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Old 13 July 2006, 13:55   #21
Zetr0
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speech!? oooo i gotta lift that
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Old 13 July 2006, 14:15   #22
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Speech! Haha, nice!

Anyways, anyone got information about item and monster placement within the maze and also how they're rendered.

From what I've seen not all monster CPS files contains all zoom-steps, which leaves the engine to automatically rescale them. What about rescale factors etc?

Please add info about this in the wiki. I'd like to continue adding items and monsters to my maze explorer and then perhaps later also make those monsters move according to their paths + ai movements.
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Old 13 July 2006, 14:28   #23
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i have it all 50MB of it ( in MP3 no less) easly converted to anything ya want
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Old 13 July 2006, 14:38   #24
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Quote:
Originally Posted by JackAsser
From what I've seen not all monster CPS files contains all zoom-steps, which leaves the engine to automatically rescale them. What about rescale factors etc?
Well I'd say this is handled directly by the game exe so that'd need resourcing and understanding. CFou is trying to do this atm I believe
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Old 13 July 2006, 14:44   #25
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Quote:
Originally Posted by JackAsser
I certainly hope so. However the information I personally fill in only compiled to Eye of the Beholder I - Amiga Version. Because this is the only version I personally need to investigate. However please feel free to change the disposition of the wiki and add information about version differences etc! The more the merrier!

i will look and compare with my coding experience of the conversion VGA & AMIGA CPS format

for information an amiga file use methode 1 for crunch (not 4) (to see 2th words of CPS struct) it's wizard.cps (perhpas others) for the moment westpak2 & my command can't unpack it.

But i will update it soon to support this packer format

Last edited by CFOU!; 13 July 2006 at 14:53.
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Old 13 July 2006, 14:55   #26
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Quote:
Originally Posted by bippym
Well I'd say this is handled directly by the game exe so that'd need resourcing and understanding. CFou is trying to do this atm I believe
yes of course, but before i finish last functions of UNCPS aga
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Old 14 July 2006, 02:11   #27
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Wiki update

Lost of stuff has happened on the wiki, both by me and you. Check it out. I just added information regarding the vcn and vmp files and pseudo code how to render the walls.

Coming up: Additional rendering hints how to properly render the decoration graphics.
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Old 14 July 2006, 15:12   #28
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.inf

Started adding information how to parse the event codes that resides after the decoration data. I've based my parsing on hexdumps and on the jad-sources.
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Old 14 July 2006, 15:51   #29
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Quote:
Originally Posted by JackAsser
Started adding information how to parse the event codes that resides after the decoration data. I've based my parsing on hexdumps and on the jad-sources.
Hmmm, those 0xee event bytes where rather much more advanced than expected. Behind them is a complete stack based evaluator to build up as advanced conditions as you like in the level. Really cool.

jad sources here are rather incomplete and doesn't seem to fit very well. Investigation continues...
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Old 14 July 2006, 18:29   #30
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Do theAmiga CPS files also contain Audio data?

I'm sure that they do.. I'll check later for certain (unless someone beats me to it!)
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Old 14 July 2006, 18:40   #31
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i beat you, they do : try rustattack or some thing else: there is the sounud of monster attacking and one other file for the weapons
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Old 14 July 2006, 18:55   #32
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Quote:
jad sources here are rather incomplete and doesn't seem to fit very well. Investigation continues...
Did you look at event.c from eobclone? Seems to be a complete implementation.

Quote:
Do theAmiga CPS files also contain Audio data?
from uncompressed finale.cps:

Code:
0000:0000 46 4f 52 4d 00 00 04 f4 53 4d 55 53 53 48 44 52 FORM...ôSMUSSHDR
 0000:0010 00 00 00 04 3c 00 7f 03 4e 41 4d 45 00 00 00 0b ....<...NAME....
 0000:0020 46 69 6e 61 6c 65 2e 73 6d 75 73 00 49 4e 53 31 Finale.smus.INS1
 0000:0030 00 00 00 0d 00 00 00 00 54 69 6d 70 42 61 73 73 ........TimpBass
 0000:0040 00 00 49 4e 53 31 00 00 00 0c 01 00 00 00 4e 65 ..INS1........Ne
 0000:0050 77 4f 6f 68 34 00 54 52 41 4b 00 00 00 a2 87 01 wOoh4.TRAK...¢..
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Old 14 July 2006, 20:00   #33
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Quote:
Originally Posted by bippym
Do theAmiga CPS files also contain Audio data?

