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Old 05 December 2006, 22:27   #681
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Denis, the limit is of 13 letters
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Old 06 December 2006, 09:09   #682
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Quote:
Originally Posted by dlfrsilver
ok here we go :
hole = trou
ceiling hole = trou du plafond
flagstone = dalle
opened door = porte ouverte
closed door = porte fermée
stairs = escaliers
teleport = téléporteur
teleport door/spacial door = porte de téléportation/porte spatiale
teleport door = porte de téléportation
switch = interrupteur
hidden switch = interrupteur caché
fake wall = mur factice

Voilà bertrand ^^ !
merci Denis je vais adapter pour l longeur des nom
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Old 06 December 2006, 09:19   #683
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@CFou: After some further research about the unknown flags and after cross-checking with the JAD-sources I've figured out the following (EoB I):

First value tells what kind of event type it is:
1 = Door knob
2 = Touch wall
3 = Handle on
4 = Handle off
5 = Force door
6 = Pry door
7 = Ext wall?
8 = Wall?
9 = Ext wall2?
10 = Compartment / Alcove

Second value is still a bit pattern and defines the following:
01 = Party + big items pass
02 = Small items pass
04 = Monster pass (this seems weird since most has this bit set)?
08 = Is door
10 = Door is open?
20 = Door is closed?
40 = Door has knob?
80 = No wall, only decoration, items visible?

Stuff with '?' have still not been verified, but I'm on it.

So, to check for illusionary walls you must check on the passability (bit 0+1+2) on the second flags. But since holes and pressure plate naturally also are passable you must also check that they indeed draws a wall. So if WallType>0 && Flags2&3 => Illusionary, or something similar.

/Andreas
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Old 07 December 2006, 10:54   #684
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Quote:
Originally Posted by JackAsser
@CFou: After some further research about the unknown flags and after cross-checking with the JAD-sources I've figured out the following (EoB I):

First value tells what kind of event type it is:
1 = Door knob
2 = Touch wall
3 = Handle on
4 = Handle off
5 = Force door
6 = Pry door
7 = Ext wall?
8 = Wall?
9 = Ext wall2?
10 = Compartment / Alcove

Second value is still a bit pattern and defines the following:
01 = Party + big items pass
02 = Small items pass
04 = Monster pass (this seems weird since most has this bit set)?
08 = Is door
10 = Door is open?
20 = Door is closed?
40 = Door has knob?
80 = No wall, only decoration, items visible?

Stuff with '?' have still not been verified, but I'm on it.

So, to check for illusionary walls you must check on the passability (bit 0+1+2) on the second flags. But since holes and pressure plate naturally also are passable you must also check that they indeed draws a wall. So if WallType>0 && Flags2&3 => Illusionary, or something similar.

/Andreas
i will test it ('Alcove' and 'pass' flags)
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Old 08 December 2006, 09:05   #685
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Quote:
Originally Posted by CFOU!
i will test it ('Alcove' and 'pass' flags)

first bits of flag 2 texted succeddfull

now all map of EOB1 are displayed

i have fixed some bug and add Niche/alcov support


i need somebody who have good knowledge of all EOb1 map to verify it

it quick to do with cheat move, you have just to move on map with cursor near stairs to go to another level

If somebosy is intersting i can send new EOB1 beta version with map+cheatmode activated pressing 'Tab key' in game....

or i can send 12 map screenshotss...
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Old 08 December 2006, 09:35   #686
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N
Quote:
Originally Posted by CFOU!
first bits of flag 2 texted succeddfull

now all map of EOB1 are displayed

i have fixed some bug and add Niche/alcov support


i need somebody who have good knowledge of all EOb1 map to verify it

it quick to do with cheat move, you have just to move on map with cursor near stairs to go to another level

If somebosy is intersting i can send new EOB1 beta version with map+cheatmode activated pressing 'Tab key' in game....

or i can send 12 map screenshotss...
\o/ NICE! Yes, send the shot.

And btw, could you please answer my question regarding VGA VCN/VMP files on the structure investigation forum. I'm stuck and I know you know the answer.
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Old 08 December 2006, 12:35   #687
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hello,

It's possible to compare the 12 shots with the 12 maps on the eob1-docs-solve archive (and also the same is possibl efor eob2).
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Old 08 December 2006, 16:34   #688
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Quote:
Originally Posted by JackAsser
N

\o/ NICE! Yes, send the shot.

