Name | Author | Game Mode | Rating | |||||
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JJ1MOD | Doubble Dutch | JJ1 Level | N/A |
Non-standard bmp fills #2 sig must be set to fillbmp Use sub for fullsc import? check all sub filetypes are close then open fileq for import, e.g bonus.000 simplify loop locs with x to 4x step 4 such Make sure all nonlen file errors are reported! Make 'cannot find file' sub for nofile?, needs feed of filnam and for del +========================================================================== ================+ |Jazz Jackrabbit Graphics Modifier BETA | +========================================================================== ================+ IMPORTANT NOTE: To run JJ1MOD on 64 bit systems you can run it through DOSBox or the same setup you use to run Jazz, since they're both DOS programs. If using DOSBox you will have to enter arguments to JJ1MOD via batch files (*.BAT) DOSBox execution will be slower, but still functional. CONTENTS: -Features -Files -Introduction -Errors -Filetypes -Blocks ->Sky builder -Bonus levels -Bonus sprites -Bonus tiles -FONT.000 -Fonts -High scores -Levels ->Level images ->Level tile masks ->Level segments -Main menu -Movies -Music -PANEL.000 -Planets -Sounds -Sprites +-------------------------+ |Features | +-------------------------+ ( ) Not yet implemented (*) Export only (x) Limited import or export (X) Import and export (X) Bonus tiles (BONUS) (X) Bonus sprites (X) Fonts (X) Level mapping (X) Level tiles (BLOCKS) (?) Level masks (Inject\extract) (X) Menu (x) Movies (x) Music conversion (Import only) (X) Planet images (PLANET) (X) Sounds (X) Sprites +-------------------------+ |Files | +-------------------------+ BMP2PNG.BAT:A batch file to run BMP2PNG.EXE that will convert all bitmaps in a directory into PNG files at highest possible compression. Use with BMP2PNG.EXE BMP2PNG.EXEA utility that converts bitmaps to PNG files. Very nifty, especially with level maps FONT.PALA custom palette for font extraction. (See below) JJ1MOD.EXEJazz 1 Graphic Modifier program README.TXTThis file +========================================================================== ================+ |Introduction | +========================================================================== ================+ This program allows you to modify Jazz Jackrabbit 1 graphics. It has a simple command line or drag-and-drop interface and works with 256 colour bitmaps. In general, to extract/import a graphic, simply drag and drop the appropriate file onto JJMOD.EXE and the program will perform the required action. The files will be created in the same directory as the drag-dropped file. JJ1MOD exports directories for graphics with more than 1 image, that is, most of them. These are created in the same directory as a drag-dropped file. You can import these directories, simply drag and drop the directory onto JJ1MOD. The name of the directory will tell the program what files in it are to be imported. There are limits on JJMOD, specifically that no file involved can have a name longer than the DOS maximum of 12 characters in length, including extension, and JJMOD itself cannot be kept in a file path more than 256 characters long. (It will abort with an error if this happens, move it closer to you main drive, e.g the desktop.) It is recommended you use PalSuite 3 with this program to edit or view your bitmap's palettes. This is a compact and useful program that is invaluable when working with Jazz graphics. JJMOD identifies files by their name for example, any file named BLOCKS.* will be treated as a level tileset. Folders are likewise recognized. Do not use custom names for graphics! (You can of course use variations on the standard names.) IT IS RECCOMMENDED YOU ExPORT FIRST. This is so you create files of the right type so that you can see how things should be laid out. Common mistakes include using 24 bit (not 8 bit) bitmaps, using images of the wrong size or wrong name. If you keep getting the error 'Unrecognized filetype' then you should export something, then try to import. +-------------------------+ |Errors | +-------------------------+ INVALID PARAMETER: JJMOD is too deeply nested, put it in a simpler directory, e.g C:\JJMOD BAD FILE NAME: JJMOD tried to open a file with a name that was too long (13 chars or more) This usually happens if the filename you entered was too long, but can occasionally occur by accident during normal running. Check your files to see if they have the right names. UNKNOWN FILETYPE: JJMOD doesn't recognize the file. JJMOD isn't psychic, it identifies files by their name or occasionally, size; you cannot just make something and import. It is reccommended you first