[Update] Hocus Pocus Level editor v1.2

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K1n9_Duk3
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Re: [Release] Hocus Pocus Level editor

Post by K1n9_Duk3 »

Lunick wrote:That's funny, I don't recall the source code for Hocus Pocus ever releasing
You could say the same thing about the Hocus Pocus beta. But, you know...
Lunick wrote:where did you see it "somewhere"?
If I wanted to be sarcastic, I'd say "on a TFT connected to a PC", but you did notice the date of that post didn't you?
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Re: [Release] Hocus Pocus Level editor

Post by Lunick »

K1n9_Duk3 wrote:
Lunick wrote:That's funny, I don't recall the source code for Hocus Pocus ever releasing
You could say the same thing about the Hocus Pocus beta. But, you know...
Lunick wrote:where did you see it "somewhere"?
If I wanted to be sarcastic, I'd say "on a TFT connected to a PC", but you did notice the date of that post didn't you?
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Post by Roobar »

That level is cool and very well made!
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Post by Hisymak »

@K1n9_Duk3: Thank you for updating Modding Wiki with the missing information about elevators (and other stuff). I actually wanted to ask you to do so :p
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Post by Thraka »

This is really cool. Any chance the code will be uploaded to GitHub?
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Post by Hisymak »

Thraka wrote:This is really cool. Any chance the code will be uploaded to GitHub?
It already is: https://github.com/jkoncick/HocusEditor/
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Post by Hisymak »

Here is preview for new upcoming features in planned HocusEditor 1.1 release:
(Thanks to K1n9_Duk3 for providing information about data in HOCUS.EXE file)

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Post by Levellass »

Reminds me of J1CS, looking sleek.
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Post by Hisymak »

Levellass wrote:Reminds me of J1CS, looking sleek.
What is J1CS?
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Post by Violet CLM »

J1CS was an alternate name for JCS'94, later superseded by J1E.

edit: no idea what went wrong with the second link there
Last edited by Violet CLM on Tue May 10, 2016 8:43, edited 1 time in total.
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Post by Levellass »

'Invalid download ID specified!'
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Post by Hisymak »

Hocus Pocus Level Editor 1.1 released

What is new:
- You can export and import any file from/to HOCUS.DAT (so you can replace graphics, music, sounds...)
- You can edit level properties which are stored inside HOCUS.EXE (par times, elevator tiles, music, tileset...)
- Added a README file with some help and documentation, based on frequent questions (how the layers work, how to create switch puzzles etc.)
- Added a patching feature (so you can easily distribute your mods without need to send whole HOCUS.EXE and HOCUS.DAT files)
- Some other minor improvements

Download:
Here

For those who are interested in using their custom tileset and graphics:
I created a document called "Hocus Pocus graphics replacement guide" describing in detail how to replace tilesets and backdrops with your custom ones. The document is available inside the zip file.

I am posting again the VioletCLM's Hocus Pocus level which he posted here some time ago, along with a custom music I chose for it. This is actually a "mod patch", so I want to demonstrate how the new "Apply mod patch" feature works. You don't need to manually import the level and the music files, the editor will import everything for you with one click.
Download here

Enjoy.
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Post by Levellass »

Brilliantly impressive. So tempted to add Keen to HP.
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Post by K1n9_Duk3 »

While analyzing the format of the PC Speaker sound effects in Hocus Pocus, I found out that the game actually only uses a quarter of the data stored in those files. If you're curious, this is what the full sounds sound like:

https://www.youtube.com/watch?v=3-QCdVMGYHU
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Post by Hisymak »

K1n9_Duk3 wrote:While analyzing the format of the PC Speaker sound effects in Hocus Pocus, I found out that the game actually only uses a quarter of the data stored in those files. If you're curious, this is what the full sounds sound like:

https://www.youtube.com/watch?v=3-QCdVMGYHU
That's amazing! It's nice to see that somebody is actually hacking Hocus Pocus executable. I see God mode there, that's also your hack, isn't it?
I wonder why they cut down the PC speaker sample rate to quarter, maybe to reduce CPU workload?

I have one more question to you, regarding this thread. I believe Hocus Pocus music engine does some tricks to make OPL music sound better. I suspect it actually uses two OPL voices to play a single note (in OPL3 mode), because it sounds different with Adlib and there are lot of "lost notes", when replaying very polyphonic midi. Could you possibly look into this? Thanks!
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