Author Topic: Improvements  (Read 14745 times)

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Improvements
« on: April 22, 2019, 10:46:10 pm »
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Re: Improvements
« Reply #1 on: April 22, 2019, 10:47:02 pm »
Bella has a good outfit for Shade Beach. MEGA link here:
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Re: Improvements
« Reply #2 on: April 22, 2019, 10:49:19 pm »
Aleta has an outfit from a Valentine's Day special years ago.
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Re: Improvements
« Reply #3 on: April 22, 2019, 11:21:59 pm »
Awesome Animated Goldie Sprite from 2011!

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Re: Improvements
« Reply #4 on: April 22, 2019, 11:26:47 pm »
Here's an extra Aleta scene

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Re: Improvements
« Reply #5 on: April 30, 2019, 12:59:31 pm »
Hey Tabby! On further examination, I have found pleasure bars in older HTH Scenes. I was thinking we could use that plus some of Crow's updated menus to "update" a lot of Crow's older scenes. I also want to try to make full genus recognition for all scenes possible in the future. I am not versed in this type of coding at all but I think we could make this work.

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Re: Improvements
« Reply #6 on: May 01, 2019, 02:41:25 am »
MAJOR BREAKTHROUGH!
I successfully decompiled some Flash files and I can now edit animations!
My first experiment is currently Valeriya’s doggystyle Scene. I’m trying to fix her climax animation. I have Adobe Flash. I have never used it before. If you have any advice or if you could help me figure this out, reply or PM me!
On my to do list I want to update all of the menus to the current template. (Something that Crow could have done) and I want to add pleasure meters to (hopefully) all scenes plus full genus support. It’s going to be hard for me to do this in a timely fashion working alone so if you have a windows machine I can record a video of me decompiling and editing flash if you don’t know how. I also have figured out how to get Adobe Flash and sothinkf swf decompiler entirely free.

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Re: Improvements
« Reply #7 on: May 01, 2019, 08:48:15 am »
Valeriya doggystyle has sex animation defined in DefineSprite 175
It has long list of frames moving body segments in the loops. First loop starts in frame 1 with frame label "a" for slow speed. The last frame of slow speed contains script tag with gotoAndPlay("a") statement making it play in loop. Right after that is frame with label "b" which is start of middle speed loop. Last frame of that loop has script tag with gotoAndPlay("b") to restart the loop sequence. Next are "c" loop frames. Then there is the last sequence starting in frame with label "x1" for climax. That sequence last frame (last frame of DefineSprite 175) has script tag with stop() statement (instead of gotoAndPlay) to stop the DefineSprite 175 animation in that frame.
Frames are played at constant speed. In each frame you have new body segment placed (another Sprite or Shape), removed or moved.
Shape is simple object like body segment that can't move or change on it's own and can't have a script. Sprite is an object that can have one or more frames, so it can change/move on it's own and each frame consists of one or more either another sprites or shapes.
The animation is done the way that you move (or add/remove) objects each frame.

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Re: Improvements
« Reply #8 on: May 01, 2019, 01:58:09 pm »
Tabby. You are a genius. Thank you 😂 I’m going to fix it now.
« Last Edit: May 01, 2019, 02:01:16 pm by 1r2k5ng09df8s3 »

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Re: Improvements
« Reply #9 on: May 01, 2019, 02:04:47 pm »
With Adobe Flash I can fix Ginger’s tail too

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Re: Improvements
« Reply #10 on: May 26, 2019, 01:09:43 pm »
I've done character direct access - NPC List replacing useless NPC_Data page. It's a list of characters linking to their dialog.
NPC_Link logically behaves as a zone so sex scenes background does not match. Some backgrounds rolls all versions implemented in particular scene because of Crow's notoriously poor coding style - he never uses "else" branch in conditions. I have to fix that by scene file.


I've ported some RLD characters along with scenes to HTH: Crissy, Megan, Julie, Traci, Vivian. They take place in the Tower floor 3 - Studio Offices. I didn't bothered updating scenes background so far. We can call that place Tower rear entrance for now.

However I've run into some difficulties with Racquel and Anne sprites: It's quite a work to import their RLD dress to HTH sprite dress set because FFDec is really rudimentary tool and many its functions don't actually work. I can workaround that by following ways:
a) Create two sprites for one character - one new from RLD, one existing from HTH. Dialog would load whor sprite when in whor room, normal sprite elsewhere. Would work fine for most cases. The dialog would share the state.
b) Create two standalone characters - keep one currently in HTH, create new character for whor version. These two characters would have two dialog XML files (one for each), would be independent from each other, so player advance with one character would not affect the other version. Of course there is still a way for one character person to change text and responses  based on another character state.
This option is straightforward. Well, because Crow can't spell his own character names, HTH Racquel name in RLD is only Raquel.

What option do you prefer?

Regarding remaining RLD characters: Ari, Francesca, Ginger, Jeanette, Shemyay, Tanya: I don't plan to import these to HTH because their RLD scenes appears the same as in HTH.

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Re: Improvements
« Reply #11 on: May 26, 2019, 07:17:03 pm »
I don’t honestly care that much. I think that it was huk who wanted the RLD scenes anyway.

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Re: Improvements
« Reply #12 on: May 26, 2019, 09:08:51 pm »
It's actually a question, should RLD Raquel in wh*re room behave like independent person from HTH Racquel? Which is mostly reduced to a question, whether the who*e room dialog should take different branch based on player's progress with her in HTH zones and vice versa. Besides that it's not much a difference.

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Re: Improvements
« Reply #13 on: May 26, 2019, 11:44:18 pm »
Yeah Racquel should be different in the whr room. That way the player could meet her while she is in “action”

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Re: Improvements
« Reply #14 on: June 07, 2019, 05:22:59 pm »
The file doesn't work because all scripts are missing. No way to fix.

AS3 is essentially different from AS1 and AS2. It can't be simply converted. And if someone did it manually, it would would be not compatible with HTH game made is AS2.