because winuae is made of code and your amiga is made of stuff
Hi againI cant link to the IPF images, because the CAPS/SPS team are very protective of them, and I dont want to be seen to actively annoy them!However, the only supported Bloodwych exe file with the editor is taken from the IPF image; Bloodwych_102.ipf which as i can see, is the earliest version of the game. I've actually seen a couple of bugs in this which werent in my own original copy, so adding support for other versions into my Editor is something quite important to me!if you are familiar with amiga workbench, you wont have a problem. I include the Bloodwych exe from that UPF image with the Editor anyway. Once edited, this can be launched with 'WHDload' which allows you to bypass the copy-protection and use multiple save-slots. I may, or may not, add support for cracked versions also... i dont know yet.I'd be interested to know about the data structure of the ZX-Spectrum maps. I am going to guess it is the same data in the other 8-bit versios too... might be interesting to make an Editor for those as well.
BW_439_1927:LOOKUPTOWER(0)=$EBBC : Rem -- mod0.mapLOOKUPTOWER(1)=$FFBE : Rem -- serp.mapLOOKUPTOWER(2)=$113C0 : Rem -- moon.mapLOOKUPTOWER(3)=$127C2 : Rem -- drag.mapLOOKUPTOWER(4)=$13BC4 : Rem -- chaos.map LOOKUPTOWER(5)=$14FC6 : Rem -- zendik.mapLOOKUPSWITCHES(0)=$57F4 : Rem -- mod0.switches LOOKUPSWITCHES(1)=$5834 : Rem -- serp.switches LOOKUPSWITCHES(2)=$5874 : Rem -- moon.switches LOOKUPSWITCHES(3)=$58B4 : Rem -- drag.switches LOOKUPSWITCHES(4)=$58F4 : Rem -- chaos.switchesLOOKUPSWITCHES(5)=$5934 : Rem -- zendik.switches LOOKUPTRIGGERS(0)=$6CD2 : Rem -- mod0.triggers LOOKUPTRIGGERS(1)=$6D52 : Rem -- serp.triggers LOOKUPTRIGGERS(2)=$6DD2 : Rem -- moon.triggers LOOKUPTRIGGERS(3)=$6E52 : Rem -- drag.triggers LOOKUPTRIGGERS(4)=$6ED2 : Rem -- chaos.triggersLOOKUPTRIGGERS(5)=$6F52 : Rem -- zendik.triggers LOOKUPOBJECTS(0)=$FBBE : Rem -- mod0.ob +2 bytes ***LOOKUPOBJECTS(1)=$10FC0 : Rem -- serp.ob +2 bytesLOOKUPOBJECTS(2)=$123C2 : Rem -- moon.ob +2 bytesLOOKUPOBJECTS(3)=$137C4 : Rem -- drag.ob +2 bytesLOOKUPOBJECTS(4)=$14BC6 : Rem -- chaos.ob + 2 bytesLOOKUPOBJECTS(5)=$15FB8 : Rem -- zendik.ob +2 bytesLOOKUPHARDCODE1=$7350 : Rem -- woodtrap1.location LOOKUPHARDCODE2=$7368 : Rem -- woodtrap2.location LOOKUPGEMBLU=$578E : Rem -- gem-blu.locations LOOKUPGEMTAN=$5776 : Rem -- gem-tan.locations LOOKUPDUNGEONSTART=$7166 : Rem -- dungeon.entrances LOOKUPKEEPFLOORSTART=$7048 : Rem -- keep.entrancesLOOKUPKEEPSTART=LOOKUPKEEPFLOORSTART+$6LOOKUPMONSTERCOUNT=$171F4 : Rem -- monsters.totals LOOKUPMONSTER(0)=$17200 : Rem -- mod0.monsters LOOKUPMONSTER(1)=$17500 : Rem -- serp.monsters LOOKUPMONSTER(2)=$17800 : Rem -- moon.monsters LOOKUPMONSTER(3)=$17B00 : Rem -- drag.monsters LOOKUPMONSTER(4)=$17E00 : Rem -- chaos.monstersLOOKUPMONSTER(5)=$18100 : Rem -- zendik.monsters LOOKUPCHAMPIONSTATS=$E7A6 : Rem -- champions.stats LOOKUPCHAMPIONPOCKETS=$E9A6 : Rem -- champions.pockets LOOKUPWALLSCROLLREF=$19F98 : Rem -- scrolls.block LOOKUPWALLSCROLLTEXT=LOOKUPWALLSCROLLREF+$92Rem -- internal data, reference only. LOOKUPSPELLTEXT=$18400 : Rem -- spell names, armour terror etcLOOKUPSPELLNAME=$19B0A : Rem -- maryhadalittlelaaneeitwerragudd LOOKUPNAMES=$E05B : Rem -- champion namesReturn