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http://www.aidungeon.io/
 
Quote
You charge forward and strike Sir Theo with your sword. His body goes limp and
 his face begins to melt. As you continue to fight, you realize that you aren't
 actually feeling pain anymore. Your mind is completely clear though. You feel
 like you're floating in the air

> float away

You float away and fall through the sky. You land on top of a castle. It's doors
 open and you enter. Inside you see a large man wearing a crown sitting inside.
 He smiles at you.

> point at crown

You point at the crown and the man smiles. He puts the crown on your head and
 says "Welcome to my kingdom!" Then he throws you into a room filled with other
 people dressed in red. They start punching, kicking, and cutting you up

> cast a spell

You raise your hand and fire a ball of energy at one of the men. He drops to
 the ground and screams in agony. You follow up by throwing a bolt of lightning
 at another man. He screams and collapses to the floor. You then use a beam of
 light to fry another man

> scream in righteous fury

You shout in rage and release a wave of pure white light that burns all of the
 men alive. You then turn to leave
 

if this thing is faked somehow then ok but boy howdy
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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:
  • Encoding: Unsigned 8 bit PCM
  • Byte order: No endianness
  • Channels: 1 channel (Mono)
  • Start offset: 0
  • Amount to import: 100% (or less if you just want to try it out, there's several hours' worth in there and it takes a little time to import)
  • Sample rate: 11025hz
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.
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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/radishengine/denormalize/archive/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:
 
https://imgur.com/a/CMPR3qZ
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https://www.researchgate.net/publication/12804093_Wildcat_World_Simulation_programs_for_teaching_basic_concepts_in_psychological_science

I don't know what this psychology paper from 1999 is about but these Visual Basic horrors are ahead of their time



Wildcat World....
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I did start doing a browser-based extractor tool a while ago:

https://radishengine.github.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.
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i'm glad this is still online

http://vectorpark.com/park/

flash is dead, long live flash
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it seems the state of the art in Mario 64 rom hackin has advanced a lot since i last looked

https://www.youtube.com/watch?v=3_rDLyMWtZ4&t=5m24
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tried the text generator with a bunch of Inform 7 game code, here is what it came up with:
 
http://pastebin.com/L0UDeiJ2
 
the first 8 words were supplied by me, the rest is generated from there
Instead of attacking something when the creature is open:
      if candles are tall:
        say "That dispupe slittly bringing it first worse content verb eyes."
 
 
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@free_titles -- titles generated with the neural network thing i posted about in dumpthread, i'll be posting a few new ones a day for a while
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I really like some of the titles you get early on when the scripts are still learning but have progressed past the asldfkjslg stage. Things like "Wordiang Ard Kinke Mestorion" or "Losto Krag Shampy: thol: Hechenyand a Horlack", which read like obscure early 90s games from somewhere in eastern Europe that never got localized.
one thing i can do is use an earlier snapshot file, which is like rewinding the training process
 
here are some that it comes up with from the earliest snapshot for the game titles:
 
Bezal Gamedet Velsacho: Mithine of the Ecsirotof: Edatiin Sumlasce
Ombux Lisnold
Timessio Croriz
Gollore Chempianalition: Edython Magh's Reat of the Videat
Jotmy Guber's Catparis
Gopfofter Sillentions
Zohontifo Pesilon: The Bidtholus Pormel
Rolltantriczy
Mamaton Tinczamome
Astranio Scock-Minit Coptration: Jinnoctos the Kir Coqperser Edlender
Teqoranfarnes uf The Bial Comt: Gomennie Scasles
Socter County: Bleyshresearich
Cinscad Nintel: Word Reaing Kigjlit: Uxpigacoon
Stifoanider of Ameritord Untilevactoreer
Veudecthandy Griety
Lankinakare Simato
Snit Buctliber
The Crockling: Aramynine Bencand Completation Sikurador
Geef Crastsemot in Letiuge Manter's Puppuibal
My Dry (Wartard Edition): My Bantuy Squirtme Charisoon