|c9e2902||2012-02-25 11:54:47||Logue||master ゴミデーターを削除 翻訳するべき語句をwxT()から_()に変更し...|
|cf49698||2012-02-25 09:53:04||Logue||ShapeFusion 0.6とマージ。 翻訳に関係する文字列を_()でくく...|
|2893176||2012-02-17 21:26:42||Logue||イニシャルコミット。 WxWidgets-2.9.3でビルドできるように...|
ShapeFusion 0.5 http://shapefusion.sourceforge.net An editor for Marathon II, Marathon Infinity and AlephOne scenarios Copyright 2000-2008 Tito Dal Canton and Etienne Samson What is ShapeFusion? -------------------- ShapeFusion is a scenario editor for the AlephOne game engine, also compatible with Bungie's original Marathon II and Marathon Infinity engines. An AlephOne scenario is made of several files; ShapeFusion is devoted to editing the "Shapes" file, which stores most of the scenario graphics and animation data. It's *not* a tool for editing maps. In case you ever used Bungie tools for editing Marathon scenarios, it's enough to say that ShapeFusion is meant as a replacement for Anvil, or better for its Shapes editor. Such a replacement is mainly needed because Anvil is proprietary, non-free and Mac-only software, which makes it very difficult to use on modern platforms. Thanks to Etienne Samson, since version 0.4 ShapeFusion can open Sounds files too; the Sounds editor is in progress and I hope it will reach the level of the Shapes counterpart soon. As for the license, ShapeFusion is free software, released under the terms of the GNU General Public License. For more information see the COPYING file that comes with ShapeFusion. Supported platforms ------------------- ShapeFusion is being developed on Linux and continuously tested on Linux, MacOS X and Windows. Thanks to wxWidgets it should compile and work on other systems too, but I've never tried it. ShapeFusion could *in theory* compile and work also on MacOS Classic, but I have no plans on this side. If you build ShapeFusion on systems different from Linux, MacOS X and Windows, please let me know (screenshots and binary builds are appreciated!). Building -------- You'll need wxWidgets (at least version 2.8.x) to compile ShapeFusion. On Linux systems you can test the presence of wxWidgets by running the command 'wx-config --version'. If that command is available and gives you the right version, everything should work; otherwise install wxWidgets following your Linux distribution rules. To compile ShapeFusion, just run the following inside the source directory: ./configure make When compilation is complete, simply run the 'shapefusion' executable (you can put it anywhere in your PATH). I finally suggest you place the attached DefaultNames.txt file in the /usr/local/share/shapefusion directory, so that collections and sounds will get Infinity-like names. On MacOS X you should be able to use the provided Xcode project (ShapeFusion.xcodeproj). You'll need both the MacOS X developer tools and wxWidgets (which will take some time to build). Once in the ShapeFusion Xcode project, before building you must change the WX_SRC_ROOT variable to point to your wxWidgets source directory. Note that MacOS X binary builds are released together with each source release: they should work out-of-the-box without the need to install anything else. In case you're wondering why they are so large in size, it is because they carry the whole wxWidgets library together with ShapeFusion itself. Overview of the Shapes editor window ------------------------------------ When you open a Shapes file, the window shows its collection slots on the left. In standard Marathon Shapes there are always 32 of them; however, ShapeFusion tries to be flexible and can open "extended" Shapes files with more collections, like Damage Inc ones. Collection names are read from the DefaultNames.txt file if it is available, otherwise they are set to simple numbers. Each collection slot can be opened revealing two sub-slots, the 8 bit and true color versions. They represent two independent versions of the same collection: the first will be used if the game is played on low-color displays, the second is for modern high-color displays (including the OpenGL mode in AlephOne). Each sub-slot can finally be opened to reveal its real content: bitmaps, color tables, frames and sequences. The contrast with Anvil is clear. Anvil tries to obfuscate some aspects of the Shapes file organization, but I feel that this creates a lot of confusion in the user. In my opinion, it makes more sense to treat Shapes files as they really are: archives of collections. The ShapeFusion window tries to reflect this idea. Bitmaps, color tables and frames are displayed as lists of preview thumbnails. Selecting one of them will pop up an edit panel for that item. Sequences are listed by their name since they can't be easily represented with thumbnails; however, selecting a sequence will pop up an edit panel like for other items. The logic behind ShapeFusion is that each collection is made of four sets of entities: color tables, bitmaps, frames and sequences. If you follow this order, entities coming after reference entities coming before: a sequence references a set of frames, a frame references a bitmap, a bitmap naturally references a color table since it's indexed. So editing a sequence involves picking frames from the collection frame set, and editing a frame involves selecting a bitmap from the collection bitmap set. Get it? ;-) Of course you don't have to follow this flow, especially if you are only adjusting some settings. The View menu contains display settings such as