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Old 23 August 2006, 17:31   #161
Bamiga2002
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EOB AGA looks very nice, when it's done i have to play it through all over again . Great!
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Old 24 August 2006, 05:12   #162
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If i may, i would like to do some graphical diagrams to go with sources...
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Old 24 August 2006, 10:10   #163
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Quote:
Originally Posted by JackAsser
You mean the global palette file in Lands of Lore? Hmm, I dunno, perhaps it takes it from an image file such as EoB ECS version does. For EotB I (ECS) the global palette is fetched from invent.cps.

Anyways, about your UnCPSAga tools. Is that C-code or asm? Because it would indeed be nice with a win32 port or java port and I'm open to do that if you like.
you are right i had done error there are inside palette but with 128 entries usign EOB format (size of palette 3*128=$180


Structure:
dc.w NbBlock ;(NBBlock*32+NbBlock+16*16+2=File length)
Blk.b NbBlock ; Table of Palettes used by block ;1 to 16 values for Num of palettes used by Blocks
Blk.b 8*16 ; 8 colors tables of 16 entries (same format That EOB VCN (VGA) ; not really color but Num of color in the 256 colors palette
Blk.b 3*128 ;palette of 128 colors
BLK.b NbBlock*4*8 ; Block datas (same format that EOB VCN (VGA))
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Old 24 August 2006, 14:41   #164
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UnCPSAga Support LAndsOFLore VCN files

To read:
http://eab.abime.net/showthread.php?p=264694#post264694

Last edited by CFou!; 24 August 2006 at 17:46.
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Old 24 August 2006, 21:12   #165
JackAsser
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Quote:
Originally Posted by CFOU!
UnCPSAga Support LAndsOFLore VCN files

To read:
http://eab.abime.net/showthread.php?p=264694#post264694
Good stuff man! Btw, have you cracked Format 1 compression in the CPS files?
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Old 24 August 2006, 21:30   #166
dlfrsilver
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All CPS files are displayed correctly ^^
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Old 25 August 2006, 09:56   #167
CFou!
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Quote:
Originally Posted by JackAsser
Good stuff man! Btw, have you cracked Format 1 compression in the CPS files?
not again (for the moment aonly one file in EOB1 which seems not use

but i'll look for that soon
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Old 02 September 2006, 19:33   #168
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ehm, what about Dungeon Hack? will you guys rip and categorize that also?
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Old 07 September 2006, 12:43   #169
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Quote:
Originally Posted by CFOU!
not again (for the moment aonly one file in EOB1 which seems not use

but i'll look for that soon
for the moment i am not found when is loader Winzard.CPS.

More over it seems main game cruncher can decrunch it.... soon more research
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Old 09 September 2006, 21:04   #170
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New library to manage EOB files formats v1.0

I have finising a library to manage westwood's formats and display it

it's named WestwoodTool.library

Now it's needed for last EOB1 AGA & last UnCPS-AGA

Can you test it?

here game
http://download.abime.net/zone/EOB1-AGA-07.lha
Attached Files
File Type: lha westwoodtool.lha (13.0 KB, 234 views)
File Type: lha UnCPS-AGA-0.9.lha (19.2 KB, 228 views)
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Old 10 September 2006, 02:09   #171
hexaae
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Quote:
Originally Posted by CFOU!
I have finising a library to manage westwood's formats and display it

it's named WestwoodTool.library

Now it's needed for last EOB1 AGA & last UnCPS-AGA

Can you test it?

here game
http://download.abime.net/zone/EOB1-AGA-07.lha
Another bug in EOB1 AGA: I can't hear the lock-pick attempt sound (missing?) in the game and I noticed v07 throws a lot of MuForce + MGA hits. v06 had only those access faults left at $24 instead.
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Old 10 September 2006, 13:27   #172
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Quote:
Originally Posted by hexaae
Another bug in EOB1 AGA: I can't hear the lock-pick attempt sound (missing?) in the game and I noticed v07 throws a lot of MuForce + MGA hits. v06 had only those access faults left at $24 instead.
Access faults are fixed, it's caused by Library patch, for sound i don't understand, i have no touch at sound code....