I'm sure that they do.. I'll check later for certain (unless someone beats me to it!)
yes some contain sample and smus partition... FINALx.CPS INTROx.CPS
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Old 14 July 2006, 22:32   #34
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Quote:
Do theAmiga CPS files also contain Audio data?
Yes I remember...but what the heck, audio data into graphics file???

We must add something to the docs...
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Old 15 July 2006, 00:52   #35
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Originally Posted by DK2
Yes I remember...but what the heck, audio data into graphics file???

We must add something to the docs...
is not graphic files just 'CPS' extension on amiga all datas file use .CPS (for music/gfx)

Concil.cps : executable file ro lauch outro
FINALx.CPS file: iff sample or SMUS song
INTROx.CPS file: iff sample or SMUS song
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Old 15 July 2006, 15:40   #36
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Quote:
Originally Posted by Xyquaatu
Did you look at event.c from eobclone? Seems to be a complete implementation.
Look closer, it's not near complete, although lot's of work has been done.

Do you guys by any chance have a more or less complete Amiga version disassembly?
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Old 15 July 2006, 17:31   #37
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its highly likely that CFOU has
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Old 15 July 2006, 23:15   #38
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Quote:
Originally Posted by JackAsser
Look closer, it's not near complete, although lot's of work has been done.
Ok, there are still some parts missing. But why did you omit some information in eob wiki? Here is a comparison from "0xFE change wall":

Yours:
Code:
 
 case 0xea; // Unknown
	  unsigned short unknown=nextUnsigndShort();
and from event.c:

Code:
case EVENT_DOOR:		/* 0xEA:	*/
  eventOpenDoor(pos);
  code += 2;
  break;
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Old 16 July 2006, 11:38   #39
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Quote:
Originally Posted by Xyquaatu
Ok, there are still some parts missing. But why did you omit some information in eob wiki? Here is a comparison from "0xFE change wall":

Yours:
Code:
 
case 0xea; // Unknown
	 unsigned short unknown=nextUnsigndShort();
and from event.c:

Code:
case EVENT_DOOR:		/* 0xEA:	*/
eventOpenDoor(pos);
code += 2;
break;
Ahh, well, because it was partially wrong. You see, after some hours of investigation in the event.c file I realised that the event data actually is byte code of an internal virtual machine. So now it's my intent to fully document how this virtual machine behaves and what commands there is.
Also, I found out that the first 2 bytes of the .inf file is a reference to a table placed last in the .inf file. This table maps certain map cells to event programs, I guess this is map cells that triggers certain events.

Anyways, I removed some data because my document was flawed but I'm at this very moment digging deeper and deeper into the byte code. Most commands are really simple but the conditional 0xEE command is where all logic kicks in. 0xEE is like IF-branches.

So, hold your horses!

Last edited by JackAsser; 16 July 2006 at 12:00.
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Old 16 July 2006, 12:57   #40
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Quote:
Originally Posted by JackAsser
Ahh, well, because it was partially wrong. You see, after some hours of investigation in the event.c file I realised that the event data actually is byte code of an internal virtual machine. So now it's my intent to fully document how this virtual machine behaves and what commands there is.
Also, I found out that the first 2 bytes of the .inf file is a reference to a table placed last in the .inf file. This table maps certain map cells to event programs, I guess this is map cells that triggers certain events.

Anyways, I removed some data because my document was flawed but I'm at this very moment digging deeper and deeper into the byte code. Most commands are really simple but the conditional 0xEE command is where all logic kicks in. 0xEE is like IF-branches.

So, hold your horses!

I a finished to resource all INF files of EOB1

and you are right all multi command finished by $EE are Branch (look my asm source joined) but not simple $ee command

not command $EE directly but:
$ff $ee
$ff $f9 $f8 $ee
$ff $f9 $ee
$fb $ee
$fe $ee
etc... and others...
Attached Files
File Type: lha EOB-InfFile-Asm.lha (90.6 KB, 208 views)
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