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Posted: Fri Apr 21, 2017 9:28 pm
by Kilicool64
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.

Posted: Sat Apr 22, 2017 6:47 am
by Sammy_P
Pff, neat... maybe that could go on The Cutting Room Floor?

https://tcrf.net/SpongeBob_SquarePants:_Krabby_Quest :P

Posted: Sat Apr 22, 2017 10:32 am
by Kilicool64
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.

Posted: Mon Apr 24, 2017 10:26 am
by cloudrac3r
Wow! Nice find, and thanks for following the idea all the way through and uploading the images. I'm impressed.

Re: [Tool] Custom Content Enabler

Posted: Thu Jun 21, 2018 12:48 am
by WonderlandFan
What is the directory of the extracted files?

Re: [Tool] Custom Content Enabler

Posted: Thu Jun 21, 2018 2:02 pm
by Lazy Loof
WonderlandFan wrote: Thu Jun 21, 2018 12:48 am What is the directory of the extracted files?
Directory where packer is run from.

Re: [Tool] Custom Content Enabler

Posted: Sat Jun 23, 2018 7:12 pm
by Kilicool64
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.

Re: [Tool] Custom Content Enabler

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