Ultimate Amiga
Games Corner => The Crypt of Bloodwych => Bloodwych => Topic started by: MadMunky on February 03, 2013, 09:15:29 AM
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Hi All,
I'm trying to learn Java and being that it is Multi platform I was wondering if the other people interested in bloodwych would be will to help out try and recreate the game as much as we can without the source code.
What I managed to do was this yesterday
http://www.youtube.com/watch?v=AxfbWSwvqlQ
http://www.youtube.com/watch?v=RJ5podmrfg8
My idea is to share the project on a DropBox link then we can all access the source files and work on it, I think most the people on here that know some kind of programming wont find Java too hard as like I said im also trying to learn it at the same time but getting there.
I guess this is more pointed at Horrace but im asking Wishbone if he would be willing to help out as he's the only one who's really managed to remake the game reading the original levels (He did it in QuickBasic many moons ago)
The plan is to keep the original graphics, remake the game in 2D being able to load in the original maps and datadisk, once we have the maps loadings and graphics displaying we can then work on the monsters/players
I dont expect other people to ready write any code (unless they want to) but more give comments on how you write the logic
Anyways just an idea if no one in interested I'll work away at doing it on my own :)
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Hi MM,
I might be interested in contributing where i can, but my "project" time is kind of limited. I was thinking about trying to make a Bloodwych re-make in AMOS in order to expand it into a sequel.... perhaps we could work on something to that end in parallel? (although it sounds more like i would end up re-writing your BW remake on the Amiga!)
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It would be good, Wishbone is helping me when he can. That code you have would be grate as I'm currently struggling with converting the Map into the Viewport :)
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Progress update...
http://www.youtube.com/watch?v=uF86lBNWr48
I have now most of the graphics drawing correctly there is still some more images I need to grab and I need to make a function to draw the items on the walls like Banners and Shelfs, currently you cant rotate the player but that will be what I work on next
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I now have mod0 level 4 (starting tower) loaded in for testing I'm pretty impressed so far I think by the end of tomorrow I should have most of it drawing correctly and two players able to walk around the level so ill post another video then
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I now have mod0 level 4 (starting tower) loaded in for testing I'm pretty impressed so far I think by the end of tomorrow I should have most of it drawing correctly and two players able to walk around the level so ill post another video then
sweet! are you going to use this to add "real time viewing" of levels in your editor?
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Not thought about that but yes I could do that :)
There is a lot of bad code I need to try work out the correct way of doing things, it would be good to see how your brother did some stuff in the code he did.
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Well as promised...
http://www.youtube.com/watch?v=-Z4amuGpQGk
I didn't get a lot of time to work on this today.
Issues I need to fix
Drawing of Wooden Walls/Doors
Drawing of Banner/Banner Colors
Drawing on the correct walls (North/East etc..)
Player two movement/rotate
Of course there is loads more but they are the things I'll be working on next (GUI in the video is just a image for effect)
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I know you're just using original graphics but down the line if you need someone to dabble in some alternative wall graphics, i've got some free time coming up soon if you wanted some input, this goes for your amos remake too Horace, now that I've got my replacement laptop i'm back up to speed with getting artwork out. plus I can test any native amiga ports on my A1200 if needed it's unexpanded at the mo but I've installed a hardrive and I can test off a floppy.
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I know you're just using original graphics but down the line if you need someone to dabble in some alternative wall graphics, i've got some free time coming up soon if you wanted some input, this goes for your amos remake too Horace
i've got some Mega-Lo-Mania stuff i might like to send your way still ;)
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I know you're just using original graphics but down the line if you need someone to dabble in some alternative wall graphics, i've got some free time coming up soon if you wanted some input, this goes for your amos remake too Horace, now that I've got my replacement laptop i'm back up to speed with getting artwork out. plus I can test any native amiga ports on my A1200 if needed it's unexpanded at the mo but I've installed a hardrive and I can test off a floppy.
osiris37: That would be good to see what you could produce I've attached one in for the walls from the remake, have a play and post back what you come up with an ill try it in game, as long as the images stay the same sizes there is no reason why we cant have different wall sets like the DM remakes :)
At a later date ill look at increasing the resolution of the images currently they are double the pixel of the orginal
(http://s19.postimage.org/p3xj4kbyb/screen1.png)
As for progress not getting much time at the moment, both players move correctly now and Wall objects display in the right directions, now for the wooden doors/walls...
