Experimental CoC port

adev

Well-Known Member
Apr 27, 2017
263
71
What is this?

Welcome to Corruption of Champions: Sauce - an experimental (and hopefully almost complete) port of CoC 1.02 to HTML/Javascript.
The purpose of this "mod" is currently not to change the gameplay (apart from fixing some bugs) but to experiment with the source. (Some more info can be found here.)
My "goal" is currently a playable version of CoC 1.02 built from a cleaner code base that is easier to expand with additional content and has some added features like better screen reader support.

How do I run it?

Download (last update: 2021-04-02; file version 1.02.000.019; md5: 64ee284f3f1c90a4461e57351c78f489) and unpack the archive.
(I noticed that 'expired' files are still offered to paying members. I don't want to trick you into any subscriptions - this just means that I didn't have time to upload a stable snapshot in time. Just wait a few days and a new file should be available for free.)

Double click on the CoC.html file or drag and drop it into a browser window. (IE 9 or better)

If you have any issues not covered in the "Known Issues" section below or ideas for improvements please feel free to comment.

Notes:

Image packs

The archive contains "control files" for 3 image packs, but you still need to add the actual images.
1) The official image pack
Go to the CoC github and download the 5 images there. Put them into the CoC_102/img folder. You don't need images.xml and xmlGen.py.
Note: This image pack/control file is really just for testing as it links the images to some wrong scene ids.
It demonstrates that you do not need to duplicate the actual image anymore if you want it to appear in multiple scenes (saving space) and you can freely choose the file names and folder structure.
It also demonstrates how image information/credits can be added to image packs (should display as tool tip if you hover the mouse pointer over the images of this pack).
2) CoC Revamp Image Pack Collection [Lambda]
Download the image pack from here, decompress it and place the folder named "CoC Revamp Image Pack Collection [Kappa]" [sic] next to the CoC_102 folder.
3) CoC_CustomImagePack_v6_[RevampMod]
Download the image pack from here and decompress it into a folder named "CoC_CustomImagePack_v6_[RevampMod]" next to the CoC_102 folder.

You need the following folder structure to have all three image packs working
coc/CoC.html
coc/CoC_102/img/monster-beegirl.png
coc/CoC Revamp Image Pack Collection [Kappa]/img/akbal-deepwoods-bigbuttanaled_1.jpg
coc/CoC_CustomImagePack_v6_[RevampMod]/img/akbal-deepwoods-forcedfemaleoral_1.png

(NB While this adds all images to the game the actual game code is based on the official release and currently never actually uses scene ids added by mods)
Upon start the game tries to load coc_img_pack_1.js and if successful continues with coc_img_pack_2.js (and so on) until loading fails.
So to add/remove image pack support just make sure all wanted image pack control files are numbered consecutively starting with coc_img_pack_1.js

Known issues

Content from dxasmodeus (notably Giacomo) is missing for license reasons - the current release actually contains a number of replacement scenes that can be disabled by deleting the file coc_dxasmodeus.js
IE 9 does not support localStorage from local files - to enable save game support in IE 9 you need to load the file through a web server.
IE does not use the original font due to a permission issue.
IE 9 does not support file saving/loading. The required functions are missing and adding a flash based workaround somehow felt wrong as getting away from flash is one of the reasons this port exists.

Changes

Added concept of screens - so it should be safe to display menus/appearance screens etc. at all times without messing up the displayed text/menu buttons
Added save game support throughout most of UrtaQuest and the dungeon explorations
Added concept of modules to make it easier to add/change/disable content
Added screen reader mode to make the game more accessible
Improved image pack support
Some experimental translation support
Fixed plenty of minor issues throughout the game
Changes to replace license encumbered content: Scholar's Tea has been replaced by Brain Brew and Vitality Tincture has been replaced by Aqua Vitae. Since Giacomo is missing some items have been made available through Lumi's Lab.

All this is ongoing work and will see improvements over time.
 

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adev

Well-Known Member
Apr 27, 2017
263
71
Have you looked at this? It might be of use.

https://forum.fenoxo.com/threads/coc-web.11701

Yeah, I already new about that port. But it uses a totally different approach to the port so there is actually very little overlap apart from the result (ie a version of CoC playable in a browser).