And btw, could you please answer my question regarding VGA VCN/VMP files on the structure investigation forum. I'm stuck and I know you know the answer.
here all EOB1 extracted maps in IFF/PNG created with last EOB1 AGA in automap cheat mode
Attached Thumbnails
[obsolete] EoB 1 AGA Project-map01.png   [obsolete] EoB 1 AGA Project-map02.png   [obsolete] EoB 1 AGA Project-map03.png  
Attached Files
File Type: lha EOB1-MAPS-iff.lha (291.1 KB, 83 views)
File Type: lha EOB1-MAPS-png.lha (210.5 KB, 90 views)
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Old 08 December 2006, 16:48   #689
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Quote:
Originally Posted by CFOU!
here all EOB1 extracted maps in IFF/PNG created with last EOB1 AGA in automap cheat mode
Looking gr8. How have you done the automapping of Beholder/Jail/Nest etc.. all those special locations? Or is that hardcoded?

/Andreas
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Old 08 December 2006, 17:39   #690
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Quote:
Originally Posted by JackAsser
Looking gr8. How have you done the automapping of Beholder/Jail/Nest etc.. all those special locations? Or is that hardcoded?

/Andreas
i have just used a special legend table to display them
dc.b LocationLevel0,ColorForLocation0,X_POS0,Y_POS0,TEXTPointer0
dc.b LocationLevel1,ColorForLocation1,X_POS1,Y_POS1,TEXTPointer1
dc.b LocationLevel2,ColorForLocation2,X_POS2,Y_POS2,TEXTPointer2
....
dc.b 0 ; for end of list
it's diffiucult to use game info for that... i must by hand create a special legend list...


but all other items/wall displayed use MAZ/INF files datas
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Last edited by CFOU!; 08 December 2006 at 17:50.
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Old 10 December 2006, 20:01   #691
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Looking excellent, CFOU! One thing I noticed: why is 1 Golem part of the Key on Level 12? There are lots of Golems around level 12, I don't understand why you singled one out. A better one would be to highlight the "Throne"/Trap at x27,y17. I'll have a closer look tomorrow . . .
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Old 10 December 2006, 21:16   #692
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Quote:
Originally Posted by outspaced
Looking excellent, CFOU! One thing I noticed: why is 1 Golem part of the Key on Level 12? There are lots of Golems around level 12, I don't understand why you singled one out. A better one would be to highlight the "Throne"/Trap at x27,y17. I'll have a closer look tomorrow . . .
it was to try several Special legend in a same map...,

I use in EOb2 1 to 4 special legend ...


i have soon finished all levels maps and now maps are drawed will party moves

i have juste to add code to save/load/clear states.... and it's really simple

i will add a save file (ext '*.msk")

i will soon release EOB1 & EOB2 with automap function (and cheat mode)

i am just waiting last legend translation (german for EOB2)
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Old 15 December 2006, 04:09   #693
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Excellent work!
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Old 15 December 2006, 18:09   #694
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Another small nit: The 'pit' icon doesn't need to be on the Level 12 map. You could instead show where the pedestals are on that level?

Also: You might want to display 'moveable' walls (e.g. ones that disappear when a button is pressed/footplate is stepped on) with a special icon. The old EOB maps and help disk that are online shows these walls as a square with a black border and two diagonal lines going across it to form an X.

Last edited by outspaced; 15 December 2006 at 18:16.
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Old 15 December 2006, 20:02   #695
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Quote:
Originally Posted by outspaced
Another small nit: The 'pit' icon doesn't need to be on the Level 12 map. You could instead show where the pedestals are on that level?

Also: You might want to display 'moveable' walls (e.g. ones that disappear when a button is pressed/footplate is stepped on) with a special icon. The old EOB maps and help disk that are online shows these walls as a square with a black border and two diagonal lines going across it to form an X.
for 'pit' replaced by 'piedestall' in eob1 level12 , i will study a solution

i am not agry to display moving walls, i prefer left pleasure at player to discovert himself it (and it's more difficult to implementate)

actually fake walls are displayed only with cheatmode

I am trying to done appear them also in mormal mode but only when you have walk inside fake wall (but save game MAZ mask will be more bigger)

Hidden switches are only displayed with cheat mode too...


