Staredit Network Forums SC1 Mapping Tools Topic: TinyMap2
TinyMap2
Feb 23 2010, 4:26 am
By: O)FaRTy1billion[MM]  

Feb 23 2010, 4:26 am O)FaRTy1billion[MM] Post #1



It's finally here!

Keeping to tradition, this is an incomplete mess! Fortunately, it is still amazing!

And now...

NEW FEATURES that TinyMap1 lacked:
  • No more VB6, written in pure C! That is already a huge plus, right?
  • Can open maps with certain protections! (Note: I am not directly supporting the ability to open protected maps, this is just a byproduct of trying to make a more stable program.)
  • 'Compatability' options ... If I feel like making it more in-depth I could make it so you can create StarCraft maps from Brood War maps ... but I'm lazy and that seems unnecessary (since you probably don't want to mess with your map when you go to compress it.)
  • File Manager! Instead of just dumping the map contents into a folder, poking the CHK a few times, and then shoving it all back in... TinyMap2 let's you decide which unused wav files to remove, which will have high compression, and what background music shouldn't have crappy quality! (... except I honestly don't think it quite works like that. xD)
  • Does not cache files on your harddrive!
  • Basic WAV Compression! Makes your file 16-bit mono and strips unused data. Maybe next I can make it remove unused 00s from the end of the data segment. >.> <.<
  • File-by-file compression comparison! When you save your map, you can see exactly which files are causing your seemingly small map to be 700 KB. It shows you first the type of file, the original map file's compressed size, followed by the new compressed size!
  • A background color that wont make your retinas go on strike!

SCREENSHOTS

\:awesome\:

Now try it out and post the thousands of bugs you encounter your compression ratios!
It shaves 2MB off of RUSH... And I'm too lazy to compare more than that. \:P

Download

Release Changes:
2/23:
- Fixed 'Never' bug.
2/28:
- Set default WAV compression to Highest.
- Fixed unit armor clearing.
- Fixed subunit weapon clearing.
- Fixed changing sprite players.
3/10:
- Fixed Fog of War bug.
- Fixed Terran Infantry Armor Max Level clearing.
3/16:
- Fixed player 5-8 race clearing.
4/23:
- Fixed Modify Unit Resource value being cleared.
6/20:
- Fixed Mission Briefing WAV counts.
- Fixed previous Fog of War fix.
1/13/12:
- Added MPQ Block Size option -- Now WAVs can be compressed better (accessible any time in the Options tab).
- Removed comment actions (I don't know why they remained before xD).
- Utilized the Preserve Trigger flag.
8/26/12:
- Fixed unit energy being set to 50/200.
- Rebuilt sfmpqapi to be the latest version (with a few fixes!)
- As a result, Potentially fixed Windows 7 crash !
6/16/13: (Released only here for some reason)
- No longer clears Consume energy cost.
- Now clears Archon Warp and Lurker Aspect energies.
8/17/13: (Never released until 6/30/14 for some reason)
- Clears unit data for units not actively used on the map (unplaced/unbuildable - such as those used only in death counters).
7/9/14:
- Fixed Edmund Duke (Siege Mode) always being considered unused.

Contents:
TinyMap2.exe
TinyMap2.htm

If you have a dll, I just got rid of it. \:P ... And no, you can't just delete it.


Reported bugs:
- Windows 7 Crash! - Report any issues!
- Player 1 Fog of War
- MBRF Wav Miscounting
- 'Never' conditions deleted instead of the whole block.
- Clears unit armor
- Resets subunit (tank/gol) damage
- Changes sprite players
- Fog of War
- Resets Terran Infantry Armor
- Clears race for players 5-8
- Modify Unit Resource Amount value cleared.
- Clears Edmund Duke (Siege Mode)'s unit settings

Reported, - Fixed?, Confirmed fixed

Post has been edited 31 time(s), last time on Jul 10 2014, 1:45 am by FaRTy1billion.