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i've got some Mega-Lo-Mania stuff i might like to send your way still ;)
Yep No worries Horace, although I don't have any of the original files that I worked on for the Gods as I lost everything when my old laptop got flooded after a burst water pipe incident (not fun!) if you still have them it would be great to snag a copy, did I send any of the original PSD files or just the IFFs?
:)
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Thanks MM, i'll have a mess around with these, is there a particular colour pallete for Bloodwych, it'd be handy to grab hold of that :) Are you using a particular format for the image files or just as the png you sent?
Cheers :)
S
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Thanks MM, i'll have a mess around with these, is there a particular colour pallete for Bloodwych, it'd be handy to grab hold of that :) Are you using a particular format for the image files or just as the png you sent?
Cheers :)
S
No pallete in my version but strait png files :)
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Day 5 (I say day but i've only played for a couple of hours) Wooden Objects are proving to be an issue :(
http://www.youtube.com/watch?v=biU-WrIjEA0
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Hi MadMunky
Attached is my brother's AMOS remake code.
It only ever worked for pillars and walls, and i've never really looked into it to see how it worked - i always figured i'd start from scratch if i was doing my own version!
Hope it helps.
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Cheers Horace, doesnt really help with my problem as it looks like your brothers done it pretty much identical to me :)
I'll continue working on the Wooden Object issue, hopefully I can work out a way which will work, apart from the wooden stuff and reading scrolls everything else is now in (Pits/Stairs/Banners/Doors/Shelfs/Buttons) I need to fix the wooden object stuff before I can move on
Is there anywhere in the map data which says which color the wall buttons are?
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Is there anywhere in the map data which says which color the wall buttons are?
no, as far as i can tell there is some kind of randomise "seed" that determines the colour of "general" wall tapestries and gems.... meaning that they stay the same every time but without being determined by map data.
i have two AMOS books that mention coding this type of game - i will check which ones they are and see if they are available as downloads here.
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OK Anyone got any ideas how they would have done this type of game
What I'm doing is building up the screen with 28 images from the back to the front then checking the map to find out what object is at each of the squares to draw the correct image
This works fine until we come to do the wooden objects as each wooden square could have 4 different images that need to be drawn. If anyone's got any ideas on hows best to do this please let me know as I'm currently stuck
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Are you trying to place them with transparency? If so would it work better to have separate graphics for each combinational position (i.e if there would be a stone wall in the see-through area to actually have a solid graphic with the stone included, I'd imagine you'd have to work out some code to place the correct version in your map matrix depending on which direction you are approaching it from) or is that not feasible due to how may separate wooden wall graphics you'd need? Just a thought :)
EDIT: On second thoughts that wouldn't work, you'd need transparency to show partial monster graphics in doorways if you're standing at a right angle to the door. *ignore the above comment, it's daft* :)
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Finally cracked it, just need to fix the walls based on the player rotation and fix all the drawing logic I've now broken to get this working but I think that is now all the drawing logic possible.
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Quick progress updates...
http://www.youtube.com/watch?v=TUaT2KZGtVY
Its taken me around a week to rewrite how I was doing the graphics due to wooden objects not being drawn correctly, I have now fixed that so everything that needs to be drawn is drawn. I now need to fix wall objects so they are drawn on the right side of the wall and the colour on the banners is correct.
Also I need to fix my screen offsets for different images so your see there is gaps in walls etc where its not drawn correctly but this is just a minor issue and a quick fix.
