Author Topic: High Tail Hall 2 Beta  (Read 22381 times)

  • Hero Member
  • *****
  • Posts: 509
    • View Profile
Re: High Tail Hall 2 Beta
« Reply #30 on: January 23, 2020, 02:21:18 pm »
I know that we won’t be working on this anytime soon, but I may or may not have hit the jackpot. I found a torrent with a massive rip of HTH2 2012. It may have all the missing files and scenes (in HQ ). I’ll PM you a link if you’re interested. I was unable to download because of limited disk space...

  • Newbie
  • *
  • Posts: 2
    • View Profile
Re: High Tail Hall 2 Beta
« Reply #31 on: January 23, 2020, 04:23:07 pm »
I know that we won’t be working on this anytime soon, but I may or may not have hit the jackpot. I found a torrent with a massive rip of HTH2 2012. It may have all the missing files and scenes (in HQ ). I’ll PM you a link if you’re interested. I was unable to download because of limited disk space...
Can you send me a link? How big it is if you don't have enough space to download it?

  • Hero Member
  • *****
  • Posts: 509
    • View Profile
Re: High Tail Hall 2 Beta
« Reply #32 on: January 23, 2020, 04:50:15 pm »
What’s going on friend! Look on thepiratebay.org or torrentz2 and search “hth”
The file is 8gb.
We are a bit short staffed. Are you interested in writing dialogue?
« Last Edit: January 23, 2020, 04:52:41 pm by 1r2k5ng09df8s3 »

  • Newbie
  • *
  • Posts: 2
    • View Profile
Re: High Tail Hall 2 Beta
« Reply #33 on: January 25, 2020, 07:36:58 am »
What’s going on friend! Look on thepiratebay.org or torrentz2 and search “hth”
The file is 8gb.
We are a bit short staffed. Are you interested in writing dialogue?
Couldn't find it.

And nah, I'm not really that good at writing, sorry.

  • Hero Member
  • *****
  • Posts: 509
    • View Profile
Re: High Tail Hall 2 Beta
« Reply #34 on: January 25, 2020, 02:37:19 pm »
I have it downloaded so.I can foreword you an anonfile link if you’d like. I was wrong about the file, it was actually 64.6 mb (It was late so I misread) so it’s a quick download.

  • Newbie
  • *
  • Posts: 1
    • View Profile
Re: High Tail Hall 2 Beta
« Reply #35 on: February 17, 2020, 10:41:02 pm »
If you are putting it in an anonfile, would you mind sending it to me too?

  • Administrator
  • Sr. Member
  • *****
  • Posts: 407
    • View Profile
Re: High Tail Hall 2 Beta
« Reply #36 on: October 20, 2020, 09:27:03 pm »
1r2, I've seen you are working on HTH2 Beta.
There is vector graphic based Bella sprite of HTH2 Beta style, you are surely going to use. I've took little time to make her naked version.
For now click on her Top to undress, of course other ways of control can be made easily, so the sprite undresses after scene, or so.

Unfortunately I can't find any vector graphic of Jezzel sprite. That's the only HTH2 Beta sprite I prefer over new HTH style sprite.

[ Attachment Invalid Or Does Not Exist ]
« Last Edit: October 20, 2020, 09:31:09 pm by Tabby »

  • Hero Member
  • *****
  • Posts: 509
    • View Profile
Re: High Tail Hall 2 Beta
« Reply #37 on: October 21, 2020, 12:53:35 am »
Ok thanks a whole lot! I'm going to run a few of the sprites through my upscaler

  • Hero Member
  • *****
  • Posts: 509
    • View Profile
Re: High Tail Hall 2 Beta
« Reply #38 on: October 25, 2020, 11:53:50 pm »
I've made some changes to the glass room.

I decided I'm not going to post the game to yiff.party since I have a lot of changes I want to make.

I changed both jezelle and Bella's scene in the glass room for ones in HQ

I added Anne to the GR (I might move her to a less populated area such as the Northern Falls)

I added Felicity to the Northern Falls, and properly implemented Zoe.

Edit: I added Goldie

I'm modifying the Map to include all of the locations

I added the Tower. (I want to run some of the background sprites through an upscaler to see i can restore some of the original quality.

More to come
« Last Edit: October 25, 2020, 11:56:53 pm by 1r2k5ng09df8s3 »

  • Hero Member
  • *****
  • Posts: 509
    • View Profile

  • Hero Member
  • *****
  • Posts: 509
    • View Profile
Re: High Tail Hall 2 Beta
« Reply #40 on: March 08, 2021, 05:38:35 am »
for organization sake, I am making update regarding HTH2B here.

I'm still on the lookout for old HTH2 assets (preferably the high quality ones)

DM me with sites that archive old shockwave if you happen to know a place, it will drastically shorten development time on this new version.