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
\:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

Feb 23 2010, 4:28 am Excalibur Post #2

A True Lifer

YES! FIRST REPLY! FINALLY! ITS HERE! EGGSONGS FOR ALL!



Nine years in the defense of the only home I have ever known.
The Excalibarian Zealot lives on.

Feb 23 2010, 4:29 am CecilSunkure Post #3



OMG YAY FINALLY!

Too bad it was after SC2 beta.. ;C



None.

Feb 23 2010, 4:30 am O)FaRTy1billion[MM] Post #4



I didn't really do much to it in the past week ... If I could work diligently on something for more than 2 hours at a time I could've finished this last year. \:P



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
\:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

Feb 23 2010, 4:41 am Excalibur Post #5

A True Lifer

I had a 47kb map.

It is now 5kb

What black magic is this? \:crazy\:

I vote we burn Farty, he is obviously a witch. \:flamer\:



Nine years in the defense of the only home I have ever known.
The Excalibarian Zealot lives on.

Feb 23 2010, 4:52 am CecilSunkure Post #6



Initial: 434204
After: 266021
Ratio: 61.27%

AMAZING!

Good job dude (this was my RPG).

Oh yeah: It is awesome that you coded it in C. YAY



None.

Feb 23 2010, 4:54 am Neki Post #7



I used TinyMap2 on my avatar and made it smaller! \:omfg\: But yeah, finally a compressor that works! Maybe I'll have a reason to jam more music in my RPG and finish it...;\)



None.

Feb 23 2010, 5:00 am Corbo Post #8



Quote from name:Sexcalibear
I had a 47kb map.

It is now 5kb

What black magic is this? \:crazy\:

I vote we burn Farty, he is obviously a witch. \:flamer\:
Oh yes, I know, I remember testing with farty a couple of his maps and he was like "DID U C THE DOWNLOAD" and I was like "what download? >.>"


Anyway, this wouldn't be a farty tool without Corbo's Skins ;o
Customize your TinyMap 2!


Add at the bottom of your TinyMap2.ini file:
Quote
[Skin]
FormBG=0x002f150d
FormFG=0x00b2725f
InputBG=0x002c130c
InputFG=0x00c98a78

More later!



None.

Feb 23 2010, 7:27 am fat_flying_pigs Post #9



FINALLY! THANK THE LORD!!!

nice work farty!

edit: omg.. the lay out is so sexy. Especially the way the window slides out.



None.

Feb 23 2010, 7:30 am samsizzle Post #10



holy shit farty this is amazing, it cut my map in half 311kb down to 167kb.



None.

Feb 23 2010, 7:38 am NudeRaider Post #11



D.O.T.X. (link slightly outdated): 148.860 Bytes : 306.721 Bytes = 48.53% (broke the map, at least slightly. From what I can tell a formerly inactive trigger for testing purposes has been reactivated. If you need more details I can investigate it further.)



Desert Strike (link slightly outdated): 94.809 Bytes : 142.372 Bytes = 66.59% (yet to be tested)



Sand Castle Wars: 69.837 Bytes : 119.414 Bytes = 58.48% (same error as in DotX.)

Here's the trigger from SCW:
It seems you just delete the never conditions for some reason...



Dragon Craft: 233.514 Bytes : 295.312 Bytes = 79.07% (seems to work)

Why does it increase the size of some wavs?
I left it and standard settings which appear to be medium.

Even on high compression setting it increases the size of one wav...

I also think since the goal of the program is to achieve highest compression possible you should set the default wav compression to high.



Nexus PvZ: 33.215 Bytes : 74.499 = 44.58% (seems to work)

Post has been edited 1 time(s), last time on Feb 23 2010, 8:20 am by NudeRaider. Reason: moar testing



None.

Feb 23 2010, 8:19 am UnholyUrine Post #12



Holy Crap, Awesome \:awesome\:

... Temple Siege v1.6 beta

Type Init Size New Size Comp Ratio Filename
Mapfile 310472 196578 63.32% MPQ

Ridiculous!! almost half...