new supported features:
- current maps are finally save/load with game (EOB1 only actullaly)
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Old 22 December 2006, 14:51   #696
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Eye of the beholder 1&2 AGA v1.09 Multilanguage + Automap

Hi Guys,

here my xmas 2006 gifts to the communauty:

Now EOB1 & 2 AGA support automap function


here Eye of the beholder 1 AGA v1.09 Multilanguage + Automap
http://eob.wikispaces.com/EOB1+AGA+GAME
EOB1 V1.09 on 22.12.06
- Mrodfr Solution&Docs amiga guide included
- Automap included press 'TAB' key
- Automap cheat mode included
(to see hidden button, fake wall, full map and move free on map
using cursor keys)
- Automap status loaded/saved with game (file *.MSK)
- Missing potion names fixed
- French translation added (beta)

here Eye of the beholder 2 AGA v1.05 Multilanguage + Automap
http://eob.wikispaces.com/EOB2+AGA+GAME
EOB2 V1.05 on 22.12.06
- Nadia's armor color bug fixed (bug was appeared in V1.04)
- Display text Color in game window fixed (bug was appeared in V1.04)
- Monster palette remapping fixed (bug with Cleric2.CPS)
- Azure levels palette fixed (Mezzanine Palette was loaded)
- Automap included press 'TAB' key
- Automap cheat mode included
(to see hidden button, fake wall, full map and move free on map
using cursor keys)
- Automap saved with game (file *.MSK)
- Missing potion names fixed
- French/Italian translations included (beta)
- German Level11 crash fixed (bad 'level11.ide' file)
- German monster sounds fixed (all 'inf' files rewritten)


Enjoy & Merry Xmas,

Bertrand/CFou!

ps:
Marco: EOB2 include your last itlaian translated file
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Old 22 December 2006, 15:01   #697
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CFOU! you are the best, thank you!
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Old 22 December 2006, 15:44   #698
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GREAT!!!

With a quick test I've found some bugs though...

EOB 1 AGA:
a) when you return from automap, your characters' panel will have a trashed line (1 pixel high, brown color) at the top.
b) sometimes the wall colors (black) in the map have beige lines, randomly. And sometimes not all blocks you've visited are connected: randomly there is a block that looks like it is disconnected with a clearer line on one side.
c) if you quit from the game there'll be a GURU.
d) the WHD slave makes slow OS switches loading\saving.

EOB 2 AGA:
a) see point b of EOB 1 AGA
b) access fault when you quit the game using WHD version.
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Old 22 December 2006, 16:39   #699
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Quote:
Originally Posted by hexaae
GREAT!!!

With a quick test I've found some bugs though...

EOB 1 AGA:
a) when you return from automap, your characters' panel will have a trashed line (1 pixel high, brown color) at the top.
b) sometimes the wall colors (black) in the map have beige lines, randomly. And sometimes not all blocks you've visited are connected: randomly there is a block that looks like it is disconnected with a clearer line on one side.
c) if you quit from the game there'll be a GURU.
d) the WHD slave makes slow OS switches loading\saving.

EOB 2 AGA:
a) see point b of EOB 1 AGA
b) access fault when you quit the game using WHD version.

thanx for you bug report

i am in vaccation for some days , so i can fix it actually...

for shadow effect bug on map it's known bug which appears on 68060 but no on my real 68030 or 68040 on UAE

i am not understand reason (perhaps cache problem (to test))

... i 'll investigate about it...
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Old 22 December 2006, 17:08   #700
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Quote:
Originally Posted by hexaae
GREAT!!!

With a quick test I've found some bugs though...

EOB 1 AGA:
a) when you return from automap, your characters' panel will have a trashed line (1 pixel high, brown color) at the top.
b) sometimes the wall colors (black) in the map have beige lines, randomly. And sometimes not all blocks you've visited are connected: randomly there is a block that looks like it is disconnected with a clearer line on one side.
c) if you quit from the game there'll be a GURU.
d) the WHD slave makes slow OS switches loading\saving.

EOB 2 AGA:
a) see point b of EOB 1 AGA
b) access fault when you quit the game using WHD version.
hexaee you don't use ClassicWB, do you? if you happen to, can you check the stuff i reported here:
http://eab.abime.net/showpost.php?p=...&postcount=464 ([obsolete] EoB 1 Translation Project)
about the guru?
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