Im am happy with the progress, now to fix the bugs I've created and direction of wall objects then I can move on to collision detection and opening of doors and switching levels
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looking good MM :) I had a bit of spare time earlier today so I started having a go at some walls, here is a quick peek, these are using an unlimited palette and there are still some of the further back walls to do. What I'd love to do is create some walls using the original 16 col palette for bloodwych and do some hi res versions at a later date so I'll probably put this one on hold for now, was wondering if you or Horace had any ripped .iff artwork from the amiga that I could get the palette from (The initial character choice screen would be good as i know that definitely used all the colours).
Not 100% sure about this version though, I think that the biggest stone needs to be halved, anyway I'll be doing some walls using a limited palette next so that they tie in with the original BW artwork as this one obviously doesn't.
Cheers
S
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Very nice ill try them out :) sorry but I don't have any amiga gfx hopefully Horace will though.
Plus side is on wall graphics are now all being displayed correct so flags/scripts/shelfs are now working not quite sure what to do about the random color flags they might actually have to be random in my version, need to fix the screen offsets and then it's all the graphics completed so on to the next steps. osiris37 if I manage to make this into a full remake (I'm hoping it will and I have the time/programming ability to do it) would you be interested in doing a full set of HD graphics?
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hey - nice work all round guys!!
MM - i would love to port your code over to the amiga some time.... sadly time is at a premium while i am still studying. I dont see any reason why the palette couldnt be increased to at least 32, and just "accept" that the game may need 1 meg or even more....
How much of your code is commented? Keep in mind i am only familiar with "Basic" style languages and some amiga ASM (randomly)... I would like to have a look to see if i would find it difficult to port!
Osiris - i really hope you will continue to work on graphics for the Amiga's limitations!
I would love to see something like these in red too (like EOTB) ... and maybe some consideration can be given to other "environments" ... e.g. caves, forests (will need a different ceiling/floor also) etc. in the future (as i said, this may need a slightly bigger palette set)
I have attached a massive stack of ripped images including the original palette. i think there is only one "black" afaik, with the extra being used to change colour for text etc via a copper change i think, and if transparency is needed, then the internal "recolouring" system simply does not paste that particular colour. I will probably do away with this, even on an amiga based remake, in favour of having pre-coloured graphics readily available. Although memory inefficient, i dont think this should be much of an issue if the primary user-base is via emulation.
Link to images ZIP:
http://www.ultimateamiga.co.uk/HostedProjects/GamesCorner/TheCryptOfBloodwych/Amiga/BW-MassiveGFXset.zip
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MM - two questsion from your video
where switches / scrolls occur, are they currently being drawn on all 4 sides of the wall??
Where you "walk though" the big metal doors or portcullis, you are missing the graphics for "standing in an open door" are you not?
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osiris37 if I manage to make this into a full remake (I'm hoping it will and I have the time/programming ability to do it) would you be interested in doing a full set of HD graphics?
Yep I'd be totally into that :)
Osiris - i really hope you will continue to work on graphics for the Amiga's limitations!
I would love to see something like these in red too (like EOTB) ... and maybe some consideration can be given to other "environments" ... e.g. caves, forests (will need a different ceiling/floor also) etc. in the future (as i said, this may need a slightly bigger palette set)
Sure, I'd ideally create the graphics for the amiga first and then use those as a base for the higher res versions, that way we could use the graphics in an Amiga Port and the Java Remake that MM's creating. Wierdly enough I was out with the family this afternoon at a local castle and I was randomly taking pictures of walls, paving and the hedges of the maze they had there, for graphical reference material :)
Yes. 32 Cols would be awesome :)
I have attached a massive stack of ripped images including the original palette. i think there is only one "black" afaik, with the extra being used to change colour for text etc via a copper change i think, and if transparency is needed, then the internal "recolouring" system simply does not paste that particular colour. I will probably do away with this, even on an amiga based remake, in favour of having pre-coloured graphics readily available. Although memory inefficient, i dont think this should be much of an issue if the primary user-base is via emulation.
Cheers Horace I'll have a look through these :)
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MM - two questsion from your video
where switches / scrolls occur, are they currently being drawn on all 4 sides of the wall??