It would be really useful though if you could add the original ui graphics and sprite image files to the official github repository. They are currently precompiled into MainView.fla and a pain to extract for non-flash projects (and for some reason I couldn't even extract all of them...)

Thx in advance
 

adev

Well-Known Member
Apr 27, 2017
263
71
Thanks for making these files available. Looks less WIP now with the the missing artwork added. And Urta says thank you too now that she doesn't always look wasted ;)

I have uploaded a new snapshot (updated link in first post)
Notable changes (apart from updated graphics files) are the additions of Amily, Arian and Raphael.

ps: I have mapped the sprites extracted from the fla file to the content of the archive as some were renamed - added in spoiler in case someone has use for this information

Code:
11/09/2013  04:01 PM               921 akbal.png                s2/add/akbal
11/09/2013  02:41 PM               604 amily.png                s2/add/amilyFur
11/09/2013  02:42 PM               604 amily_defurr.png         s2/add/amilyDefur
11/09/2013  04:30 PM               647 anemone.png              s2/add/anemone
11/09/2013  05:51 PM               933 basilisk.png             s2/add/basilisk
11/09/2013  04:20 PM               701 bee girl.png             s2/add/bee
11/09/2013  04:33 PM               738 ceraph.png               s2/add/ceraphNude
11/09/2013  04:33 PM               828 ceraphClothed.png        s2/add/ceraphClothed
11/09/2013  04:30 PM               521 ceraphGoblin.png         s2/add/ceraphGoblin
11/09/2013  04:05 PM               654 cerulean succubus.png    s2/add/ceruleanSuccubus
11/09/2013  05:55 PM               652 chameleon.png            s2/add/chameleon
11/09/2013  05:57 PM               606 chickenHarpy.png         s2/add/chickenHarpy
11/09/2013  04:29 PM               600 christmas elf.png        s2/add/xmasElf
11/09/2013  05:58 PM               602 cinnabar.png             s2/add/cinnabar
11/09/2013  02:48 PM               561 cloaked dominika.png     s2/add/dominikaHooded
11/09/2013  05:34 PM               560 club gnoll.png           s2/add/gnoll
11/09/2013  05:47 PM             1,011 corruptedGlade.png       s2/add/corruptedGlade
11/09/2013  03:56 PM               576 cotton.png               s2/add/cotton
11/23/2012  10:54 AM             3,067 dickworms.png            dickworms
11/09/2013  05:56 PM             1,205 drider.png               s2/add/drider
11/09/2013  04:04 PM               891 easter bunneh.png        s2/add/bunny
11/09/2013  02:42 PM               998 edryn.png                s2/add/edryn
11/09/2013  02:57 PM               694 exgartuan.png            s2/add/exgartuan
11/09/2013  05:43 PM               832 factory omnibus.png      s2/add/omnibusOverseer
11/09/2013  04:05 PM               370 faerie.png               s2/add/faerie
06/25/2013  10:02 PM             2,533 fenimp.png               fenimp
11/09/2013  05:33 PM               617 fetish cultist.png       s2/add/fetishCultistFemale
11/09/2013  05:33 PM               619 fetish zealot.png        s2/add/fetishCultistMale
11/09/2013  04:06 PM             1,681 giacomo.png              s2/add/giacomo
11/09/2013  05:35 PM               550 goblin.png               s2/add/goblin
11/09/2013  05:41 PM               592 googirlsprite.png        s2/add/gooGirl
11/09/2013  05:40 PM               554 green slime.png          s2/add/ooze
11/09/2013  05:38 PM               764 harpy.png                s2/add/harpy
11/09/2013  05:38 PM               985 hellhound.png            s2/add/hellhound
09/07/2012  02:08 AM             3,730 hel_sprite.png           hel_sprite
11/09/2013  03:56 PM               604 ifris.png                s2/add/ifris
11/09/2013  05:39 PM               512 imp.png                  s2/add/imp
11/09/2013  05:39 PM             1,188 incubus mechanic.png     s2/add/incubusMechanic
11/09/2013  03:54 PM               667 isabella.png             s2/add/isabella
11/09/2013  04:01 PM               769 izma.png                 s2/add/izma
11/09/2013  02:54 PM               567 jojo.png                 s2/add/jojoPure
11/09/2013  02:55 PM               646 jojoTentacle.png         s2/add/jojoTentacle
11/09/2013  03:11 PM             1,241 kelt.png                 s2/add/kelt