For The Select MAges/Clerics message it was a bug (i had changed text selector thinking it's was a color selector ) i am fixing it


but lock-pick sound works it,

in fact i think it not a bug, but you need a THIEF if you want use lock-pick. without thief lock-pick have no effect and no sound

Last edited by CFou!; 10 September 2006 at 15:32.
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Old 12 September 2006, 18:28   #173
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Maze: meaning of wall codes

Since I have more time now, I will continue EOB investigation. Currently, I'm working on a little maze explorer for PC/EOB2 and noticed that the maz page at wikispaces tells: "Please consult the .inf specification for a description of the wall mapping structure." This information seems incomplete, because not all codes are decorations specified in the .inf file:

00 - empty

01/02 - walls

Door GFX 1 with button:
03, 04, 05, 06, 07

Door GFX 1 without button:
08, 09, 0A, 0B, 0C

Door GFX 2 with button:
0D, 0E, 0F, 10, 11

Door GFX 2 without button:
12, 13, 14, 15, 16

(numbers are sorted this way: [closed] [1/4 open] [half open] [3/4 open] [open])

I wonder if there are more codes, which have a special meaning...

PS: I'm not yet sure if these codes above are correct for all maz files (what about EOB1?).
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Old 13 September 2006, 23:50   #174
Marcuz
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http://myeob.wikispaces.com/
a wiki for to cohordinate a toolset for to build a total conversion of EOB
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Old 14 September 2006, 09:42   #175
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Quote:
Originally Posted by Xyquaatu
Since I have more time now, I will continue EOB investigation. Currently, I'm working on a little maze explorer for PC/EOB2 and noticed that the maz page at wikispaces tells: "Please consult the .inf specification for a description of the wall mapping structure." This information seems incomplete, because not all codes are decorations specified in the .inf file:

00 - empty

01/02 - walls

Door GFX 1 with button:
03, 04, 05, 06, 07

Door GFX 1 without button:
08, 09, 0A, 0B, 0C

Door GFX 2 with button:
0D, 0E, 0F, 10, 11

Door GFX 2 without button:
12, 13, 14, 15, 16

(numbers are sorted this way: [closed] [1/4 open] [half open] [3/4 open] [open])

I wonder if there are more codes, which have a special meaning...

PS: I'm not yet sure if these codes above are correct for all maz files (what about EOB1?).
Uhm, you can't go directly on the .maz values. These values have different meaning on different levels really. Please check my description on the .maz files how the values correlate with the wall mapping table found in the .inf files, and what graphics that is fetched because of that.

There are no simple 1->1 mapping between the .maz numbers and their meaning. Some are always the same though, like 0,1,2 and 8. But then again, some are special numbers and are triggered by scripts in the .inf file which will do various of thing.

You must understand that the script language is a full blown bytecode interpreter giving the level creator enourmous freedom what to do on a specific tile etc.

Anyways, keep up and read the .maz and .inf descriptions throughfully. They're not near complete though.
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Old 14 September 2006, 12:19   #176
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Quote:
There are no simple 1->1 mapping between the .maz numbers and their meaning. Some are always the same though, like 0,1,2 and 8.
I read the maz page and it says that the "WMI is a reference to a structure within the .inf format" with an example for value 02. But that may be misleading. According to my own understanding values between 0..22 (or 24?) (decimal) have the same meaning in all maz files. But numbers greater than 22 (or 24?) are defined in the wall mapping table in the .inf files.
(Remember i'm talking about EOB2 maz files )

Quote:
But then again, some are special numbers and are triggered by scripts in the .inf file which will do various of thing.
I thought that the .inf file defines the location in the maze where scripts are triggered and not the maz file...
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Old 14 September 2006, 12:42   #177
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I did a quick check: values 23 and 24 are stairs up/down.
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Old 14 September 2006, 19:28   #178
Zetr0
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Jack, Xyquaatu, CFOU

infact everyon whom would like to have a shoe in

we would love you to be member/organisers for the MyEOB project wiki

if you could PM me your email (dealt in the strictest confidence) i will send invites out as soon as possible

please read more about MyEOB project at myeob.wikispaces.com it will be a pleasure to have you with us.
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Old 14 September 2006, 20:02   #179
Marcuz
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(dealt in the strictest confidence)
well that's not counting me selling your emails
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Old 14 September 2006, 20:27   #180
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*ME HAPPY*
I have decoded entirely a .VCN & .VMP file
now I can create a bitmap containing all walls fron .VCN using .VMP data.
Next task will be to import new bitmap into .VCN using .VMP data and origina Bitmap created structure.
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