I noticed that too, at one point a blue button is behind a bed :)
I was wondering if BW used a map matrix that referenced individual walls instead of whole blocks?
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Horace: your welcome to have my code it's very messy and badly done currently why I just try get it all working then ill go back and change it and comment it as best I can I don't see it being too hard for you to work its done in a very similar style to your brothers code as for the buttons they are all only now draw on the correct sides of the walls in the video i posted they where on all 4 sides hence why there is so many flags and shelfs but that's all fixed now.
What would be a big help Horace would be if you could finish off commenting the level code like how the scrolls are done and its would be nice to fully support all the original code and not have to change anything also means your editor will work :)
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Of and yes I'm missing the door frame etc graphics I did have it but removed it when I redid the graphics so I need to add that back in.
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Cheers Horace, they were exactly what I needed :)
*Happy Bunny*
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Is there any programs in Windows I can use to read the non gif files?
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Horace: your welcome to have my code it's very messy and badly done currently why I just try get it all working then ill go back and change it and comment it as best I can I don't see it being too hard for you to work its done in a very similar style to your brothers code as for the buttons they are all only now draw on the correct sides of the walls in the video i posted they where on all 4 sides hence why there is so many flags and shelfs but that's all fixed now.
Cool - please send something over and i can at least have a look to see how much i can understand. I know nothing about my brother's code tbh - too many data statements for me! I would prefer to be coming at it "fresh"
What would be a big help Horace would be if you could finish off commenting the level code like how the scrolls are done and its would be nice to fully support all the original code and not have to change anything also means your editor will work :)
I will try and butcher something for you today. Di d you read my info on switches/traps which should be on this site btw?
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Is there any programs in Windows I can use to read the non gif files?
hopefully osiris knows of a good IFF/ILBM - > other file converter , or a suitable plugin for photoshop to add support.
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I will probably do away with this, even on an amiga based remake, in favour of having pre-coloured graphics readily available. Although memory inefficient, I don't think this should be much of an issue if the primary user-base is via emulation.
I did think about doing this also but to best honest I'm not sure what is best, there would be so many more images to store. The way I have done it is have the basic image then when the player can see the image I recolour the pixels, I believe there is a better/faster way in Java to recolour the ColorModel of a image but I'm not sure at the moment how to do this.
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Cool - please send something over and i can at least have a look to see how much i can understand. I know nothing about my brother's code tbh - too many data statements for me! I would prefer to be coming at it "fresh"
To be honest you might be better of working from fresh and just using my code for reference, the basics of how im doing this is
Grab 18 squares of map data depending on the player rotation
Array of 32 X/Y to store where on the screen the images need to be drawn
Build the viewport up from the back forward from around 32 images to create the prospective
When it comes to the Stone Walls and the Wooden Walls you have to work out what image locations make up the 4 sides of that wall then draw the correct graphics, the trick to it all is drawing the graphics in the right order so when you building up the picture you dont redraw over something screwing the perspective
Horace, do you have a email address I can zip up and send over the code?
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Horace, do you have a email address I can zip up and send over the code?
i should have an email icon next my avatar, or on my profile here - probably best you use that one!!
Trying to sneak a lok at scroll code at work...
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Looking at my "scrolls.block" file, there are two sections.
firstly, at offset 0, for $92 bytes, there are $49 words. Strangelt allowing us to define 73 scrolls.
The first six of these offset values are as follows;
00 00 , 00 26 , 00 4E , 00 8A , 00 B3 , 00 CC ...
These relate to which scroll (which we will give an arbitary numbering system, starting at 'scroll 1') occurs at what offset within the data block.
This data block starts with offset 0 being thefore $92 bytes into the "scrolls.block" file.
ie.
Offset
0092 - scroll 1 (offset given 0000)
00B8 - scroll 2 (offset given 0026)
00E0 - scroll 3 (offset given 004E)
011C - scroll 4 (offset given 008A)
0146 - scroll 5 (offset given 00B4)
015E - scroll 6 (offset given 00CC)
...