11/20/2012  08:05 PM             3,212 kida.png                 kida
11/20/2012  08:05 PM             3,288 kiha.png                 kiha
12/07/2013  07:38 PM               578 kitsune_black.png        s2/add/kitsune_black
12/07/2013  07:39 PM               623 kitsune_blonde.png       s2/add/kitsune_blonde
12/07/2013  07:38 PM               661 kitsune_red.png          s2/add/kitsune_red
11/09/2013  06:01 PM               579 lilium.png               s2/add/lilium
11/09/2013  03:59 PM               513 lottie.png               s2/add/lottie
11/09/2013  04:23 PM               552 lumi.png                 s2/add/lumi
11/09/2013  04:23 PM               537 lynette.png              s2/add/lynette
11/09/2013  03:56 PM               794 maddie.png               s2/add/maddie
11/09/2013  04:07 PM             1,774 marae.png                s2/add/marae
11/09/2013  02:39 PM               637 marble.png               s2/add/marble
11/09/2013  04:22 PM             1,101 markus and lucia.png     s2/add/marcusAndLucia
11/09/2013  06:31 PM             1,300 minerva.png              s2/add/minerva
11/09/2013  05:39 PM             1,105 minotaur.png             s2/add/minotaur
11/09/2013  05:50 PM             2,133 minotaurSons.png         s2/add/minotaurSons
11/09/2013  05:58 PM               593 mrsCoffee.png            s2/add/mrsCoffee
11/09/2013  05:40 PM             1,022 naga.png                 s2/add/naga
11/09/2013  05:40 PM             1,713 oasis demons.png         s2/add/demons
11/09/2013  04:24 PM               589 oswald.png               s2/add/oswald
11/23/2012  10:54 AM             3,175 poisontail.png           poisontail
11/09/2013  04:24 PM             1,004 rathazul.png             s2/add/rathazul
11/09/2013  04:02 PM               950 rogar.png                s2/add/rogar
12/07/2013  07:34 PM               735 rubi_hornless.png        s2/add/rubi_hornless
12/07/2013  07:35 PM               761 rubi_horns.png           s2/add/rubi_horns
11/09/2013  05:57 PM               693 sandtrap.png             s2/add/sandtrap
11/09/2013  05:42 PM               627 sandwich.png             s2/add/sandWitch
11/09/2013  05:53 PM             1,013 satyr.png                s2/add/satyr
11/09/2013  02:47 PM               555 scylla.png               s2/add/scylla
11/09/2013  02:47 PM               702 scyllaAndBear.png        s2/add/scyllaAndBear
11/09/2013  04:25 PM               583 sean.png                 s2/add/sean
11/20/2012  08:05 PM             3,150 sharkgirl.png            sharkgirl
11/09/2013  02:56 PM               930 sophie.png               s2/add/sophie
11/09/2013  02:56 PM               945 sophieBimbo.png          s2/add/sophieBimbo
11/09/2013  05:35 PM               669 spear gnoll.png          s2/add/gnollSpear
11/09/2013  05:54 PM               538 spidergirl.png           s2/add/spiderGirl
11/09/2013  05:54 PM               536 spiderguy.png            s2/add/spiderGuy
11/09/2013  05:49 PM               887 stuckSatyr.png           s2/add/stuckSatyr
11/09/2013  05:43 PM               678 succubus secretary.png   s2/add/succubusSecretary
11/09/2013  04:26 PM               798 tamani's daughters.png   s2/add/tamanisDaughters
11/09/2013  02:55 PM               584 tamani.png               s2/add/tamani
11/09/2013  05:49 PM             2,557 tentacleMonster.png      s2/add/tentacleMonster
11/09/2013  02:48 PM               573 uncloaked dominika.png   s2/add/dominikaHoodless
11/09/2013  03:43 PM               590 urtaDrunk.png            s2/add/urtaDrunk
11/09/2013  04:26 PM               874 vagrant cats.png         s2/add/alleyCats
11/09/2013  02:52 PM               832 vala.png                 s2/add/valaBar
11/09/2013  02:50 PM               737 valaSlave.png            s2/add/valaSlave
11/23/2012  10:55 AM             3,119 valeria.png              valeria
12/07/2013  07:34 PM               780 venus.png                s2/add/venus
11/09/2013  04:27 PM               640 victoria.png             s2/add/victoria
11/23/2012  10:55 AM             3,070 weaponsmith.png          weaponsmith
11/09/2013  04:28 PM               602 yara.png                 s2/add/yara
11/09/2013  05:22 PM               741 yvonne.png               s2/add/yvonne
 

adev

Well-Known Member
Apr 27, 2017
263
71
I have uploaded a new snapshot (updated link in first post)

