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#681 |
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Wurk???
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Denis, the limit is of 13 letters
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#682 | |
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Moderator
Join Date: Sep 2004
Location: France
Age: 40
Posts: 2,222
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Quote:
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Bertrand/CFou! |
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#683 |
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Registered User
Join Date: Jul 2006
Location: Lund / Sweden
Age: 34
Posts: 168
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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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#684 | |
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Moderator
Join Date: Sep 2004
Location: France
Age: 40
Posts: 2,222
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Quote:
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Bertrand/CFou! |
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#685 | |
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Moderator
Join Date: Sep 2004
Location: France
Age: 40
Posts: 2,222
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Quote:
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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Bertrand/CFou! |
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#686 | |
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Registered User
Join Date: Jul 2006
Location: Lund / Sweden
Age: 34
Posts: 168
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N
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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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#687 |
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Registered User
Join Date: Jan 2005
Location: 62-France
Age: 45
Posts: 415
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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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A1200+Mediator+VooDoo3+060/50+96mo+IIYAMA 17"+CD,CDRW,ZIP SCSI-KIT SAM440EP on Mapower 3000+AOS4.1 |
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#688 | |
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Moderator
Join Date: Sep 2004
Location: France
Age: 40
Posts: 2,222
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Quote:
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Bertrand/CFou! |
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#689 | |
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Registered User
Join Date: Jul 2006
Location: Lund / Sweden
Age: 34
Posts: 168
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Quote:
/Andreas |
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#690 | |
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Moderator
Join Date: Sep 2004
Location: France
Age: 40
Posts: 2,222
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Quote:
dc.b LocationLevel0,ColorForLocation0,X_POS0,Y_POS0,TEXTPointer0it'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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Bertrand/CFou! Last edited by CFOU!; 08 December 2006 at 17:50. |
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#691 |
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Registered User
Join Date: Aug 2006
Location: UK
Posts: 14
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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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#692 | |
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Moderator
Join Date: Sep 2004
Location: France
Age: 40
Posts: 2,222
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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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Bertrand/CFou! Last edited by CFOU!; 11 December 2006 at 09:01. |
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#693 |
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Junior Member
Join Date: Sep 2001
Location: No(R)Way
Age: 31
Posts: 2,202
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Excellent work!
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#694 |
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Registered User
Join Date: Aug 2006
Location: UK
Posts: 14
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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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#695 | |
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Moderator
Join Date: Sep 2004
Location: France
Age: 40
Posts: 2,222
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Quote:
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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Bertrand/CFou! |
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#696 |
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Moderator
Join Date: Sep 2004
Location: France
Age: 40
Posts: 2,222
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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 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 Enjoy & Merry Xmas, Bertrand/CFou! ps: Marco: EOB2 include your last itlaian translated file
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Bertrand/CFou! |
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#697 |
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Wurk???
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CFOU! you are the best, thank you!
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#698 |
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Registered User
Join Date: Jul 2006
Location: Italy
Age: 37
Posts: 622
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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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Real A1200, OS3.9 (BB2+OS39_update_patches), Blizzard1260 at 66Mhz, 64MB fast, AGA-only Multiscan 656x492x7bit WB, FBlit 3.79a, BlazeWCP 1.74, FText 1.7, Scandex external scandoubler, PCMCIA Genius ME3000II etc. WinUAE. Laptop GX660-262it (i5),Windows 7 HP x64 original. http://www.kickstarter.com/projects/...lite-dangerous backer! |
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#699 | |
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Moderator
Join Date: Sep 2004
Location: France
Age: 40
Posts: 2,222
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Quote:
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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Bertrand/CFou! |
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#700 | |
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Wurk???
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Quote:
http://eab.abime.net/showpost.php?p=...&postcount=464 ([obsolete] EoB 1 Translation Project) about the guru? |
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