The remaining $CA2 bytes contain the actual scroll data. i.e. what each one reads, and how it is laid out.
In my editor, I change the actual scroll data one at a time, adding in new bytes if needed, and capping the end. (ie. limiting the scroll data to $CA2 bytes, and forcing a termination byte at the end if required.)
I then simply update the header data, by reading through my scroll data, and writing in the updated offset values accordingly. This ensures the two stay correctly linked.
Given that each scroll has at least one "start new line" and must have an "end" (termination) byte, updaint the header is quite easy to do. if I dont find 74 scrolls worth of data, thne remainder offset values would be set to "0" to prevent any confusion. (so the remaining scrolls will simply look the same as 'scroll 1')
for defining each individual scroll, there is a standard layout. 3 bytes of info. followed by the ASCII data. The scroll is then terminated with an $FF value.
E.g:
FC 1E 04 - Start line Byte , X position, y Position
54 48 45 20 4B 45 59 - ascii text (the key)
FC 1F 05 - Start line Byte , X position, y Position
41 42 4F 56 45 - ascii text above
FC 1E 06 - Start line Byte , X position, y Position
44 4F 54 48 20 4C 49 45 - ascii text (doth lie)
FC 1F 07 - Start line Byte , X position, y Position
42 45 4C 4F 57 - ascii text (below)
FF - Termination
x position and y position limits i cannot remember, but can find from my editor later.
Somewhere it must also be defined that for tower/dungeon 2-6, the "scroll 1" starts at a particular offset. (althogth i do not know where.
Maybe if we can work out the offsets for each "scroll 1" we can find it, and adjust that also!
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Thanks Horace,
I'll take a look at that when I get onto that part of my code, I've done another video take a look and let you know if you see any problems
http://www.youtube.com/watch?v=aRxmpSrKQ5k
I know the walls dont line up correctly but apart from that everything else should be OK now but i've been looking at this for so long I might have missed something :)
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Just found this on the other thread about scrolls so will post it here..
Ok, a quick read-through of that scroll data, reminds me that we have two "sections" of the scroll information, within the scrolls.block file.
Part 1 - is a list of word-values, declaring how many bytes into the part 2 each scroll begins.
e.g. Scroll #001 will always begin at value $0000, so this is the first value.
If scroll #001 is $20 bytes long, then the next value will be $0020 , if scroll #002 is $12 bytes long, then the third value will be $0032 etc.
Part 1 is $0092 bytes long.
this is the original $92 bytes of data from BW, laid out in a meaningful way.
Code: [Select]
0000 0026 004E 008A 00B3 00CC 00DE 0127
0145 0180 019B 01B4 0207 0220 0252 0269
028A 02A9 02D3 02EB 0340 037B 03A8 03C0
03E9 040C 0444 047C 049D 04D3 0500 0525
054F 056D 0593 05C2 05FE 0642 0667 067E
06B7 06DB 0709 0731 076F 07A3 07D6 0802
0837 0858 087C 08A3 08BA 08E1 092E 0950
0987 09A6 09D0 0A0B 0A29 0A40 0A67 0AA2
0AED 0B14 0B4C 0B77 0BA2 0BCE 0BFA 0C32 0C5D
Part 2 is simply a list of the scrolls, with a specific "format", this is $CA2 bytes long.
here is the very first scoll entry from BW, also in a format to make it understandable:
Code: [Select]
FC 1E 04 54 48 45 20 4B 45 59
FC 1F 05 41 42 4F 56 45
FC 1E 06 44 4F 54 48 20 4C 49 45
FC 1F 07 42 45 4C 4F 57
FF
in-game this reads:
Code: [Select]
THE KEY
ABOVE
DOTH LIE
BELOW
- Byte 1: $FC should be seen as simply a "line declaration", so the first scroll can be seen to be 4 lines long.
the following two bytes, are effectively an X/Y coordinate for placing the scroll on the screen.
- Byte 2: X Coordinate
$1E should be seen as zero however, as any lower value than this will not be on the scroll on-screen.