Tho i've broken it several times D:
It's unable to compress Ahli's Diablo (16000000 bytes lmao)

Post has been edited 1 time(s), last time on Feb 23 2010, 8:29 am by UnholyUrine.



None.

Feb 23 2010, 8:27 am O)FaRTy1billion[MM] Post #13



Quote from NudeRaider
It seems you just delete the never conditions for some reason...
O.o It's supposed to delete the whole never trigger block, not just the condition itself.

Quote from NudeRaider
Why does it increase the size of some wavs?
(This is why you can go through the files individually ...) Because WAVs compress weird. Also the "increase" your seeing is not necessarily a wav whose filesize is larger than that of the uncompressed wav, it means whatever added the wav to the original archive did a better job. Some wavs compress better without the "Compress WAV File" option, too. Usually if it is just a few wavs you don't really need to worry because the overall wav compression will outweigh it (using what you posted as an example, the 'High Compression' average ratio'd be around 81.50% (average'd ratios) and the true compression ratio for all 5 wavs'd be 72.07% (averaged new compressed size divided by averaged original compress size.)

Quote from NudeRaider
I also think since the goal of the program is to achieve highest compression possible you should set the default wav compression to high.
Apparently high wav compression is a lower quality ... (Though, honestly, I've never noticed a difference.) You can change the default compression to high.

I'll have to look over the trigger/never deletions tomorrow. ;o


Maps without wavs (or with very few small wavs) get the best compression ... Like what Ex was talking about. xD


Quote from fat_flying_pigs
edit: omg.. the lay out is so sexy. Especially the way the window slides out.
xD Even though TinyMap1 did this. ... I just totally ripped the layout off of my old one.

Post has been edited 4 time(s), last time on Feb 23 2010, 8:44 am by FaRTy1billion.



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
\:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

Feb 23 2010, 8:30 am UnholyUrine Post #14



Luls, I killed the program with 16000000 bytes \:awesome\:



None.

Feb 23 2010, 8:32 am O)FaRTy1billion[MM] Post #15



Quote from UnholyUrine
Luls, I killed the program with 16000000 bytes \:awesome\:
What map and what happened?

Post has been edited 1 time(s), last time on Feb 23 2010, 8:37 am by FaRTy1billion.



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
\:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

Feb 23 2010, 8:51 am NudeRaider Post #16



Quote from O)FaRTy1billion[MM]
Quote from NudeRaider
Why does it increase the size of some wavs?
(This is why you can go through the files individually ...) Because WAVs compress weird. Also the "increase" your seeing is not necessarily a wav whose filesize is larger than that of the uncompressed wav, it means whatever added the wav to the original archive did a better job. Some wavs compress better without the "Compress WAV File" option, too. Usually if it is just a few wavs you don't really need to worry because the overall wav compression will outweigh it (using what you posted as an example, the 'High Compression' average ratio'd be around 81.50% (average'd ratios) and the true compression ratio for all 5 wavs'd be 72.07% (averaged new compressed size divided by averaged original compress size.)
Leaving it uncompressed is obviously not an option here...
Code
WAV          9217    27128    294.33%

So there's no way to leave it like it was before?

Quote from O)FaRTy1billion[MM]
Quote from NudeRaider
I also think since the goal of the program is to achieve highest compression possible you should set the default wav compression to high.
Apparently high wav compression is a lower quality ... (Though, honestly, I've never noticed a difference.) You can change the default compression to high.
Ah k. I'd still make the default high, because I too have never noticed a loss in quality.

Post has been edited 1 time(s), last time on Feb 24 2010, 7:37 am by NudeRaider. Reason: grammar



None.

Feb 23 2010, 8:57 am O)FaRTy1billion[MM] Post #17



Quote from NudeRaider
Leaving it uncompressed is obviously not an option here...
Code
WAV          9217    27128    294.33%
I meant uncheck the "Compress WAV File" box, not change the MPQ Compression. xD The checkbox changes the wav format slightly.

