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hey this is pretty much what I was gonna work on over my winter break.but maybe we could even make a nice scripting language?
??!?!?! Could I finally be able to complete my PSO Project?! Que va! Ya, cocine un plato de platanos para usted! Tomalo!Well not bad...
Came about the same stuff as you did, but in blender... haven't made a 3d viewer in C#/WPF yet.
Indeed this opens the eyes about the other formats as well.
Haven't you looked at the script in QEdit?
It's not complicated, just again the program being not user friendly, it's a PIA to have to select a line, then select insert or edit, select the instruction in a combobox and input the parameters.
hey this is pretty much what I was gonna work on over my winter break.
I'll take another look at that thread of yours. I'm not entirely sure what your project is about, but maybe I can help.
Claro! Fried Plantains!plate of bananas.
This is...absolutely beautiful... Code is beautiful... each Mathematician has his/her favorite theorem. Mine is Green's theorem. A special case of Stoke's theorem. Simple, yet effective. Code is just as gorgeous. I'm extremely jealous of you programmers. Looking at lines of code, tinkering with them. Especially with those libraries like Blockly & Luna.
Oh my thread? It's not what you think. It just where I dump all my PSO animations & documentation on where to find the files in case I lose mine. The "PSO Project" was an idea I had to hand animate a trailer-like video for PSO. It has nothing to do with coding. I've just been waiting for someone to figure out the n.rel files, then perhaps I'd be able to export maps.
Claro! Fried Plantains!
it would take time and effort (for something that not many people would use?).
Indeed, Soda has at least thought of on the fly compiled quests...
Idk... I still have to finish my ship in C#.
Sounds awesome, I'm curious what your ideas are so far. Even a nice python-like language or something would be a *huge* improvement for most people.
(set-episode 1)
(make-pioneer2-npcs 1)
(floors
p2 -> pioneer2
f1 -> forest1-1
c1 -> caves1-3
c2 -> caves2-2)
(quest-reward
(cond (get-difficulty)
(normal
(window-message "ez game")
(play-bgm 1)
(give-meseta 1000))
(hard
(window-message "ez game")
(play-bgm 1)
(give-meseta 2000))
(very-hard
(window-message "ez game")
(play-bgm 1)
(give-meseta 3000))
(ultimate
(window-message "ez game")
(play-bgm 1)
(give-meseta 4000))))
(quest-failure
(window-message "game is hard"))
(floor-handler f1
())
(make-npc +hopkins+ floor: p2 x: 120 y: 30)
(make-variable *talked-to-hopkins* false)
(npc-action +hopkins+
(if *talked-to-hopkins*
(npc-say +hopkins+
"go away man")
(block
(npc-say +hopkins+
"hello!"
"here is some cool text!"
"and now I`m<CR>done")
(set *talked-to-hopkins* true))))
(colision-event f1 x: 30 y: 20 z: 10 event: 1111)
(make-event 1111 area: f1 section: 11 delay: 10
(spawn booma 100 100 5)
(spawn booma 100 140 5)
(spawn booma 120 140 5))
(event-finish 1111
(start-event 1112)
(unlock 12))
syntax not set in stone at all, lisp is just the easiest way to show ideas without thinking about it.
FWIW we did try to make the script use more friendly names. Schthack, Jodin, Gatene, and I spent years documenting opcodes and trying to give them meaningful names, and then Lee came along and ripped all of Sega's shitty opcode names from PSOv1 and overwrote all of our work. Now not only do people have no idea what many of Sega's unintuitive names mean, but those names don't match up with V2 and V3 opcode names anymore, because Lee only replaced the V1 opcode names.And to be honest, I don't know what's going on in this example, I can guess the function of most of the asm, but I can't make out the big picture from just looking at this code. Does 200 warp all players to forest 1 or something? I'm just saying, things *can* be made easier.
FWIW we did try to make the script use more friendly names. Schthack, Jodin, Gatene, and I spent years documenting opcodes and trying to give them meaningful names, and then Lee came along and ripped all of Sega's shitty opcode names from PSOv1 and overwrote all of our work. Now not only do people have no idea what many of Sega's unintuitive names mean, but those names don't match up with V2 and V3 opcode names anymore, because Lee only replaced the V1 opcode names.
It's been on my to-do list to make a full manual for Qedit for some time, as I think I'm the only member of the original team who is still active. The problem is that I've continued to document opcodes and monster parameters over the years since the last public Qedit release, so my documentation doesn't necessarily do people much good when the public Qedit doesn't have the same names that I do. I think Schthack and possibly Lee are still the only people who have the source to Qedit.