In order to keep the text on screen, the length of the text on each row, determines the maximum value of the X coord. I.e. if you have a row of only 1 character long, you can have a maximum X value of 8 (therefore value $1E + $08 = $26 can be patched in) ... if you have a row of 3 characters, your maximum X value is 6 etc.
You can fit a total of 9 characters into a row only.
- Byte 3: Y Coordinate
$03 should be seen as zero however, as any lower value than this will not be on the scroll on-screen
there are 7 possible rows which can be used for each scroll, so the maxium value of this byte should be $03+$07 = $0A, for the bottom row of the scroll.
-Byte 4+: Text in ASCII format.
Standard text data, continuing until either a $FC or $FF filled byte is reached.
After all data required for text layout is done, a single byte of $FF is used to terminate the scroll data.
When deciding which scroll is referred to in the map data, a standard reference number is used (as with switches etc), however, the starting point (i.e. which scroll is referred to by Reference 1) changes with each tower. I do not recall finding how this is determined from within the game-code... it must be somewhere though!
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Currently searching though see if you have posted how stairs are done so I can move between levels :)
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Is there any programs in Windows I can use to read the non gif files?
I can't find where I got the .iff plugin for photoshop, it may even be native and installed from the download as standard as I'd not installed any new plugins in CS6, however I found this in my search, I havn't used it but it's free and can import/export .iff files:
http://www.xnview.com/en/features.html
This one does .iff & lbm too:
http://www.irfanview.com/
Edit: Forgot to say if you have .iff support in Photoshop you'll need to add the .iff extension manually on the end of the filename for it to open...
Hope this helps MM :)
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Currently searching though see if you have posted how stairs are done so I can move between levels :)
stairs are dead easy .... just move an extra block in the direction you move onto it (if a hypothetical set of stairs was to be accessable from both directions, then you would still the extra square move in the direction you approach it from), and remember to allow for the "overlay" offset values for each level (contained in the level-data header) ...
holes are direct overlay locations. (i.e. if your offset values are correct, the two floors would be "aligned" when overlaid)
you may find this helpful:
http://www.ultimateamiga.co.uk/index.php/topic,8806.msg43133.html#msg43133
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Currently searching though see if you have posted how stairs are done so I can move between levels :)
stairs are dead easy .... just move an extra block in the direction you move onto it (if a hypothetical set of stairs was to be accessable from both directions, then you would still the extra square move in the direction you approach it from), and remember to allow for the "overlay" offset values for each level (contained in the level-data header) ...
holes are direct overlay locations. (i.e. if your offset values are correct, the two floors would be "aligned" when overlaid)
you may find this helpful:
http://www.ultimateamiga.co.uk/index.php/topic,8806.msg43133.html#msg43133
Thanks I have the offsets working in my Map Viewer but I forgot about them, I was hoping I could just do (player.level = player.level++ or player.level--) and (player.movePlayerForward) but I guess I will have to remember how the offsets work now.. :s hope it wont take look long and I will then be able to move between levels and fall down pits..
Horace you get my email, let me know what you think im on MSN/G-Talk/Skype if you want to ask any questions.
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http://www.xnview.com/en/features.html
This one does .iff & lbm too:
http://www.irfanview.com/
Found this this morning thanks, does the job :) Horace: You had so many images I need cheers.. I take it you never ripped objects on the floor from different distances? worth a shot :)
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http://www.xnview.com/en/features.html
This one does .iff & lbm too:
http://www.irfanview.com/
Found this this morning thanks, does the job :) Horace: You had so many images I need cheers.. I take it you never ripped objects on the floor from different distances? worth a shot :)
i suspect you have every image i ripped!! Have a look for one called "book of skulls" which is actual this "mystery" object laid in every possible location!!
I am glad these images will probably save you doing a lot of work with calculating alignments!