Notable changes:
I have added parser tag replacement code that promises to be flexible and fitting well with the module concept and existing code - we will see how this goes...
I have also added quite a bit of content (est over 2M characters of text) - although I am not entirely sure how much of that is currently reachable.
This includes Kelt, Marble camp interaction (minus purification), Jojo, some Forest/Deep Forest exploration events, Goblin Assassin and Imp Lord encounters, Imp Gang camp scene, Shouldra and the Tel Adre Library.
 
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adev

Well-Known Member
Apr 27, 2017
263
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I have uploaded a new snapshot (updated link in first post)

Notable changes:
I have again added approximately 2M characters of scene text including Ceraph, Minotaur, Hair Salon, Phylla, Oasis, BunnyGirl, Gnoll+SpearThrower, Helia, Isabella, Basilisk, Harpy, MinotaurMob, Blacksmith, Tailor, Weaponshop, Sophie, GooGirl, Green Slime, Valeria, Boat exploration, Kaiju, Sharkgirl, Izma Fetish cultist/zealot, Marae and Anemone.
I have also added the factory and the phoenix tower dungeons with save game support.
This release also contains a surprising number of fixes for issues in the original game including a completely missing scene. While fixing these I have started some minor game API changes so chances are I have added some new bugs. If you notice something feel free to file a bug report in this thread.
 
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Ravie

Well-Known Member
Jun 3, 2017
142
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...missing scene? Could you give some more details on that please? I'd really like to know where to look for that.
 

adev

Well-Known Member
Apr 27, 2017
263
71
It's a scene where Urta gives birth to the players baby. What's notable is there were actually two independent bugs that prevented that scene from running - imagine my surprise when I fixed one of them and it still wouldn't play...
 

adev

Well-Known Member
Apr 27, 2017
263
71
Doing an early release this time to avoid having an update during the holidays. The shorter release cycle (and shared dev time with another project) means this release is relatively light on content. But with all the seasonal events in CoC you should have a bit of new content to play with anyway (unless you cheated and have seen most of it already you naughty [gender.noun] ;) ).

Added content includes some more seasonal content and the TelAdre bakery (with Frosty, Maddie, Kami and Rubi). Rubi has quite a lot of content that I think I have never really seen during normal play. While testing the code I noticed some bad transitions moving around Rubi's home so I made some minor edits to improve the flow. I also enabled dressing Rubi up in the normal waitress uniform, this option was not properly linked to the scene selection.

Besides fixing some issues I did improve the engine a bit:
You can now cheat on some of the RNG calls while debugging.
The overlay feature added for this also came in handy to make ChaosMonkey interrupts more reliable.
I am also testing a mechanism to add shortcuts to the game for testing that can be turned off individually or as a whole.
I have also redesigned the save game page and added file saving/loading and exporting/importing saves as text. It also provides access to automatic saves created every day just before going to sleep.
And finally I added button tooltips for the GUI mode - totally forgot about those...

The download link in the first post has been updated - enjoy.
 

adev

Well-Known Member
Apr 27, 2017
263
71
I have uploaded a new snapshot (updated link in first post)

Another 2M chars of scene text found it's way into the new release. This includes the TelAdre gym (with Brooke, Cotton, Heckel, Ilfris, Jasun, Loppe and Lottie) and piercing studio, Zetaz's lair (incl Sean and Vala), the beegirl encounter, Niamh, Scylla, Aunt Nancy and Dominika. I also enabled swamp and bog exploration with Rogar and Kiha ported.
 

adev

Well-Known Member
Apr 27, 2017
263
71
Good news everyone! The TiTS code drop did not happen... Wait, WHAT? Well, it's good news for this port because I resumed the CoC porting effort while I was waiting for the update and now I got enough stuff done to warrant a new release this month.