export something, to see the correct filenames, for example BLOCKS00.BMP is the correct name for creating a block file. Check that your files have the right name and format. If it is Jazz's files that are not recognized, then something is very wrong. GARBLED RESULTS: It is possible to 'fool' JJMOD with certain files of the wrong size or format. When this happens, no error will be detected, but nonsense will result. For example, JJMOD will sometimes import a 24 bit bitmap, thinking is is 8 bit (8-bit) When this happens, all the colors are off and the image is garbled. If this happens, check your files are the right type and not corrupted. If nothing works, or you have an error not listed here, contact me at Six_different_people at hotmail.com. If possible, send the problematic files and a description of the error. +===============================+ |FILETYPES: | +===============================+ The following is an alphabetical list of every filetype that JJ1MOD can work with, containing important details of the filetype's export/import. With the exception of music, JJ1MOD is designed to be easy to use and hard to screw up. +-------------------------------------------------------------------------- ----------------+ |Blocks | +-------------------------------------------------------------------------- ----------------+ FILES:BLOCKS.xxx TYPE:Normal level blocks EXPORTS TO:BLOCKSxx.BMP, BACK1-xx.BMP, BACK2-xx.BMP CREATES DIRYes LIMITS:BACK* files must be 8-bit bitmap BLOCKSxx.BMP file must contain a multiple of 60 32x32 tiles BLOCKS.BMP should contain no more than 240 tiles The BACK* files are used for the sky. If a sky file cannot be found a default 'blank' sky will be used. The BLOCKSxx.BMP palette is very important, the following values are preset: Color Use 0-15 Global white and grey 16-22 Global green 23-29 Global blue 30 Global grey 31 Background colour (When background used with event, usually black) 32-47 Global red 48-63 Global green 2 64-74 Customizable 75-79 Global yellow 80-87 Global purple 88-95 Global orange/brown 96-111 Customizable (Transparent to sun tile only) 112-115 Colour animation 1 116-123 Colour animation 2 124-126 Colour animation 3? 127 Tile transparency 128-191 Parallax animation 192-223 Colour animation 4 224-255 ??? +-----------------------+ |Sky builder| +-----------------------+ JJMOD, when run with the command 'makepal' will allow you to quickly create a level sky palette by entering the start and finish colour values (RGB) and how many times you want the pattern to repeat per sky. It is a good shortcut for making a basic sky. +-------------------------------------------------------------------------- ----------------+ |Bonus Levels | +-------------------------------------------------------------------------- ----------------+ FILES:BONUSMAP.xxx, TYPE:3D bonus levels EXPORTS TO:BMAPxx.BMP CREATES DIRNo LIMITS:Requires bonus tile file to export No import If the first option is selected a bitmap of the level is exported using the BLOCKS.xxx file that matches the level. Bitmaps are large and take a long time (~30s) to export. It is reccommended that you compress them using BMP2PNG.EXE; just drag-and-drop the image onto the executable or run BMP2PNG.BAT to convert all images in a folder. Level images cannot be imported. Bonus levels can be exported as an image of the level in BMP format, similar to how levels can be exported. The level image is the largest output file produced by JJ1MOD at 64Mb and it is highly recommended you use BMP2PNG.EXE to conver this into a PNG image,or run BMP2PNG.BAT to convert all images in a folder. A bonus tile file is required to export the image (There isno import option.) Export can take 30s or more to complete as the bitmap is written. +-------------------------------------------------------------------------- ----------------+ |Bonus Sprites | +-------------------------------------------------------------------------- ----------------+ FILES:BONUS.000 TYPE:3D bonus level sprites EXPORTS TO:3DFNT-xx.BMP, 3DSPR-xx.BMP, 3DSPR-xx.TXT CREATES DIRYes LIMITS:Must be at least 51 sprite images Requires a BONUSx.000, CDBONUSx.000 or *.pal file toexport Bitmaps should share palette These are the '3D' sprites used in bonus levels and should thus be compatible with bonus level palettes. The file will not function prperly if there are not enough sprite images. Empty or absent sprite entries will be given a placeholder text file, 3DSPR-xx.TXT Color 0 is transparent when importing, though it doesn't necessarily have to be. (I was lazy.) +-------------------------------------------------------------------------- ----------------+ |Bonus Tiles | +-------------------------------------------------------------------------- ----------------+ FILES:BONUSx.000, BONUSY.000\CDBONUSx.000 TYPE:3D bonus level tiles EXPORTS TO:SKY-BOx.BMP, TILE-BOx.BMP\SKY-CDx.BMP, TILE-CDx.BMP CREATES DIRYes LIMITS:SKY-BOx.BMP must be 832x32 8-bit bitmap TILE-BOx.BMP must be 320x192 8-bit bitmap Bitmaps should share palette Bonus tilesets consist of 60 tiles and an 832x32 background image (Only 1/2 of which is used.) These image sizes cannot be changed. The background image is wrapped around the screen three times, and stretched vertically. The palette is also complex, with the same one being used for the tiles and the background. When importing the background bitmap is used for the palette. Colour Use 0 Black, for text background, top of screen, etc 0-15 Greyscale used for text (And sprites!) 16-31 Green for sprites 31-47 Red for sprites 48-63 Yellow for sprites 64-79 Blue for sprites 80-95 Brown for sprites 96-111 1st color animation 112-127 2nd color animation Jazz spins when he touches this color 128-143 Sky above background image, should fade in from black 144-191 Usually used for background sky 192-207 3rd color animation, this blocks Jazz 208-223 ??? 224-239 4th color animation, this slows down Jazz (Goo) 240-255 5th color animation, this makes Jazz jump +-------------------------------------------------------------------------- ----------------+ |Fonts.000 | +-------------------------------------------------------------------------- ----------------+ FILES:FONTS.000 TYPE:In-level font EXPORTS TO:LETRxxx.BMP CREATES DIRYes LIMITS:Images should share a palette A BLOCKS.xxx or *.PAL file is needed to export The in-level font is used for strings like 'GET READY' at the level start and thuus should be compatible with most level palettes. +-------------------------------------------------------------------------- ----------------+ |Fonts | +-------------------------------------------------------------------------- ----------------+ FILES:*.0FN TYPE:Jazz's fonts EXPORTS TO:CHARxxx.BMP, LIST.TXT CREATES DIRYes LIMITS:Images should share a palette A BLOCKS.xxx or *.PAL file is needed to export No more than 120 characters (Including empty ones) in fonts Fonts are used in cutscenes and menus and thus should be compatible with a wide variety of palettes. This is the most important issue. When exporting you will be asked for either a BLOCKS.xxx file or an *.pal file to get a palette from. .pal files are in JAZZ'S format, not that of most graphics programs. (They can be extracted from movies also.) A default .pal file, FONT.PAL is included. It should display most fonts as they usually appear. You can have absent or 'blank' entries in a font with no bitmap. Be careful about this. Color 0 in all palettes is transparent. +-------------------------------------------------------------------------- ----------------+ |High scores | +-------------------------------------------------------------------------- ----------------+ FILES:HISCORES TYPE:Jazz's score table EXPORTS TO:N/A CREATES DIRNo LIMITS:Score names no more than 7 chars long Score names auto-capitalized Score 999999 or less Unlike other files, this will be edited directly. You can enter names and scores for any episode you wish. When you exit they will be saved to Jazz's scores. +-------------------------------------------------------------------------- ----------------+ |Levels | +-------------------------------------------------------------------------- ----------------+ Level files can be exported in three ways: LEVEL IMAGE: FILES:LEVELx.yyy TYPE:Jazz's levels EXPORTS TO:LEVELyxx.BMP CREATES DIRNo LIMITS:Needs BLOCKS.xxx file to export No import If the first option is selected a bitmap of the level is exported using the BLOCKS.xxx file that matches the level. Bitmaps are large and take a long time (~30s) to export. It is reccommended that you compress them using BMP2PNG.EXE; just drag-and-drop the image onto the executable or run BMP2PNG.BAT to convert all images in a folder. Level images cannot be imported. LEVEL TILE MASK: FILES:LEVELx.yyy TYPE:Jazz's levels EXPORTS TO:LMASKyxx.BMP CREATES DIRNo LIMITS:Export only Importable bitmaps must be 320 pixels wide 8-bit If the second option is selected (Or you import a level mask), a bitmap of the level tile mask is exported (Or imported.) This is a 24-bit bitmap, though it uses only two colors, because a normal tileset can also be imported, to auto-generate a mask. The color 127 is considered 'transparent' when importing. (As it is in the tileset.) This of course means some non-blocking tiles will be masked as blocking, but on the whole it is much easier to edit a bitmap than the actual level mask. (At least to get something