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#70213 - 12/02/2002 10:57 Let's make a Flancedoor editor! Specs here.
tfabris
carpal tunnel

Registered: 20/12/1999
Posts: 31597
Loc: Seattle, WA
Who wants to write an editor for Flancedoor?


Dance file format:

Byte offset Byte length Description

+0 1 Version number (this field is ignored)
+1 1 Number of moves in dance

+2 Variable Move definition
+2 + sizeof(Move def1 ...etc

Move format:

+0 13 Name of move
+13 1 Number of frames in move
+14 26 Frame definition
+40 26 ...etc

Frame format:

+0 2 XY coords
+2 2 XY coords
+4 2 XY coords
+6 2 XY coords
+8 2 XY coords
+10 2 XY coords
+12 2 XY coords
+14 2 XY coords
+16 2 XY coords
+18 2 XY coords
+20 2 XY coords
+22 2 XY coords
+24 1 Number of frames to interpolate over
+25 1 Displacement of each interpolated frame
(8 bit signed)

So a dance consists of a number of moves which each
consist of a number of key frames which are interpolated
between.

The current dance files are breakdance.raw,
stonkdance.raw & princedance.raw, they are located
in /empeg/lib/visuals/
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Tony Fabris

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#70214 - 12/02/2002 12:13 Re: Let's make a Flancedoor editor! Specs here. [Re: tfabris]
mlord
carpal tunnel

Registered: 29/08/2000
Posts: 14493
Loc: Canada
Cooool!!

Okay, folks: one free Hijack feature to whomever implements The Time Warp for my player!

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#70215 - 12/02/2002 12:25 Re: Let's make a Flancedoor editor! Specs here. [Re: mlord]
tfabris
carpal tunnel

Registered: 20/12/1999
Posts: 31597
Loc: Seattle, WA
Oh yeah, that would rock. Let's do The Time Warp again!

First person who implements "The Hustle", however, gets slapped.
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Tony Fabris

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#70216 - 12/02/2002 12:33 Re: Let's make a Flancedoor editor! Specs here. [Re: mlord]
justinlarsen
old hand

Registered: 31/12/2001
Posts: 1109
Loc: Petaluma, CA
woudl u implate an animated gif player if i do the time warp?
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---- Justin Larsen

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#70217 - 12/02/2002 12:36 Re: Let's make a Flancedoor editor! Specs here. [Re: tfabris]
wfaulk
carpal tunnel

Registered: 25/12/2000
Posts: 16706
Loc: Raleigh, NC US
I can't believe that you gave slapping preference to the Hustle over the Macarena.
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Bitt Faulk

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#70218 - 12/02/2002 12:37 Re: Let's make a Flancedoor editor! Specs here. [Re: justinlarsen]
SE_Sport_Driver
carpal tunnel

Registered: 05/01/2001
Posts: 4903
Loc: Detroit, MI USA
I prefer the Rico Suave dance myself... or, the "shopping cart".
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Brad B.

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#70219 - 12/02/2002 12:37 Re: Let's make a Flancedoor editor! Specs here. [Re: wfaulk]
tfabris
carpal tunnel

Registered: 20/12/1999
Posts: 31597
Loc: Seattle, WA
Damn forgot about that one. Must have blocked the painful memory out of my mind. Okay, Hustle and Macarena both get a slap.

(Watch, they'll be the first to get implemented. )
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Tony Fabris

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#70220 - 12/02/2002 12:48 Re: Let's make a Flancedoor editor! Specs here. [Re: tfabris]
guardian__J
enthusiast

Registered: 28/01/2002
Posts: 265
Loc: MI, USA
hey...does this mean that you know how it decides how many dancers to use?
I've been trying to figure that out with no luck
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guardian__J
MKIIa 20g Smoke

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#70221 - 12/02/2002 12:49 Re: Let's make a Flancedoor editor! Specs here. [Re: guardian__J]
tfabris
carpal tunnel

Registered: 20/12/1999
Posts: 31597
Loc: Seattle, WA
The number of dancers is simply random as far as I can tell.
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Tony Fabris

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#70222 - 12/02/2002 12:52 Re: Let's make a Flancedoor editor! Specs here. [Re: tfabris]
guardian__J
enthusiast

Registered: 28/01/2002
Posts: 265
Loc: MI, USA
yeah, that's what I thought and it seems to change on some power cycles, but not all
(never when I want to show someone how cool it is that the number changes)
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guardian__J
MKIIa 20g Smoke

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#70223 - 12/02/2002 13:51 Re: Let's make a Flancedoor editor! Specs here. [Re: guardian__J]
tfabris
carpal tunnel

Registered: 20/12/1999
Posts: 31597
Loc: Seattle, WA
If you want to change the number of dancers, just press the "Select Mode" button on the Rio Remote. This button re-seeds the visuals. This one is in the Button Guide, here.
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Tony Fabris

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#70224 - 12/02/2002 14:37 Re: Let's make a Flancedoor editor! Specs here. [Re: tfabris]
guardian__J
enthusiast

Registered: 28/01/2002
Posts: 265
Loc: MI, USA
Awesome...
dang, i never really read that in detail...
There's a lot more that I can do on there then I thought...
those guys thought of everything...
(well, except for the things Hijack does)
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guardian__J
MKIIa 20g Smoke

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#70225 - 12/02/2002 16:43 Re: Let's make a Flancedoor editor! Specs here. [Re: tfabris]
eternalsun
Pooh-Bah

Registered: 09/09/1999
Posts: 1721
Loc: San Jose, CA
If this kicks off, then we have to attach GENRE keywords to each flancedoor file, so that when a song of a partcular genre pops up, it will dance the appropriate style!

Please!

Calvin

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#70226 - 12/02/2002 18:30 Re: Let's make a Flancedoor editor! Specs here. [Re: tfabris]
muzza
Pooh-Bah

Registered: 21/07/1999
Posts: 1765
Loc: Brisbane, Queensland, Australi...
what about that dreary shuffle featured in Antz?

Or the bus stop?
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-- Murray I What part of 'no' don't you understand? Is it the 'N', or the 'Zero'?

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#70227 - 13/02/2002 05:49 Re: Let's make a Flancedoor editor! Specs here. [Re: tfabris]
ninti
old hand

Registered: 28/12/2001
Posts: 868
Loc: Los Angeles
I gave it a shot tonight and got moderately far on a reader and emulator for it, but am very busy and probably won't have a chance to work on it again for a long time, probably longer than the BBS folk around here will want to wait for code (Mark has seriously spoiled you'all). Besides, I was doing it in VB, which would probably make quite a few people unhappy around here.

I will share what I learned though if someone else wants to play with it.

Of course it is a tree structure, with a file containing the header, which has many moves, each move having many frames. The XY coords are for the joints, ordered like this.

1. shoulders
2. right elbow
3. right hand
4. left elbow
5. left hand
6. lower body
7. right knee
8. right ankle
9. right foot
10. left knee
11. left ankle
12. left foot

The player will reverse the images at its whim though, so left and right are kind of meaningless. It seems that the head is always attached to the shoulders (DUH), and always perfectly in line with the body segment between 1 and 6.

It appears that the last move is always just 1 frame and is the person just standing there.

The co-ords are reversed, with 0 being the bottom of the screen. (again, left and right are pretty irrelevent)

Hope that helps anyone else's shot at this. I was hoping to get it done enough to get Mark's Time Warp made, but I'm still several hours away.
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Ninti - MK IIa 60GB Smoke, 30GB, 10GB

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