07 July 2006, 21:55 | #21 |
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I found some hints to EOB3 format. Since SSI developed it, we should probably look into extracting SSI formatted data.
http://forum.xentax.com/viewtopic.ph...347794f2361c33 Last edited by demoniac; 08 July 2006 at 00:48. |
07 July 2006, 23:13 | #22 |
CaptainM68K-SPS France
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thanks huge Demoniac !!!! the tool XWE editor is able to open the *.RES file of Eye of the Beholder 3 !!!!!
wow !!! |
08 July 2006, 10:12 | #23 |
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yeah! that's great!
i've extracted the files, there is a huge list of short lmp file, some of them contains uncompressed text, and there is a couple of bitmap files with external palette. the graphic is stored in other lmp files that sadly i cannot read, and there is also one audio file. it's better if the stuff gets handed by someone with more understanding of codes than me... |
08 July 2006, 11:09 | #24 | |
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Quote:
I have again a problem with VCN format (EOB1 & EOB2 pc and amiga) I am not again understand the format , it seems it contain 2 images for game backround... Westpak2 try to open it and display it (on pic) but it's seems is not chuncky images on amiga file is not crunch but it's not bitmap picture : ps: my tool is son finished (just error message and arguments to implement) Last edited by CFou!; 08 July 2006 at 11:20. |
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08 July 2006, 11:22 | #25 | |
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Quote:
can you send to me all axtrated and not modified files? Have you dungeon files??? |
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08 July 2006, 13:57 | #26 |
Wannabe asm coder ;)
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great project!
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08 July 2006, 13:59 | #27 |
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CFou just a thought..
Can't you resource the main eob.exe's and see how it is loading the files to determine how the file format is used? I know that is probably a lot of hard work but maybe worth it |
08 July 2006, 14:06 | #28 | |
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I have again a problem with game file EOB2 but i will retry after to have finish (Today) my uncps command I have also to resource council.cps (an executable toplay outro ) |
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08 July 2006, 14:08 | #29 |
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ahh cool.. your uncps command didn't do anything for me.. maybe too early a beta
If you need a hand with anything gimme a shout (I'll help if I can) |
08 July 2006, 17:38 | #30 | |
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there are files that should contain the leves data, judging by the names, only i cannot open them. i'm sending all of it, check your PM also XWE opens cps files and palettes too and others, but id doesn't let me choose the palette for a file, whych has to be attached to the extracted file separatedly, in a graphic editing program. |
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08 July 2006, 17:50 | #31 |
Ya' like it Retr0?
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Hmmm any clue on how maz files are constructed or used ?
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08 July 2006, 17:56 | #32 |
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yes, (not personally tough) check here:
http://www.eob2remake.com/forum/viewtopic.php?t=23 |
08 July 2006, 18:04 | #33 |
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any chance someone post a couple of screenshots for the amiga / pc version? for comparison?
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08 July 2006, 18:55 | #34 | ||
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Hello my friends!
It's nice to see so many EoB fans! I'm huge EoB fan and the projects here seems very interesting! Quote:
Quote:
While SSI a wall is an entire wall (in various size), Westwood engine use a really strange (maybe to fit in floppy size or AMIGA/MS-DOS low memory?); it's made of tiles, 8x8 pixels each tile; a picture is better to show the system The VCN files contains 8x8 graphic tiles, VMP files contains schema to create wallset. In all those years, I've collected many info about EoB saga games and I'm happy to share my findings, if can be useful. I'm the author of Westpak2, and (slowly) try to add features to the tool, but still many interesting feature aren't implemented (like a dungeon explorer...). I've also a CPS encoder, but work only on PC. Ah, BTW, months ago I get in touch with a person who is trying to create an EoB1 game on C64!!! See ya, DK P.S. I'd like to add support for EoB3 to the Westpak, I've the spec (.res file structure and BMP decompressor for graphics, other files seems similar - like MAZ - to old EoB engine) |
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08 July 2006, 19:16 | #35 |
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hi dk and welcome to EAB! thanks for the kind offer and sure thing it will be accepted!
enjoy your stay ! as for the Westpak2 utility it's very nice, i think it would use happily a feature to zoom in the pictures and a built in cps encoder. will you pretty please share the windows cps encoder? |
08 July 2006, 20:06 | #36 |
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Ah, great! We now have the help from an EOB expert. Welcome!
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08 July 2006, 20:55 | #37 |
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I've been trying to figure out the map files properly and i'm not getting far.
I followed what it says on that site the guy says that the map might be Code:
01 01 02 02 Code:
01 01 02 01 |
08 July 2006, 20:58 | #38 |
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If I understand this correctly the numbers are wall types
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08 July 2006, 22:20 | #39 | |||
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Thanks for the welcome.
Quote:
However, I've have a testing version which can show bitmap using Scale2x algo. Quote:
Quote:
It's a quick hack and it came from the source of XCC by Olaf. Use: enc80_full <rawimg> <destcps> where rawimg is a RAW image of 320x200 pixel (64000 byte in size), without pal. ------------------- For the MAZe spec: Code:
MAZ Files (Dungeon Map) ------------------------ 2b map width 2b map heigth 4b ??? always $0004 (size of header? Magic Number? Boh?) ...following data 4byte each group 4b dungeon cell (1b for every wall in the 4 direction, NSEW - or NSWE??) I do not have figure out the exact value (0 empty, 1 wall, ecc.), but I think it's simple to modify a map and check in the game. I'll attach a quick program (for Windows) to edit the .MAZ file. It's primitive, but you can select a "dungeon cell", change the value and save the file. So you can try in the game the effect. The other button are unused, do not click. Remember, in EoB map, a cell has 4 wall (North Sud East West). bye P.S. Neverless, I've found a doc with bit-map of walls, maybe should be from the guy of C64 remake, I do not have checked, see if can be useful. |
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08 July 2006, 22:43 | #40 |
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thanks for technical info:
here full running UnCPC-AGA command (I have change name) Features:Can you test it I have allready add it un DOPUS and now just clicking on CPS/CMP file ican show it (VGA or amiga files) ps: i will upload Beta version on aminet |
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