New In this release:
Ported sandwitch, cumwitch and Marcus encounter
Ported sandwitch dungeon
Ported Ember, Essrayle and Exgartuan
Tweaked the flow of a few urta scenes
Added swamp exploration option to friendly Kiha
Some chaosmonkey tweaks

The download link in the first post has been updated.
 

adev

Well-Known Member
Apr 27, 2017
263
71
I have uploaded a new snapshot (updated link in first post)

Ported Tamani, ChameleonGirl, FrogGirl, Phouka, CorruptedDrider and F/M Spidermorphs
Added missing bits & some code cleanup for Marble purification and since I'm an idiot I made a beauty pass over Isabella first...
Beat some sense into the gnoll combat code (and removed the double physical attack)
Disabled fleeing for Phylla arena fights - still need to decide what to do with the intro fight (fleeing without failing seems wrong, but here we can't decide when to start the encounter)
 

Sksk4128

New Member
May 17, 2018
2
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Have you considered using a different file host I just found this and can't download unless I get the Premium subscription to ufile.io . Other than that very Interested in this project.
 
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adev

Well-Known Member
Apr 27, 2017
263
71
Sorry for dropping the ball on this for a bit - I have reuploaded the 008 version.

I have no problem using another host but finding a good one is always a hassle - so once I find one working for me I tend to use it until it turns to crap (case in point - they added a stupid recaptcha since my last upload) and then the cycle restarts.

I'm open for suggestions - requirements:
- works without an account
- is reasonably fast
- has no download limits
- is not overloaded with ads, fake download buttons or similar annoyances


Quick status update on the port:

I was working on mobile (ie android offline) integration which was progressing nicely until I tried to get a nice app icon working. This proved to be frustrating and ultimately futile so I shelved working on CoC in anticipation of the impending TiTs source drop... well, we can see how that worked out.

I plan on resuming work on this but without TiTS updates keeping my motivation up I have to see how much I get done each month. But at least the dl link will be refreshed.
 

DarkPhoenix

New Member
Oct 21, 2018
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I actually came in to see if anyone had considered doing an Electron port of the original CoC; just seems like a better direction to take it than straight HTML.
 

Quebec

New Member
Oct 25, 2020
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I'm open for suggestions - requirements:
- works without an account
- is reasonably fast
- has no download limits
- is not overloaded with ads, fake download buttons or similar annoyances
Could you upload it to mega.nz or sabercathost, they do require a free account to upload but they meet the other criteria, the files never expire and are safe (mega actually belongs in part to the New Zealand government).
Or even posting the mod on GitHub.

If you absolutely do not want to make an account I can host the files on mine and put the link up as a mirror here.
 

adev

Well-Known Member
Apr 27, 2017
263
71
♫ Oooops, I'm to late again... ♫

Didn't get much done, but without the regular push to keep my TiTS port up-to-date I tend to drift to other projects...

Notable changes in this release:
Ported Sheila, Owca, Bazaar and Satyr encounter
Added fullscreen toggle (mainly for mobile devices)

Re hosting:
I have way to many accounts already so I pass on these suggestions for the time being, but I have no problem with someone mirroring the (unmodified please) releases.

The link in the first post has been updated to file CoC (9).zip; md5: 789b619531ee69de0badc9fc75a419c6
 

adev

Well-Known Member
Apr 27, 2017
263
71
A new release in time for Thanksgiving.

Gobble up the freshly ported Thanksgiving content and enjoy sweet dreams after the feast.

The link in the first post has been updated to file CoC (10).zip; md5: 244eab90436196c68cd32ec081880ab3
 

Gregor

Member
May 12, 2020
16
1
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Hello adev. I am not too experienced with programming and such, but this project sounds interesting. If COC does get ported to HTML and stuff, would this hypothetically make it easier to mod? Again, I am no expert on the subject, but there is so many half completed ideas (Some even expanding into the 100's of written pages) that were going to be included in a few of the mod projects here that just never got implemented. I would definitely like to be able to break into and add scenes and stuff, but I am not currently skilled enough to do so as is. I have had more success with simpler html games and I would love to see the accessibility that could come of this. Even simple stuff like replacing a few choice words in a scene (like maybe you want the harpies to be anthro or monstergirl, just changing the word "face" to "beak" and vis versa.

Also, will flash ending this December mean that this will be the only version that is supported?