Quote from NudeRaider
So there's no way to leave it like it was before?
Part of the compression (which any good compressor should have) is recreating the archive ... It gets rid of unused file headers and extraneous data (and by itself can save a lot of filesize)... Unless I know the exact way the file was added, there is no real way to leave it as it was before.



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
\:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

Feb 23 2010, 11:03 am Falkoner Post #18



OMGOSH

IT'S TINYMAP2!! WOOOOOOOOOOOOOOOOOOOOOOOOOT!!!

Honestly, I clicked into UMS Assistance, and as the page started to load, I looked down and saw TinyMap2 in UMS Theory and Ideas and immediately hit the back button \:P So far it's worked nicely for me, obviously on the crazier maps there's an issue here or there, but nothing Farty won't fix in the hype of its output, no?

Also, Farty, you failed to mention that it has epic protection as well ;\) Basically, to anyone using this, just compress your WAVs manually, don't rely on this to do it, and you'll save a lot of space! \:\)

Also, just added to the DLDB, since Farty can't seem to upload his own programs \:P, I'll be sure to update it when you do.

Post has been edited 1 time(s), last time on Feb 23 2010, 11:12 am by Falkoner.



None.

Feb 23 2010, 11:44 am NudeRaider Post #19



Quote from O)FaRTy1billion[MM]
Quote from NudeRaider
Leaving it uncompressed is obviously not an option here...
Code
WAV          9217    27128    294.33%
I meant uncheck the "Compress WAV File" box, not change the MPQ Compression. xD The checkbox changes the wav format slightly.
This still doesn't yield the expected result...
Code
WAV          9217    10733    116.45%




None.

Feb 23 2010, 9:12 pm O)FaRTy1billion[MM] Post #20



Your wav sucks then. ;o There isn't much I can do. I've already explained that one wav being slightly less compressed than the original isn't anything to worry about anyway.

Quote from NudeRaider
Here's the trigger from SCW:
It's because you have 'Always' and then 'Never' ... I just assumed there'd never be more than just a 'Never' trigger in a block. ;o That is a huge error on my part. (Honestly, even I just throw on a 'Never' condition to a bunch of conditions to disable a trigger ...)

Post has been edited 2 time(s), last time on Feb 23 2010, 9:26 pm by FaRTy1billion.



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
\:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

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[01:46 am]
O)FaRTy1billion[MM] -- they're not
[01:46 am]
jjf28 -- so long as they're not huge files it shouldn't be an issue
[01:43 am]
O)FaRTy1billion[MM] -- unless getting the encrypted ones was what you meant by help :P
[01:43 am]
jjf28 -- mm
[01:42 am]
O)FaRTy1billion[MM] -- but for now I recommend just finding the unencrypted ones from install.exe/broodwar.mpq
[01:42 am]
O)FaRTy1billion[MM] -- I didn't think of that
[01:41 am]
jjf28 -- FaRTy1billion
FaRTy1billion shouted: I have code that can decrypt the files, but I promised DoA I'd never share it. :O
you don't have to share the code, make a lib with getfont functions :P
[01:40 am]
O)FaRTy1billion[MM] -- also they're probably in broodwar.mpq
[01:40 am]
O)FaRTy1billion[MM] -- jjf28
jjf28 shouted: FaRTy1billion yea; FaRTy1billion I assume so since he has CD key extraction code in SCMDraft
wait, he does? xD If I had to guess, that's probably why.
[01:40 am]
jjf28 -- FaRTy1billion
FaRTy1billion shouted: jjf28 do you have broodwar.mpq?
yea; FaRTy1billion
FaRTy1billion shouted: I think scmdraft decodes the fnt files, but I'm not sure.
I assume so since he has CD key extraction code in SCMDraft
Please log in to shout.


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