Quote from: ccexplore on 2009-11-18 13:09:01When I'm back home later today, I can give you the data from DOS Lemmings (I'm pretty sure they use the same data for all similar ports). It's basically just a big table of particle positions. Alternatively, you can use a formula for parabolic motions (which appears to be the same type of motion as the ones represented in the table) to implement your own particle explosions.
Almost forgot about this.
See attached explodedata.txt. There are a total of 80 explosion particles, and the entire explosion sequence lasts 52 animation frames, but the very first frame has no particles displayed yet--you just draw the reddish "bang" graphics. So it's just 51 frames of explosion particles.
explodedata.txt shows for each of the 80 particles, their (x,y) positions for each of the 51 frames. Most particles don't actually last for all 51 frames, but instead disappear earlier. For example, particle #1 in the table will only last one frame and then disappear, hence only one entry. Particle #10 lasts 15 frames before disappearing. (x,y) is relative to the position of the pixel the exploding lemming was standing on, following the usual PC graphics convention that positive x is to the right and positive y is down.
The coloring of the particles (if you want to follow the one from the game instead of your own color scheme) are assigned as follows. Lemmings graphics uses a 16-color palette (the palette changes from graphics set to set), so pixel color values range from 0-15, and here's the particle color scheme:
particle #1: 4
particle #2: 15
particle #3: 14
particle #4: 13
particle #5: 12
particle #6: 11
particle #7: 10
particle #8: 9
particle #9: 8
particle #10: 11
particle #11: 10
particle #12: 9
particle #13: 8
particle #14: 7
particle #15: 6
particle #16: 2
Repeat this sequence of color assignments on particles #17-#32, then #33-#48, etc.
I'm unfamiliar with MMF2, so if the data in explodedata.txt is formatted in a way that's awkward to reformat for MMF2 use, I can rewrite my script to reformat the data in a more suitable way, if you can describe how you want it. Alternatively, I can give you the original raw binary data format (as ripped from DOS game) for the table, although that doesn't sound very easy to me since you'd have to write your own code to read the binary data.
Mod Edit: Restored attachments.