Thank you again for your work.
 

adev

Well-Known Member
Apr 27, 2017
263
71
Hello adev. I am not too experienced with programming and such, but this project sounds interesting. If COC does get ported to HTML and stuff, would this hypothetically make it easier to mod?

That depends on how it is ported and what you are trying to mod.

If you port a flash project directly to javascript it certainly lowers your entry barrier as you actually write the code that is running - all you need is a text editor. There is no need to fuzz around with IDEs, compilers, dependencies etc - just edit, reload in browser and test.
This is (to a varying degree) lost if you use other languages like typescript or "platform wrappers" because then the project has to be translated/compiled/packaged after each change before running. If you have to set up and maintain a dev env for the HTML project you could just as easily use flash (if we ignore the end of flash)

Independent of the platform the difficulty with modding CoC is that there is no support for it built into the core game. The code for most 'things' is scattered all over the place - so if you edit stuff you have to find and edit all places, if you add stuff you have to change a lot of 'common'/shared code to make your addition work. And since there is no code separation you have to be very careful naming things etc to avoid conflicts. In effect you really need to (roughly) know the whole game (and all actively developed bits that might get merged) or you might end up needing to fix/rewrite things later.
This is an area I try to improve in my port.

Again, I am no expert on the subject, but there is so many half completed ideas (Some even expanding into the 100's of written pages) that were going to be included in a few of the mod projects here that just never got implemented. I would definitely like to be able to break into and add scenes and stuff, but I am not currently skilled enough to do so as is. I have had more success with simpler html games and I would love to see the accessibility that could come of this. Even simple stuff like replacing a few choice words in a scene (like maybe you want the harpies to be anthro or monstergirl, just changing the word "face" to "beak" and vis versa.

Changing the the text representation of a species is probably not as simple simple as it seems, because you pretty much have to go over the whole game and change all relevant places and make sure it still works if you are not transformed into it. (unless you try to make a harpy simulator out of it)
Changing face to beak would usually be solved by adding/changing a parser call - ie [player.face] if you want to exchange it in all usages or a [player.beak]/[player.hasBeak ...] conditional to change the words in a specific text.

Also, will flash ending this December mean that this will be the only version that is supported?

Depends on what you mean by supported.
I'm convinced there will be means to create and play SWF games next year - either an old version of flash without a time bomb, a third party player or if everything else fails inside a virtual machine.
WRT this port - it's an unofficial hobby project (started because I can't share my TiTS port). While I plan to continue working on it/answer questions it's always a question of my personal time and interest. So there is no real support guarantee either.

If you still want to try writing code for this port check out coc_dxasmodeus.js - it contains replacement scenes for license encumbered parts. You can change/expand these or use the giacomoEncounter scene hook as a hack to add your own additions. (allowing registration of completely new scenes is not done yet) But be aware that this is all work in progress - I currently reserve the right to change/remove stuff if necessary.
 

Gregor

Member
May 12, 2020
16
1
27
Thank you for your thorough response adev.
Depends on what you mean by supported.
By that I meant supported on browser. Though I guess its a moot point for me personally since I have the Flashplayer debug version downloaded, so I can always play it there.
Changing the the text representation of a species is probably not as simple simple as it seems,
oh I am aware. Given how variable dependent a lot of the stuff is. I was going to start out with more "Static" things like npc scenes and descriptions. I have dug through the github a bit over the years so I am vaguely familiar with some of the routing (I am not about all the technical terms, but I do have some personal experience). I was going to cross check with the Githubs to experiment with the more finicky universal variables.
all you need is a text editor. There is no need to fuzz around with IDEs, compilers, dependencies etc - just edit
Thats great! Most of the stuff I do is in notepad ++, I assume the Black highlighted gibberish that occurs in some things I try in it are the "IDEs, compilers, dependencies etc" you mentioned? I am having a hard time finding the actual text, Is it within the actual HTML application? Because that seems to crash notepad++

Thanks again for your work, its really interesting, and best wishes to you.
 

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adev

Well-Known Member
Apr 27, 2017
263
71
By that I meant supported on browser. Though I guess its a moot point for me personally since I have the Flashplayer debug version downloaded, so I can always play it there.

Re: running in browser - yeah that probably needs a HTML port. While isolated flash instances are probably just as (un)safe as any other code you run on your computer keeping flash active in a browser doesn't sound like a good idea.

