[Tool] Custom Content Enabler

Discuss the games (no level solutions or off-topic, please).

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Kilicool64
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Post by Kilicool64 » Fri Apr 21, 2017 9:28 pm

Anyone who extracted Krabby Quest's data might have noticed two files with the extension AGP.

As it turns out, this is an extremely obscure format used only by ArtGem, a shareware image editing program that was discontinued in 2002 after abysmal sales. The credits for TOW mention that its 2d graphics and textures were created with it, so it appears Patrick is one of the very few people who bought it.

And apparently, he was still using it during Krabby Quest's development, seeing how two of his AGP files accidentally slipped into the game's res2.dat. This format is only intended for ArtGem itself (much like Photoshop's PSD files) so I strongly doubt the game could actually render them even if they weren't unused.

Anyway, I located the last version of ArtGem released before its discontinuation with the Wayback Machine. Obviously, it can no longer be activated, but it has a 30 day trial, so I was able to open these two files.

Turns out they're just really simple unfinished prototypes of UI images. There's really not much to them, but I converted them to PNG anyway and uploaded them for you.
Attachments
title.png
title.png (47.01 KiB) Viewed 7180 times
startsign1.png
startsign1.png (3.13 KiB) Viewed 7180 times
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Sammy_P
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Post by Sammy_P » Sat Apr 22, 2017 6:47 am

Pff, neat... maybe that could go on The Cutting Room Floor?

https://tcrf.net/SpongeBob_SquarePants:_Krabby_Quest :P
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Kilicool64
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Post by Kilicool64 » Sat Apr 22, 2017 10:32 am

True, that'd be the best place to put it. If I get around to making an account there and familiarizing myself with the site, I'll do it. Might do that later today.

I could also expand the section with the unused levels with my patch for making them playable and some screenshots.
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cloudrac3r
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Post by cloudrac3r » Mon Apr 24, 2017 10:26 am

Wow! Nice find, and thanks for following the idea all the way through and uploading the images. I'm impressed.
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WonderlandFan
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Re: [Tool] Custom Content Enabler

Post by WonderlandFan » Thu Jun 21, 2018 12:48 am

What is the directory of the extracted files?
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Lazy Loof
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Re: [Tool] Custom Content Enabler

Post by Lazy Loof » Thu Jun 21, 2018 2:02 pm

WonderlandFan wrote:
Thu Jun 21, 2018 12:48 am
What is the directory of the extracted files?
Directory where packer is run from.
Previously known as Aryan101
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Kilicool64
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Re: [Tool] Custom Content Enabler

Post by Kilicool64 » Sat Jun 23, 2018 7:12 pm

If no files are extracted, that means the program doesn't have permission to write to its own directory. The easiest way to fix that is to run it with admin privileges.
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Lazy Loof
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Re: [Tool] Custom Content Enabler

Post by Lazy Loof » Thu Jun 04, 2020 3:41 am

Apologies for the huge bump, but here's the source code for Custom Content Enabler, if anybody needs. HumanGamer has lost the source code, so I reconstructed it using the decompile. Sadly, I cannot decompile the Custom Content Packer due to "Stack Overflow!" error, so haven't reconstructed it at all.
In lieu of this, I have added an extra source file "pack.bb" that has pack-file related functions reconstructed using the RTW decompile code.

Note that this code isn't really meant for making a new game. :P
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packfile-source.zip
(3.56 KiB) Downloaded 225 times
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