes. It's like it never becomes available.

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burton6747
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PostPosted: Thu Jan 08, 2009 7:30 am    Post subject: Reply with quote  Mark this post and the followings unread

Scratch what I said about the MLRS and MSAM above.
Heres the correct Trials
---------------------------
Trial 1
-----------
MLRS = Nod Grey
MSAM = Normal

Results
-----------
MSAM is bottom icon in sidebar. MLRS and MCV do not show up because they normally would show up below the MSAM. Game Freezes w/ 2 error messages

The instruction at 004d802c referenced memory at 0a31fe30
The memory could not be read from

Main executable for C&C
AppName:C&C95.exe AppVer. 1.0.0.1
ModName:C&C95.exe ModVer. 1.0.0.1
Offset 000d802c
Send error report to microsoft

Trial 2
-----------
MLRS = Grey
MSAM = Grey

Results
-------------
Same as Trial 1

Trial 3
------------
MLRS = Yellow
MSAM = Grey

Results
-------------
After an SSM is built, slow loop is created that freezes the game for a little bit, then unfreezes, and loops over and over. The music still run as normal though

Trial 4
-----------
MLRS = Yellow
MSAM = Yellow

Results
---------
Same as Trial 3
After forcing to end with task manager, C&C threw this error

szAppName: C C95.exe&szAppVer: 1.0.0.1 szModName: hungapp
szModVer: 0.0.0.0 offset: 00000000[/quote]

Trial 5
----------
Wood Fence - Red

Results
------------
100%

Trial 6
-----------
Wood Fence - Grey

Results
-----------
AppName: c&c95.exe AppVer: 1.0.0.1 ModName: c&c95.exe
ModVer: 1.0.0.1 Offset: 000d802c

C:\DOCUME~1\Owner\LOCALS~1\Temp\b691_appcompat.txt

I'm going to continue logging as many errors as I can get...that way we can see if they can be eliminated and open the doors to more possibilities.

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Nyerguds
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Location: Flanders (Be) Posts:300000001

PostPosted: Thu Jan 08, 2009 1:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

if you're talking about OS SHP builder.. first try opening your saved files with SHP builder itself again. OR heck, with XCC Mixer. Usually won't work; OS SHP bulder corrupts C&C1 SHP files 90% of the time.

So posting error logs of C&C95 is totally useless; it's not C&C95 fault. It's OS SHP builder.

Also, what's the use of force-remapping full-remap units? Confused

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burton6747
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Joined: 27 Jun 2008

PostPosted: Thu Jan 08, 2009 10:30 pm    Post subject:   Reply with quote  Mark this post and the followings unread

Shp Builder needs an update and needs to work out all these problems. It needs to be able to open any and all shp files from the C&C games, be able to edit and save them without any problems and put them back into their .mix files and the game run them. Until that happens, I can't do nething else.

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burton6747
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PostPosted: Sat Jan 17, 2009 7:47 am    Post subject: Reply with quote  Mark this post and the followings unread

Deleted, since it had no relevance to Shp builder.

Here's what it said (shortened version)

Mario Paint *NEW* features
----------------------------------
More stamp rows (10)
More save slots (5)
Mouse Config (Switch left and right click)
More animation frames (12X, 16X, 2#alien, etc...) Allow non-decreasing sizes (scaled the more the smaller)..end this.
Added support to music (do, re, mi, fa, so, la, ti, do)
Fix flood error (add new flood feature)
Add more animations to custom animation (flip-book animation)
Be able to Add/create color book pages, load from outside sources
Be able to connect through Internet...via SNES Emulator...so keep in mind these changes, if made, would only be to the ROM, not the original super Nintendo cartridge. Connecting 2 games together would allow the sharing of stamps and songs by 2 or more people. Then we could increase the stamp rows and save slots to higher numbers. Then again, to get around this, simply send each other the save state files.

Got more on the list somewhere, gotta find it. Mario Paint kicks butt, its just outdated...

Last edited by burton6747 on Wed Jan 28, 2009 2:06 am; edited 13 times in total

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IcySon55
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Joined: 19 Nov 2003
Location: Overworld

PostPosted: Sat Jan 17, 2009 9:17 am    Post subject: Reply with quote  Mark this post and the followings unread


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Crimsonum
Seth


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Location: Fineland

PostPosted: Sat Jan 17, 2009 11:15 am    Post subject: Reply with quote  Mark this post and the followings unread


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burton6747
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PostPosted: Sat Jan 17, 2009 11:43 am    Post subject: Reply with quote  Mark this post and the followings unread

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Last edited by burton6747 on Sat Jan 17, 2009 6:27 pm; edited 2 times in total

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burton6747
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PostPosted: Sat Jan 17, 2009 11:49 am    Post subject: Reply with quote  Mark this post and the followings unread

-



Yellow to Orange.cscheme
 Description:

Download
 Filename:  Yellow to Orange.cscheme
 Filesize:  2.13 KB
 Downloaded:  308 Time(s)


Last edited by burton6747 on Sat Jan 17, 2009 6:16 pm; edited 1 time in total

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burton6747
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Joined: 27 Jun 2008

PostPosted: Sat Jan 17, 2009 3:35 pm    Post subject: More schemes Reply with quote  Mark this post and the followings unread

The correlation between True game colors and my colors values is being studied. Light is the key here. I'm making my own equations and algorithms.