Most of the stuff I do is in notepad ++, I assume the Black highlighted gibberish that occurs in some things I try in it are the "IDEs, compilers, dependencies etc" you mentioned? I am having a hard time finding the actual text, Is it within the actual HTML application? Because that seems to crash notepad++

notepad++ is generally a good choice.
Roughly speaking IDEs are pieces of software that combine code editing, compiling, debugging and more.
Eg flash - You usually do not edit swf files (the 'executable' form) directly. If you want to change the flash version of CoC you edit the as3 source code, then translate the human readable as3 code into a machine readable form using a compiler. The compiled code is then combined with images etc to form the swf file. To do that you can use an IDE like flashdevelop which allows you to edit the as3 source code and then compile and test the game with just a few key presses.

The ported code is in the HTML file, but do not try to edit that directly. It is stored in a minified and compressed form to keep the file size down. And while that technically is a text file most of it is one VERY LONG line of all the different characters and symbols imaginable. Text editors have difficulties rendering that and while they shouldn't crash they usually get VERY slow.

I do not distribute the ported code in readable form yet because how I port the code has evolved over time. Some files are simply outdated and bad examples on how to do things. If you are interested in a specific scene I can give you the editable file if you want. The source files mostly map 1:1 to the as3 version.

The highlighted files in the attached image map the scene IDs to image files, you can ignore that for now unless you want to change/add pictures.
 

Gregor

Member
May 12, 2020
16
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I do not distribute the ported code in readable form yet because how I port the code has evolved over time. Some files are simply outdated and bad examples on how to do things. If you are interested in a specific scene I can give you the editable file if you want. The source files mostly map 1:1 to the as3 version.
Thank you for all the information! It seems much more straightforward now, that really helps. I am not really interested in a single scene at the moment, I really kind of wanted to just peruse the text as I go and make small changes here and there. I really kind of just want to be able to change the text in any version of the game really. I have been trying to get it to work on the Kitteh6660 Corruption-of-Champions Mod, but its kind of a slow process since I had to install Apache ant and change system environment stuff and now I have to figure out how to work with Apache flex, Seems like a decent amount of work just to edit a flash game. But I am not one to judge because I am no expert in the field. Right now I'm in contact with one of the people on the discord. Ill try using flashdevelop on the flash version of the game.

Thank you very much for your time.
 

adev

Well-Known Member
Apr 27, 2017
263
71
Christmas comes early with a new release.

When you are out in the woods looking for a tree watch out - you might encounter an Erlking, a Faerie, Akbal or Kitsunes.

The link in the first post has been updated to file CoC (11).zip; md5: 46729417a201c2b3fc09f3e1093f1aa2
 
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adev

Well-Known Member
Apr 27, 2017
263
71
THE END IS NIGH!!!

Not only the year is coming to an end but also the erratic rule of flash. But do not despair as I bear good news: All content (not mentioned in the issues section) should be ported now. Still left to do (for phase 1) is cleaning out the remaining issues and pockets of resistance (aka pieces of code I commented out during porting and forgot to enable again) and mop up anything that gets spotted on the way...
So do not despair, a fully working js port of CoC is in our reach. And whatever you do - do not run for the hills as Izumi, Minerva and Hellhounds are roaming there, not to mention the rumors about a demon stronghold. At least that's what Holli told me...

Also new:
Moved repeatable encounters of Forest, Deepwoods, Mountain and general Exploration to a new scene selector to make addtions easier and encounter rates more predictable. (There might be some minor differences in encounter rates because of this, but I tried to approximate the old behaviour)
Save support for Lethices dungeon
Fixed issues with the flying Lethice encounter and enabled the use of bows for the more pedestrian champions among us...

The link in the first post has been updated to file CoC (12).zip; md5: f45ae42ad630be5e6f9a63e4b3df78e8

PS: testing period was a bit short for this release (please report errors not listed in known issues), but my petition to extend 2020 by a few days got to little support - I wonder why...
 
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adev

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Apr 27, 2017
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A new snapshot has been released.

This update fixes the remaining known content issues - namely
- the missing masturbation scenes
- the parser errors in the perk list. The code displaying the status of the perks now uses code that should be usable for in game checks that apply the perk. Removal of the code duplication in two separate domains prevents issues where the game might displays something different from what it is actually doing.
- the possible deadlock in Katherine's recruitment - I have simply enabled the (always available) stage 2 bath scene in stage 3 when the advanced bath date scene is not yet available.

