KeenRush wrote: ↑Thu Jun 08, 2017 7:36
However, I'm not the only one to have made some mistake.
Yeah, I have to admit that my RLEW routines had a bug. It didn't handle run lengths of 0 correcty (which are completely useless and shouldn't be in the level data to begin with IMHO). This RLEW bug was responsible for the missing sprites and icons.
The "unknown format" issue was caused by either too few or too many bytes in the RLEW encoded level data. This prevented the level viewer from detecting the compression type correctly (Dangerous Dave in Copyright Infringement uses the uncompressed version of the level format, all the other games use RLEW compression). I have improved my compression detection code and also added an option to open the level anyway when the detection fails.
The garbage graphics in Episode 59 were caused by the EGADICT.CK4 file that comes with the mod. The mod doesn't use this file, it uses the one in KEEN4E.EXE instead. Simply remove or rename the file and the level viewer works perfectly fine.
The new version of the Keen: Galaxy level viewer adds support for semi-transparent tiles and sprites. In the editor, they are displayed using alpha blending, which means the graphics will not look like they would in the game. But in the images exported with F3 (or CTRL+F3), the graphics should look exactly like they would in the game.
I missed Quillax's point about palettes earlier. At least in the Keen: Galaxy viewer, you can change the palette by modifying the settings in the INI file. Just have a look at the Rescue Rover 2 settings to see how this is done in the INI. In Keen: Vorticons, the palettes are hard coded. Maybe later versions will allow you to change the palette via the INI file as well.