6 for each team color (already done)
8 other colors
6 Alls - All colors to single color
8 other alls - all other colors to single color
Supreme All - All colors plus all other colors to single color
Supreme other alls - all colors plus all other colors to single other color
Super Supreme - All colors to Any Color

*Upload when done*
Gonna take a lot of editing and work arounds, theres alot of conflictions here.
Gonna put comments and legends in schemes because they get complex (like when you put comments in large programs in the source code...if you don't...later when you wanna edit it and you forgot everything you'll be lost.
Hopefully the comments won't affect the scheme files in any way when shp builder uses them.

-Resolve All Ambiguous Paradox's
-Find all cubed colors, holy colors
-Add Color Variation Schemes
-Add Coloration, Greyscale Feature (Applies color to greyscaled images based on algorithmic patterns.)
(Decolors in reversed)
-Add Holy Schemes
-SHP Builder Needs to reserve up to 100 undo/redo commands.
-Also Needs to be able to save the undo/redo commands to the images...using them creates animation.
-Arranging the colors from the images (Lightest to Darkest) allows you to group them.

-New Functions/Operators Symbols
-------------------------------------------------------------------
Not Greater Than
Not Less Than
Not Greater Than or Equal To
Not Less Than or Equal To
Not Equal or > Than
Not Equal or < Than
Not Equal to Less Than ≠<
Not Equal to or Less Than
Not Equal to or Greater Than
Not Greater or Equal To
Not Less or Equal To
Not Greater than Equal To or Less Than Equal To
Not Less than or Greater Than Equal To
Less Than Greater Than
Not Less Than Equal To
Not Greater Than Equal To
Equal To Less Than =<
Cannot Equal ≠
Cannot Not Equal ≠≠
Less Than Equal To
Greater Than Equal To

Not Equal To or Less Than
Not Equal or Greater Than
Not Equal or Equal To
Not Less or Greater Than

If comprehended differently, Some of these may have different outcomes. I'll have to study it more.
(If any of these are used in Visual Studio 2008 or higher, I don't know because I have not even begun to research them, never learned them, and surely never used them. I made them up.)

Do Only If
Condition
Else (Optional)
Loop Until Condition
Else (Optional)
End Loop, End If

Do While
Condition
Until Condition
Loop

Do
While Condition
Else
Loop Until

While Condition
Do
Loop Until
(Until is also optional)

Last edited by burton6747 on Wed Jan 28, 2009 2:12 am; edited 25 times in total

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burton6747
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Joined: 27 Jun 2008

PostPosted: Sat Jan 17, 2009 3:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

More Color Info
-----------------------------
6 parts to each team color, let's look at the Color Yellow
----------------------------------------------------------------
For Yellow there is Neutral and Real Yellow, each with a different Purpose
------------------------------------------------------------------------------------
Unit Color Light <--Color of Box when selecting Team Color
Unit Map Dark <--Color of Units on MAP is Dark Yellow (Neutral)
Unit Radar Light <--Color of Units on Radar is Light Yellow (Real)
Structures Map Light <--Color of Structures on Map is Light Yellow (Real)
Structures Radar Dark <--Color of Structures on Radar is Yellow (Neutral)
Radar Map Dark <--Color of Name/Kills on Radar Map is Neutral Y.

3 words of Unit
2 words of Structure
3 words of Radar
3 words of Light
3 words of Dark
3 words of Map
1 word of Color

The missing piece? Sidebar Icons
Subtract Color and Add 1 to Structure = 6 "3's", reverse it and you get 3 "6's"

Last edited by burton6747 on Mon Feb 02, 2009 6:48 am; edited 4 times in total

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burton6747
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Joined: 27 Jun 2008

PostPosted: Sat Jan 17, 2009 3:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Change Apache's weapon to Honest John Missile, and Payload Value to 2. Ingame, the first missile takes away the first 2 bars and the second the other 3.

If helicopters had a weapon capacity bar offset value, this would be the outcome values.

(honest john missile as weapon)
(simple multiplication chart)
Weapon Capacity Bar - Payload Value - Amount of Shots
-------------------------------------------------------------------------------------
1 1 1
2 1 2
3 1 3
4 1 4
5 1 5
3 2 6
4 2 8
3 3 9
5 2 10
4 3 12
5 3 15
4 4 16
5 4 20
5 5 25

There are 3 algorithms for finding correct/surpassing values, and 3 for finding errors. (non-surpassing values)

When finished being studied, I'll type it in.

This is to AVOID having helicopters loaded with payload values that aren't in multiples of 1-5. In other words...If you give it a payload value of 17, and it has 5 bars...it won't shoot 3 per bar and the other 2 guessed in between. (I call these lost values).

Payload value will no longer determine the amount of shots...it will be determined by weapon capacity bar X payload value. Payload value is how many shots per bar.

WCB cannot be <1>5
PV cannot be <1>5

Last edited by burton6747 on Mon Feb 02, 2009 6:47 am; edited 12 times in total

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