While I'm converting it into something readable, can you go over the input/output and explain how to reproduce the map you posted?
EDIT: Also, what non-standard compiler could you possibly use to compile "png_bytep row_pointers[h];" where h is non-constant?
I used GCC. -Wall didn't complain, so it's fine by me
I don't see why it would be non-standard either from an assembly perspective; I would think that it just enlarges the stack in the middle of the block just like it would at the start of the block, except that the size is not constant.
Anyway, you have to compile cta.cpp and ctac.c as separate programs. After that, I don't recall exactly what I did but it went something like this:
Place a tileset's files (jungle.cv5, jungle.vr4, etc.) in one location and execute ctac with the filename base (jungle) as a command-line parameter and it will output (filename base).cta.
Next you need to convert the frames of a video as PNG files. For this, I used the powerful command-line
FFmpeg tool (it converted all thousand-some frames, with FPS conversion as well by typing one line...). If you want a WAV file to be played, then place a file named "wav" in the same directory as the cta executable. Then execute the cta executable as so:
cta jungle.cta in.scx out.scx *.png
Then you're done. Note that it is hardcoded for a 512x384 resolution video, and only supports 2 colors (all 256 .WPE color support is possible, perhaps something you can implement?
)
EDIT: I remember getting lazy with the cta program, and it might be hardcoded for twilight.cta only, since it has the most manipulable pixels.
Post has been edited 1 time(s), last time on Jan 2 2012, 8:10 pm by yoonkwun.
None.