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Old 18 July 2006, 08:34   #61
JackAsser
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Quote:
Originally Posted by CFOU!
how can i compile and lauch EoB viewer in java?

I am never coded in JAVa (JDK is needed?)
It's already compiled. So you only really need JRE (Java Runtime Edition). After installation, run this:

> java -version

You should get something like:

>java version "1.5.0"
>Java(TM) 2 Runtime Environment, Standard Edition (build 1.5.0-b64)
>Java HotSpot(TM) Client VM (build 1.5.0-b64, mixed mode, sharing)

Now, to run the program, CD into the folder where you depacked it and do:

> java EobViewer my_amiga_eob_files/[brick|blue|drow|green|xanatha]

Quote:
Originally Posted by Zetr0
I am going to attempt to make an editor for the PC atfirst , its been a long while since i last used wb/intuition.

now writing a windows version of uncps (should work for both amiga and pc), eventualy from this you could edit the cps based files. *starting with the inf*
What is so wrong with the Unlimited Adventures editor which they used to create Eye of the Beholder III?

Last edited by BippyM; 18 July 2006 at 09:00.
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Old 18 July 2006, 09:20   #62
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Forgotten Realms Unlimited Adventure was used to create Eob 3? as far as i know. if it was, it would have neen a heavily version of it. what eventualy became FRUA was used instead to produce the gold box serie: Pool of Radiance, Secret of the Silver Blader, etc. Treasure of the Savage Frontiers and the Krynn set it was more bare and used simpler graphic, both in the resolution and in the variety. any more info?
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Old 18 July 2006, 10:06   #63
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Quote:
Originally Posted by marco pedrana
Forgotten Realms Unlimited Adventure was used to create Eob 3? as far as i know. if it was, it would have neen a heavily version of it. what eventualy became FRUA was used instead to produce the gold box serie: Pool of Radiance, Secret of the Silver Blader, etc. Treasure of the Savage Frontiers and the Krynn set it was more bare and used simpler graphic, both in the resolution and in the variety. any more info?
Hmm, I see, maybe I was mistaken then.
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Old 18 July 2006, 16:49   #64
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C64 conversion report

Ok, wallset auto-converter soon finished. Wallsets brick and xanatha must however be hand adjusted quite much since the color schemes used there simply doesn't fit to well with C64 coloring.

All wallsets for the C64 uses less than 1024 blocks. I've created a special .VCN/.VMP format that suits the C64 graphics much better. I'll document this on the wiki shortly.

And now for the fun part! Screenshots as promised:
Attached Thumbnails
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ID:	11620  

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Old 18 July 2006, 19:30   #65
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The C64 shots look good!
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Old 18 July 2006, 19:32   #66
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sorry, are you planing to create remake or amiga Aga ? :-)
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Old 18 July 2006, 19:37   #67
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Quote:
Originally Posted by wlcina
sorry, are you planing to create remake or amiga Aga ? :-)
There are three projects running here.

* The PC VGA -> Amiga AGA conversion of EOB I.
* The french translation of the above.
* And my Amiga ECS -> C64 back port of EOB I (currently in experimental state though).
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Old 18 July 2006, 19:37   #68
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Then once these are completed and working then hopefully EOB 2 will get the same treatment
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Old 18 July 2006, 19:59   #69
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ah ty for explaining, i was confused a bit
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Old 18 July 2006, 20:00   #70
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yes absolutely ^^ i will translate right away for french people ^^
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Old 18 July 2006, 20:05   #71
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ehm french and italian
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Old 18 July 2006, 20:06   #72
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yeahhh !!!!!
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Old 18 July 2006, 20:10   #73
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at JackAsser: the converted images are really good!
they are a bit darker than the original ones, but in a way this is better, after all the game is ambiented in gloomy, dusty or wet dungeons
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Old 18 July 2006, 20:16   #74
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Quote:
Originally Posted by marco pedrana
at JackAsser: the converted images are really good!
they are a bit darker than the original ones, but in a way this is better, after all the game is ambiented in gloomy, dusty or wet dungeons
Hehe thanx, but you know, I have 16 fixed colors to play with and at most four different colors in each 8x8 box where one of the colors are common to all blocks. So, a bit darker, a bit brighter, a bit more blue or a bit more red comes with the C64 territory.
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Old 18 July 2006, 20:26   #75
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try converting it to speccy
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Old 18 July 2006, 20:31   #76
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Quote:
Originally Posted by marco pedrana
ehm french and italian
oh yes and polish!
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Old 18 July 2006, 21:03   #77
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anyway an editable eob(1/2/3) under win could be a best idea :-)
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Old 19 July 2006, 01:46   #78
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Thats some cool looking screenies there jack, almost makes me want to hit ebay for a c64

awsome stuff
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Old 19 July 2006, 08:39   #79
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Quote:
Originally Posted by wlcina
anyway an editable eob(1/2/3) under win could be a best idea :-)
I'd prefer Java for platform independance. But language choice is the priveledge for the programmer who'll be coding this editor.
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Old 25 July 2006, 13:45   #80
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I have just finnished a windows GUI version of UNCPS (works for amiga / pc eob files) its a beta and a couple of bugs are to be noted

1) it wont re-compress files at the moment
2) there is no use / manual fo it atm.

its based on Kyzer/CSG previous methods of decompression so it still has a failure with the XANATH1.CPS & XDEATH3.CPS (they both 'overflow') and doesn`t handle format 1 compression,

but it still maybe usefull.

its in the zone and on http://eob.wikispaces.com/
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