rough. Importable bitmaps must be 320 pixels wide and 8-bit. LEVEL SEGMENTS FILES:LEVELx.yyy TYPE:Jazz's levels EXPORTS TO:SEGxyy z.BIN CREATES DIRYes LIMITS: If the third option is selected then raw level data will be exported as 17 uncompressed level blocks, A-Q. These blocks can be altered or swapped between levels then the level rebuilt as a quick way of doing things with Jazz levels. (Such as copying the enemy behaviors between levels.) This is not the most useful feature, but may help sometimes. +-------------------------------------------------------------------------- ----------------+ |Menu | +-------------------------------------------------------------------------- ----------------+ FILES:MENU.000 TYPE:Jazz's menu EXPORTS TO:DIFF.BMP EPxx.BMP, SCRx.BMP, XMSSCRx.BMP CREATES DIRYes LIMITS:DIFF.BMP, SCRx.BMP and XMSSCR.BMP must be 320x200 8-bit bitmaps SCRx.BMP images should share a palette XMSSCRx.BMP images should share a palette EPx.BMP must be 134x110 8-bit bitmaps EPx.BMP images should share a palette This is the main menu file. There are several types depending on what version of Jazz you are working with, Shareware and CD/Holiday Hare 94/95. Each has a differing number of images in them. There are three image types, normal selection screens (Coming in standard and christmas colors), the first being the screen, the second highlighted menu text; the difficulty selection screen and episode selection screens. If there is no christmas screens present JJ1MOD will assume you want to imprt a shareware menu. The following palette limitations apply to the normal selection screens (Christmas AND standard) Colour Use 0 Transparent 0-15 Background pattern 16-239 Image colors 240-247 Font (text) when not selected (Grey-white) 248-255 Selected font (Red-light red) The following palette limitations apply to the difficult selection screen: Colour Use 0 Transparent 0-15 Not used, replaced by main menu values and used for background pattern 16-79 Greyscale, apparently intended for episode-like animation but not used. Can be used in difficulty images with no problems 80-239 Normal colors 240-255 Replaced by main menu and used for font (text) color, white and red The following palette limitations apply to the episode selection screens: Colour Use 0-15 Not used, replaced by main menu and used for background pattern 16-79 Greyscale for image switching 80-239 Normal colors 240-255 Replaced by main menu and used for font (text) color, white and red +-------------------------------------------------------------------------- ----------------+ |Movies | +-------------------------------------------------------------------------- ----------------+ FILES:*.0SC TYPE:Cutscenes/movies EXPORTS TO:ANIMxx-yy.BMP, PAGExxx.BIN, PALxxx.BIN, SCRNxxx.BMP CREATES DIRYes LIMITS:Incomplete export, VERY incomplete import Movie files will be exported as a number of images and files. At present these can be divided into four different types, movie pages (PAGExxx.BIN) that contain movie information (Music, font, etc); palettes (PALxxx.BIN), still screens (SCRNxxx.BMP) and animated screen starts (ANIMxx-yy.BMP) The format of all of these is of no concern as at present both export and import of movies is limited. Any 320x200 image JJ1MOD doesn't recognize will be imported to a simple 'CHEAT.0SC' type movie. (A single displayed screen that changes when the user presses a key.) Later versions of JJ1MOD will probably have more advanced movie import\export options, but the current functionality should suffice for simple uses. +-------------------------------------------------------------------------- ----------------+ |Music | +-------------------------------------------------------------------------- ----------------+ FILES:*.S3M TYPE:Convertable module music EXPORTS TO:N\A CREATES DIRNo LIMITS:Very hard to get a decent sounding PSM file Music is even more complicated than sprites and requires special attention. Firstly, JJMOD is not for simple conversion of music to Jazz format. This is because Jazz is very limited, and simply converting a music file is likely to result in an erroneous or distorted music file. It is thus recommended you start from scratch. Files of type *.S3M will be converted to *.PSM. It is almost impossible to crash the conversion, but much easier to crash Jazz. Therefore, successful conversion doesn't mean a good file. Limits are: * Limited key range (C1 to A8 only) * Limited commands [4th channel seg] (A,C,D,E,F only) * Limited complexity and size (Usually above 400KB is a problem) Buggy files may cause Jazz to not play sounds or, more commonly, to crash with the runtime error 216. This means an invalid command has been passed to Jazz, usually