Freed from the boring task of bulk code porting I jumped into the project with fresh energy ... and landed at the boring task of bulk code style updates - Oh, well...
I have updated a number of modules to use the new possibilities while fixing issues (new, old and ancient) as I encounter them. Since that is boring as hell I also experimented with some additions.

The first thing is a save file converter that allows the conversion of CoC_1.0.2.swf save-to-file files to CoC.html text-export format - if you have a character you want to carry over give it a try. (NB only vanilla files are supported, not any modded stuff; also you might run into trouble if your character is worm infested. The port does not include code handling this for license reasons.)
Open CoConv.html in a browser, load the save game file and it should display the exported game in a textbox - c&p into the game ("Data"->"Import Text") and enjoy. If you use the swf save file converter and get an error please report it here (I use strict type checking to keep errors down, but as3 serialization is a bit of a mess so it might stop at unexpected data formats.)
Also if you could convert a save please keep a copy of the *.coc file and the generated HTML export text - if you report an issue this might come in handy...
Thank you.

I also did some experiments wrt the possibility of allowing translations. While machine translations of web sites are possible the quality can rapidly shift between excellent, awful and just plain wrong. The focus is currently on allowing high quality manual translations of scene text - keeping the UI in english for now should not impact playability too much.
Inspired by a thread that kept popping up in the forum sidebar and the module I was working on I added a 'vietnamese' translation to Katherine's appearance screen. (note: I know NOTHING about vietnamese - I just used google translate and then tweaked the result until the translation back to english more or less represented the original input)
The translation can be toggled on/off in game and tweaked by fearless volunteers who actually know vietnamese...
Or somebody could try and create a translation for a completly different language.
Open coc_trans.js in a text editor and give it a try! (the ability to read basic javascript is currently required but it should be pretty easy to follow) If you have questions feel free to ask.

The link in the first post has been updated to CoC (13).zip md5: f033b492582323198ce20b4edfbe78df
 

adev

Well-Known Member
Apr 27, 2017
263
71
A new snapshot has been released.

I have updated a few modules to use the new possibilities while fixing many old issues. This prompted some minor API updates - as always report any issues encountered.

I have also worked on translation improvements.
New are translations to russian (which I know a little and picked for a more complex grammar) and german (which I know a little more). If you have suggestions for improvements drop a note or try updating the translation yourself and share the result.
The language can now be picked by a new UI element that also allows scene and translation credits (just placeholder for now).
'New' content are the Vala/Katherine threesomes which were forgotten.

The link in the first post has been updated to CoC (14).zip md5: 78dc3a4e606d31a055601aab0580c031
 

adev

Well-Known Member
Apr 27, 2017
263
71
A new snapshot has been released.

Again another batch of modules has been updated to the new style.
I have improved the parser to support the "second player" in UrtaQuest, creatures can use [this...] references when printing text now and a few more tags have been added.
The game api has been slightly changed and I'm slowly transitioning the modules to use the updated implementations.
Added another replacement scene for license encumbered code. (Acquire the yoga guide for taurs/nagas).
The translation code has been updated to allow changing languages (ie redrawing the text, not merely selecting for future scenes) directly after new game start/save game load. A nice side effect is that using the back buttons in camp does not trigger events any more.
And as always a number of bugs have been fixed.

The link in the first post has been updated to CoC (15).zip md5: 0b0ff82413cefecb083cc9d98bf02c87
 

Darkempathy

Member
Jan 3, 2018
19
6
41
Hi.

Love the mod, first time I've been able to play CoC in a couple of years.
I've also added it to the CoC page on audiogames.net as well, indeed with the screen reader mode it's possibly a bit more screen reader friendly than the original interface (especially with perk selection).

Just one question, if Giacomo isn't in the game, is there a way to get the various potions that he sold at the moment? I explored for a while and found the Hentai comic, and you mention the Yoga guide being reintroduced in the above post, but I always found Giacomo's potions very handy instant stat boosters, so was wondering if they were elsewhere in the game, or if we're just waiting on them being added in a new update, since otherwise, the game seems extremely complete, even down to things like custom character names being supported.

Thanks again for the great job on bringing CoC back from the ashes, I'll be looking forward to seeing where things go in the future.
 
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