thumbnail size. Nothing here affects what's inside the Shapes file. You may edit the DefaultNames.txt file at your will to provide collection and sound names that are more suited to your scenario. The syntax should be pretty self-explanatory. Under Linux/Unix this file should go into /usr/local/share/shapefusion; under MacOS X it should be embedded into the application package (Contents/Resources); under Windows it should sit next to the ShapeFusion executable. Overview of the Sounds editor window ------------------------------------ TODO Notes ----- Please be careful when editing your scenario with ShapeFusion. We had no big problems so far, but it's still under development and it may corrupt your files, so be sure to keep backup copies. You should not use versions before 0.3, as they are affected by a bug regarding frames minimum light intensity value. If you think your files got corrupted by ShapeFusion, please let us know what happened. Object indexes start from 0, not 1. So if you have 12 bitmaps, the first is bitmap 0 (not 1) and the last is bitmap 11 (not 12). Bitmaps are exported as 8-bit Windows bitmap (.bmp) files. They get the color table that is currently used for viewing, as selected in the View menu. When you import a bitmap, ShapeFusion tries to map its colors to the collection color table as best as it can. Although the algorithm often yields good results, you can help it a lot by converting the bitmap to indexed before (using PhotoShop or Gimp, for example) so that it contains just colors belonging to the collection color table. In ShapeFusion, a frame can be referenced by many sequences. This may sound strange at first, but in Shapes file format logic it's perfectly legal and I think it makes sense too. However it can create a bit of confusion if you forget it. Keep in mind that a famous Anvil bug is based on this very confusion. But in Anvil it's a bug, in ShapeFusion it's a feature ;-) If you open an "original" Shapes file (e.g. from Marathon II) and then save it without touching anything, it won't probably have exactly the same size. In other words, it won't be exactly the same file. However I've never been able to tell the difference, apart from looking at the size. The original engines, AlephOne and ShapeFusion itself seem to behave perfectly with both files. The size mismatch has probably to do with data structure alignments: ShapeFusion ignores alignments when writing files, it just packs structure after structure and so produces generally smaller files. Shapes files are known to rarely contain strange data, like negative sequence ticks_per_frame. Maybe this comes from some broken Shapes editor, but it could be just Anvil. ShapeFusion doesn't handle this invalid data very well, but I plan to implement some consistency checks in the future. Feedback -------- You can send screenshots, bug reports and any comment to tito(at)dalcanton.it. Better yet, you can join the ShapeFusion development mailing list (see http://www.sourceforge.net/projects/shapefusion for details) and report things there. History ------- ShapeFusion was born in 2000 as a MacOS Classic application. Working releases were produced, but then I moved to other projects and the development ended while ShapeFusion was still far from being a complete editor. With the death of the Classic platform and the spread of AlephOne on different operating systems I became more and more attracted by the idea of porting ShapeFusion to other systems too. This couldn't be done easily with the original MacOS code, so eventually I started to rewrite everything using the portable wxWidgets toolkit. I also had the opportunity to rework the user interface, since I never liked the Anvil approach that I was trying to follow in the original ShapeFusion. Etienne joined the project at this stage. The new editor is not yet complete, but it's a great improvement at least on the technical side (stability, code organization, portability). Adding new features and fixing existing ones will be much easier with respect to the old version. Changelog --------- 0.5 Collection and sound names are now read from a simple external text file. First release supporting Windows officially. ShapeFusion now requires at least wxWidgets 2.8.x. Fixed a bug that prevented opening shapes files on Windows. Fixed a file I/O bug that prevented BMP exporting on Windows. Code cleanup and minor fixes. 0.4 Switched to multidocument wxWidgets framework (major code rewrite). Implemented a preliminary Sounds editor. Implemented the color table editor. Improved the color quantization algorithm used when importing bitmaps. Bitmap masks can be exported to separate bmp files. Bitmaps are now exported to 8-bit bmp files. Lots of small changes and fixes. 0.3 Improved functionality of the sequence editor. Implemented bitmap and frame deletion. Frame and sequence user interface cleanup. One can now edit frame scale factors. Fixed a serious bug regarding frames minimum light intensity value. Assorted changes and fixes. 0.2 Work done on the color table section and on color table exporting features. Improved color reduction when importing RGB bitmaps. Implemented "Save all bitmaps". Implemented preliminary version of a true sequence editor. Implemented sequence deleting. Fixed sequence name charset issue that prevented some names from being displayed. BitmapBrowser and FrameBrowser speed optimizations. Assorted changes and fixes. 0.1 First release of the new version using wxWidgets.