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Author Topic: Hacking: What next??!  (Read 7993 times)

Hungry Horace

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Re: Hacking: What next??!
« Reply #15 on: May 07, 2014, 08:24:17 PM »

another set of palette data found.

It starts at $9AD8 technically, but most useable values are at $9ADB (which is where the code links to i think)

The first four values are for an Illusion, and the values afterwards get used for the Summon creatures, but appear to be re-used for other monsters (dragons, beholders etc) so there must be other tables which tell the game "when this creature reaches level X, use colour combination Y"

Data as follows;

Code: [Select]
00000708 0003040E 0008040E 0005060E
00090A0B 00090C0B 000A0B0D 000B0D0E
000C0B0D 00020304 0008040D 0005060D
00070804 0007080D
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Hungry Horace

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Re: Hacking: What next??!
« Reply #16 on: May 07, 2014, 08:35:16 PM »

at $9A34,  8 bytes.... determine which colour map to use for each change with the Summon creatures  :)

Code: [Select]
00 01 02 03 04 05 ...
no idea where i might find the data for the other monsters though.... (pretty sure i can find it with time, even if i have to do it the hard way!)


edit:

untested, but i suspect these are the other locations....

$9F20 … crabs
$A1AC … beholder
$A3A6 .. Dragons
$A52E .. Behemoth

(somewhere the 'level change' values must be there too!)
« Last Edit: May 07, 2014, 09:10:48 PM by Hungry Horace »
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MadMunky

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Re: Hacking: What next??!
« Reply #17 on: May 08, 2014, 10:20:58 AM »

Nice one Horace and excellent timing :)
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Hungry Horace

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Re: Hacking: What next??!
« Reply #18 on: May 09, 2014, 11:04:50 PM »

looks like the locations for each different versions (BW SPS 439/1927 , BW SPS 102 and BEXT SPSP43) are these:

               439      102        bext
palettes:   $9AD8   $9B8E   $A8EE
  summon: $9A34   $9AEA   $A84A      
beholder:    $9E28   $9EDE   $AC1E
behemoth:   $A1AA   $A260   $AFc2
    crab:    $9B9C   $9C52   $A9B4
  dragon:    $A022   $A0D8   $AE3A
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because winuae is made of code and your amiga is made of stuff

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Hungry Horace

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Re: Hacking: What next??!
« Reply #19 on: May 12, 2014, 11:12:03 AM »

more extended levels data.... the colours of the Entropy / Chaos Guardians:


@ $AFCA in the BEXT binary

Code: [Select]
00 02 05 06 00 05 06 0D 00 09 0A 0B 00 0A 0B 0D 00 07 08 04 00 08 04 0D 00 09 0C 0B 00 0C 0B 0D
There's a 8 bytes of data before it, that looks like more palette stuff, but it could be anything.
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MadMunky

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Re: Hacking: What next??!
« Reply #20 on: May 18, 2014, 09:06:29 AM »

Horace any chance you can see if you can find the palettes for the amour?
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Hungry Horace

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Re: Hacking: What next??!
« Reply #21 on: May 18, 2014, 09:54:59 AM »

i assume you mean the palette used by the armour being worn, on the characters (i.e. in the 3D view) rater than the actual armour object held in people's pockets?

shouldnt be too difficult now i know the format/style.


Been trying to establish other items for possible edits. I'd like to know how it determines that the traders and zendick are positioned in the centre of the floor rather than in one of the 4 edge spaces, but my suspicion is that this will be hard-coded (which doesnt mean it cant be changed, it just wont suit "normal" editing)

Similarly, I want to establsh the "level offset" at which each monster starts changing colour as they go up a level...


Thoughts /requests on possible areas for exploration are welcome.
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MadMunky

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Re: Hacking: What next??!
« Reply #22 on: May 18, 2014, 12:17:09 PM »

i assume you mean the palette used by the armour being worn, on the characters (i.e. in the 3D view) rater than the actual armour object held in people's pockets?

shouldnt be too difficult now i know the format/style.

Correct :)

Been trying to establish other items for possible edits. I'd like to know how it determines that the traders and zendick are positioned in the centre of the floor rather than in one of the 4 edge spaces, but my suspicion is that this will be hard-coded (which doesnt mean it cant be changed, it just wont suit "normal" editing)

I believe your right, though im not sure where to find this but ill have a look
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MadMunky

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Re: Hacking: What next??!
« Reply #23 on: May 18, 2014, 10:08:16 PM »


looks like the locations for each different versions (BW SPS 439/1927 , BW SPS 102 and BEXT SPSP43) are these:

               439      102        bext
palettes:   $9AD8   $9B8E   $A8EE
  summon: $9A34   $9AEA   $A84A      
beholder:    $9E28   $9EDE   $AC1E
behemoth:   $A1AA   $A260   $AFc2
    crab:    $9B9C   $9C52   $A9B4
  dragon:    $A022   $A0D8   $AE3A

Horace can you post the palette line for summons so I can check I have the right values, also what's the different 439/102? Different disks?

I think I've accidentally found the table on how the summons are put together
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Hungry Horace

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Re: Hacking: What next??!
« Reply #24 on: May 18, 2014, 10:23:23 PM »

the 102/439/1927  numbers refer to the SPS preservation disks:

http://www.softpres.org/

the game binary on 102 seems to be slightly different and an earlier version, so i prefer to work from the 439 version... the 1927 version has only a small difference in a few addresses but seems mostly the same.

the summons palette i posted above?

Code: [Select]
00000708 0003040E 0008040E 0005060E
00090A0B 00090C0B 000A0B0D 000B0D0E
000C0B0D 00020304 0008040D 0005060D
00070804 0007080D

i know this is the right set, because 00 00 07 08 is black, black, blue, blue, as used by the Illusion versions :)

Also my editor uses these to create its graphics set!!


No luck on the  armour palettes (so far) i'm sorry to say...
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MadMunky

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Re: Hacking: What next??!
« Reply #25 on: May 19, 2014, 07:39:50 AM »

Thanks Horace,

If you add 189 Bytes to the Summon table you get the details of how the summon is put together

Code: [Select]
20 00 67 0c 98 32 20 00 9a 32 20 01 60 00 0f 80
4e 75 00 01 02 03 04 05 06 07 15 11 0d 0c fe 00
2e 26 1f 1a 15 10 00 01 80 01 14 14 10 10 10 0b
0c 0c 0a 0b 0b 08 09 f9

09 f9 = Left Arm X/Y

I believe they are for different distances and also the sprite height, it has some strange results messing around with the data as it looks like they use some kind of calculation to work out the positioning and playing around here can mess it up.
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MadMunky

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Re: Hacking: What next??!
« Reply #26 on: May 19, 2014, 09:41:16 AM »

Sorry Horace but any chance of a new dump from your editor of clean data or if you can post up the palettes Im having issues finding them :(
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Hungry Horace

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Re: Hacking: What next??!
« Reply #27 on: May 19, 2014, 12:19:29 PM »

Hi mate,

I've attached a clean export for you... i think these are right, but i kind of rushed adding the export function to the editor to do this, so they are un-checked!!  (they will be the final 9 files created)
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because winuae is made of code and your amiga is made of stuff

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MadMunky

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Re: Hacking: What next??!
« Reply #28 on: May 19, 2014, 08:49:02 PM »

Cheers Horace :)
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MadMunky

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Re: Hacking: What next??!
« Reply #29 on: May 20, 2014, 12:43:58 PM »

Horace: looks like all your colour/palette files are wrong :(
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