by JJMOD converting an unsupported S3M feature to PSM. There are literally dozens of possible causes, and though JJMOD is programmed to avoid the more common ones, it cannot catch them all. Look in your S3M file patterns, if Modplug colours it black, it should probably be removed. It is recommended you use modplug tracker to edit your s3m files as JJMOD was designed to be compatible with files produced by it. Note that modplug can only properly play PSM files with four channels, other channel numbers will cause lagging, skipping or mistiming. Errors in PSM files are ignored and not displayed by Modplug. (Sometimes they're not even noticed!) +-------------------------------------------------------------------------- ----------------+ |Panel.000 | +-------------------------------------------------------------------------- ----------------+ FILES:PANEL.000 TYPE:In-level status panel EXPORTS TO:PANEL.BMP, AMMO x.BMP CREATES DIRYes LIMITS:Images should share palette PANEL.BMP must be 320x55 8-bit bitmap AMMO x.BMP must be 64x31 8-bit bitmap BLOCKS.xxx or *.pal file required for export This si the in-level status panel and thus must be compatible with all in-level paletes. The panel image contains both the panel and the font it uses. +-------------------------------------------------------------------------- ----------------+ |Planets | +-------------------------------------------------------------------------- ----------------+ FILES:PLANET.xxx TYPE:Now Approaching planet image EXPORTS TO:PLANETxx.BMP CREATES DIRNo LIMITS:PLANETxx.BMP must be 64x55 8-bit bitmap When importing you will be asked for a name for your planet. Planet names will be auto- capitalized and cannot be longer than 10 characters. If no name is given then the planet will be named 'PLANET' The following palette values are preset: Colour Use 0 Black background. Should be... black 1 Erase star trails colour, should also be black 2-127 Customizable 128-143 'Now approaching' text, usually greyscale 144-223 Customizable 234-255 Moving stars palette, usually single colour scale +-------------------------------------------------------------------------- ----------------+ |Sounds | +-------------------------------------------------------------------------- ----------------+ FILES:SOUNDS.xxx TYPE:Game sounds EXPORTS TO:SNDLIST.TXT, SOUNDxx.WAV CREATES DIRYes LIMITS:Usually needs SOUNDS.000 to export Jazz has a sound file for each episode. Most of these files 'borrow' from the ep1 soundfile, SOUNDS.000, which is why the game's sounds are all similar. Thus when exporting the later episode's sound files you will see very few exported waves and mostly just references in SNDLIST.TXT to SOUNDS.000. Jazz's sounds are 90kbs mono, but are exported by JJ1MOD as 705kbs stereo. This means that any imported wave file will lose a lot of quality, though the way the game plays them will recoup some of this. Thus you cannot expect imported sounds to sound like the originals. +-------------------------------------------------------------------------- ----------------+ |Sprites | +-------------------------------------------------------------------------- ----------------+ FILES:SPRITES.xxx\MAINCHAR.000 TYPE:Normal level sprites\Jazz sprites EXPORTS TO:SLISTxxx.TXT, SPxx-yyy.BMP\MC00-yyy.BMP CREATES DIRYes LIMITS:Needs a blocks file for palette Sprite images need to share palette or results may be garbled Sprite image widths must divide by 4 Images must not contain color 255 There are two kinds of sprite file, SPRITES and MAINCHAR. The first, 'normal' files are for each planet's sprites, (Enemies and such) the second stores Jazz and basic aniamtions to be used in every level. The two files combine when a level is loaded into one 'sprite array' A sprite array will have between 236 and 254 sprites, starting from sprite 0. Since two files are being combined, any SPRITES file will have a number of 'gaps' in it, to fit in Jazz's animations (The MAINCHAR file has gaps to fit in enemy animations.) If a gap is filled then the SPRITES entry will overwrite the MAINCHAR entry. (Good for altering Jazz's appearance on just one planet.) When exporting it is expected that a BLOCKS.xxx file matching the SPRITES.xxx file can be found. If not, you will be propmpted for one to supply the palette. Each SPRITES file (But not MAINCHAR) comes with a SLIST file, containing the h and v offsets of all the sprites in a level. These offsets 'line up' sprites of different widths or heights when they animate, to make things look smoother. Experiment with this. Palette color 254 is the transparent color. Colors that animate in the tileset will animate on sprites.
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