14 November 2010, 12:49 | #61 | |
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Quote:
I'll get it downloaded now and have a look... Is it straight forward or am I going to need to play about with it for a bit?? :-) Thanks again, Rich |
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14 November 2010, 12:51 | #62 |
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There are instructions for each package on the site and it's not that hard either You just need a set of Workbench disks and you're ready to go.
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14 November 2010, 14:16 | #63 | |
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I've got Workbench loaded through UAE, but from there I'm a bit stuck... Do you know how you get the CMEditor actually running??? Sorry for sounding like a complete tosser.. Cheers, Rich |
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14 November 2010, 16:44 | #64 |
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Well, I guess the easiest way might be to boot from the Workbench 3.1 disk and mount the zip file as a Harddrive. Click on 'Hard drives' and then on 'Add Directory or Archive...'. Afterwards include the zip like this :
When you start the emulation you should see a drive called CmEd310.zip on the workbench. |
14 November 2010, 16:53 | #65 |
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As an aside...I remember being able to edit the in game text for Crazy Cars 3, and I have no l33t h4xX0ring skills whatsoever. IIRC you could edit it simply using a text editor and resaving. My personal copy of CC3 had some pretty blue language in it
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15 November 2010, 02:59 | #66 | |
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Yep... Got that far today...> Clicked on CMEd, and it loaded the editor.... Which got me excited... But then when I went to load the data, I clicked on the 3rd .adf file, and it said something about some binary error... Grrrrrr!!! Still not figured it out... |
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15 November 2010, 07:13 | #67 |
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I'm sure one of the resident CM cracks can help you with that
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16 November 2010, 19:27 | #68 |
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Thanks Cyber...
I've finally got the thing all running.. But every time I save all the edits, it corrupts the data and then comes up with a software error when you load the game in UAE... Does anyone have any advice on how to save data to the .adf file without corrupting it??? thanks, Rich |
01 January 2011, 15:16 | #69 | |
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Quote:
I'm currently trying to edit CM93 (PC version) with todays data and came across this thread (sorry I know this is an Amiga forum but from what I can remember the 2 versions were identical, also I used to play the Amiga version ). I've figured out how to edit most player data within the SVGAME file (skill, characters etc) but I really need to figure out where the teams are compiled within the main CM file, so that I can swap around the existing names to create new players (since replacing 'John' with 'Dave' changes all players named 'John' to 'Dave'). Any ideas? |
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04 January 2011, 04:10 | #70 | |
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Cheers, Rich |
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04 January 2011, 04:40 | #71 |
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edit: nevermind.
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21 April 2011, 13:40 | #72 | |
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Source code
Does anybody have a [text] version of the source code ronnie136 posted last year (his Dropbox link is no longer functioning.)?
I have tried to open the .amos file using UAE and some old AMOS adf's, but I haven't managed to figure it out. Anyways, I have been trying to do my own editor, when I stumbled across this thread. It's very cool to see that such an old game is still "spending" peoples time! Using binary comparison between save games, I have figured out how to find players by name, and edit almost all of their stats, positions, wages etc. However, I haven't been able to figure out, on which team a player is playing. I can see which players are "on the same team", but not what team it is? Has anyone had any luck with this? I was thinking ronnie136's source code might give it away ;D. Quote:
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21 April 2011, 14:01 | #73 |
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The dropbox download works fine here. Anyway, alternate download link : http://www.sendspace.com/file/v8ahdl
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21 April 2011, 14:16 | #74 |
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Whoa! - Thanks the quick reply!
I have downloaded the file, and I can see that this is actually the one I already have. It contains the amos source file, however, I have had no luck opening it to see the actual source code (I have tried copying the file to an empty adf-image, and then tried to open it from Amos 1.2 - using WinUAE - but I get an error saying "this is not an Amos program"... Perhaps something with versions?). I would love to see the Amos file as "plain" text! I am on a PC, and using python to edit the Svgame-file. I am hoping that looking into Paul code, would give me a few tricks for re-implementation in Python. All input appreciated. Kristian |
21 April 2011, 14:24 | #75 |
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The file opens fine with 'AMOS Professional v1.12 (1992)(Europress)(Disk 1 of 2)(System)[Amiga Format 67a decompressed].7z' which you can find on the EAB file server in the folder 'TOSEC/Applications/[ADF]/A'.
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21 April 2011, 14:35 | #76 |
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Ok. Perhaps I am missing the point here?
I have started Amos just fine, but how do I get the source ".amos" file onto a disk image, that I can then load it from? I tried using ADF Opus, creating a blank disk, but then I got the error I mentioned before. |
21 April 2011, 14:43 | #77 |
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No idea why that doesn't work. Just copied it over to a blank disk via Workbench and it works fine. Try this one then : http://www.sendspace.com/file/nmjzyw
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21 April 2011, 14:53 | #78 |
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Perfect! I switched to the AMOS version you linked, and my ADF-file worked like a charm! I was using a stone-age version of AMOS is guess, so the binary format was probably wrong.
Thanks a lot! I will start hacking Kristian |
21 April 2011, 14:55 | #79 |
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You're welcome and let us know how you get on with your editor
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07 August 2011, 22:43 | #80 |
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CM1 Update Project
What happened to the CM1 Update Project from last year?
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