  • Hero Member
  • *****
  • Posts: 509
    • View Profile
Re: High Tail Hall 2 Beta
« Reply #41 on: March 11, 2021, 07:11:32 am »
Current issue with implementation of assets. Loading external swfs blackscreen the launcher. I've tried loadmovie as well, but no luck. Any thoughts?

  • Administrator
  • Sr. Member
  • *****
  • Posts: 407
    • View Profile
Re: High Tail Hall 2 Beta
« Reply #42 on: March 11, 2021, 09:17:45 am »
There are two things that prevent it from working.

First, original HTH2 and older files used absolute object paths in scripts and those files were designed to work standalone, not mounted on a launcher. You have to search the swf file for all occurrences of _root keyword and change each script to relative path regarding the object it's supposed to control.

Second, don't use loadMovie() on loading scenes or areas in HTH2Beta launcher, except it's a sub-asset loaded on something inside the scene. I've created more sophisticated loader in HTH2Beta launcher.

If you want to load another file (scene or area) in your file, just put following lines to your button script:
         _root.filename = "filename.swf";
         _root.prevFrame();
Where replace filename with actual file name to load. Note that the file shall be in data/ folder.
The _root.prevFrame() calls the launcher frame (2) where the loader script is.
If you want that button to return to main menu, set _root.filename = "none" and launcher will go to menu (frame 1) instead

If you want to add another option in launcher menu, open hth2beta.swf file and find following script (it's in DefineSprite(23)):

onClipEvent(load){
   generate_button = function(name, txt_t, txt_c, file_n, x, y, w)
   {
      this.createEmptyMovieClip(name,this.getNextHighestDepth());
      with(this[name])
      {
         _x = x
         _y = y
         beginFill(2105376,100)
         lineTo(w,0)
         lineTo(w,18)
         lineTo(0,18)
         lineTo(0,0)
         endFill()
         _alpha = 70
         
      };
      var _loc8_ = this[name].createTextField("label",1,0,0,w,18);
      _loc8_.text = txt_t;
      var _loc9_ = new TextFormat();
      _loc9_.bold = false;
      _loc9_.font = "Arial";
      _loc9_.color = txt_c;
      _loc9_.leftMargin = 5;
      _loc8_.setTextFormat(_loc9_);
      this[name].onRollOver = function()
      {
         this._alpha = 100;
      };
      this[name].onRollOut = function()
      {
         this._alpha = 85;
      };
      this[name].onRelease = function()
      {
         _root.filename = file_n;
         _root.nextFrame();
      };
   };
   _root.startpoint = "none";
   generate_button("b_map","MAP (game start)",16777215,"hth2_main_map.swf",0,0,200);
   generate_button("b_mh2","Shortcut to Main Hall fl 2",16777215,"hth2_mh_fl_02.swf",0,20,200);
   generate_button("b_nrf","Northern Falls",16777215,"northernfalls.swf",0,40,200);
   generate_button("b_lpr","Private rooms",16777215,"lucky_privrooms.swf",0,60,200);
   generate_button("b_abj","Anne blowjob (extra)",16777215,"anne_bj.swf",220,0,200);
   generate_button("b_zbj","Zoe blowjob (extra)",16777215,"hth2_z_bj_01b.swf",220,20,200);
   generate_button("b_jan","Jasmine anal (extra)",16777215,"jasmine_anal.swf",220,40,200);
   generate_button("b_tdg","Tanya doggystyle (extra)",16777215,"tanya_doggy.swf",220,60,200);
}

Where you can add more options by adding more generate_button() lines in that script.
In that generate_button() function, the first parameter is new button identifier - it has just to differ from all other identifiers.
Second parameter is displayed button text,
third parameter is text color in RGB code, you can use hex number for better clarity, i.e. 0xFFFFFF,
4th parameter is the file name to load. File has to be located in data/ folder.
5th and 6th parameters are X and Y coordinates of new button. Left row uses X offset 0, right row X offset 220. Buttons are 20 pixels apart in Y offset.
The last parameter is button width.

  • Hero Member
  • *****
  • Posts: 509
    • View Profile
Re: High Tail Hall 2 Beta
« Reply #43 on: March 11, 2021, 05:47:21 pm »
is it a simple process in the swf decompiler? I can't find scripts efficiently.

  • Administrator
  • Sr. Member
  • *****
  • Posts: 407
    • View Profile
Re: High Tail Hall 2 Beta
« Reply #44 on: March 11, 2021, 06:48:51 pm »
I don't know, what decompiler do you use. If it's FFDec, then it has a script section on the bottom of content list, where are all things that have scripts: Buttons, DefineSprites and Frames. I would prefer scripts listed with all other object tags, but FFDec author made it this way. There is barely anything else than few scripts in that launcher file, so I shouldn't be hard to find. I can take a screenshot if necessary.