More on the x/y floor offsets: http://www.ultimateamiga.co.uk/index.php/topic,8806.msg43135.html#msg43135
I ahve got your email thanks :) although i must confess i mostly only use IRC (via our chat channel here) and very rarely. :/
Oh an btw, there are no stairs on the 8-bit versions, only "ladders" .... perhaps someone should get some images of these for Osiris so that we can have an Amiga/ST graphical version of this ;) (recommend using the ZX or Amstrad versions, as these seem to have the best resolutions)
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The Java code scares me more than the first giant beholder thingey in the Moon tower :/
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The Java code scares me more than the first beholder in the Moon tower :/
lol i'm scared to ask if its the Java code syntax or just my bad coding :)
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The Java code scares me more than the first beholder in the Moon tower :/
lol i'm scared to ask if its the Java code syntax or just my bad coding :)
Java syntax. I'm used to AMOS, VBA and 68k ASM!
I may need to ask for a heavily commented version, and then think about starting from scratch!
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I've only known VB.NET before this and only started Java since Christmas.
Its not too bad once you get used to it :)
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I've only known VB.NET before this and only started Java since Christmas.
Its not too bad once you get used to it :)
gonna see if i can find a DUMMIES book in PDF and print it out at work ;)
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I have some PDFs I can email over,
most of its pretty readable I hope its just a case of learning what each command does.
Oh I can now move up and down levels at a push of a key :)
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MM - i would like to make sure any Amiga-side work i do is on the same page as yours....
Any chance you can throw me over your graphics files too, so i can ensure i have 100% IFF copies of them?
I might have a look to see if i can do this "live" re-colouring thing... otherwise i have some ideas over at least creating coloured "parts" (i.e. all arms/legs/bodies etc)
I probably should really finish Book of Skulls before i start another Bloodwych project though!
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No problem, emails on its way with the gfx.
I thought the recolouring would have been easier on the Amiga as it was just a palette shift?
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gonna see if i can find a DUMMIES book in PDF and print it out at work ;)
Got a PDF of Headfirst Java Second Ed PDF if you want that too :)
Edit: Just checked my PDFs and I've also got:
Beginning Programmming with Java for Dummies
Java Game Programming For Dummies
Java All-In-One Desk Reference for Dummies
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I'll take the java gaming one :)
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Headfirst and All-in-one i need - the others i have found already!!
Osiris - email me: horaceandthespider at this-website dot co dut uk :)
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Is there any programs in Windows I can use to read the non gif files?
hopefully osiris knows of a good IFF/ILBM - > other file converter , or a suitable plugin for photoshop to add support.
I wrote a plugin for Paint.NET (http://eab.abime.net/showthread.php?t=64048), a free Windows image editing program that's really popular.
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I think Java is a good language to learn. It's not my first language of choice, but it can be very easy to program in and understand. Of course like other languages, it can also be used to write horribly complex programs.
Anyway, to the point! What's the chance of the source code to this remake being posted to github, bitbucket or another source code repository. That way I'd be able to follow your progress, and submit patches and help out if I had the time and there was something that appealed.
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I think Java is a good language to learn. It's not my first language of choice, but it can be very easy to program in and understand. Of course like other languages, it can also be used to write horribly complex programs.
Anyway, to the point! What's the chance of the source code to this remake being posted to github, bitbucket or another source code repository. That way I'd be able to follow your progress, and submit patches and help out if I had the time and there was something that appealed.
I don't mind the source being on one of the sites the biggest worry I have is the code is horrible and people will just moan, I'm doing this for fun to try remake a game I love but to also learn to program. I'll look into GitHub tomorrow
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Headfirst and All-in-one i need - the others i have found already!!
Osiris - email me: horaceandthespider at this-website dot co dut uk :)
Done. Uploading to WeTransfer. You should get a download link in the next 10mins or so.
Enjoy :)
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http://www.youtube.com/watch?v=ZHAao4WLxX8
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I'll take the java gaming one :)
Sorry, I missed this yesterday, I've PM'd you the link :)
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no message yet :(
want to email me at madmunkey at gmail dot com
Thanks :)
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I don't mind the source being on one of the sites the biggest worry I have is the code is horrible and people will just moan, I'm doing this for fun to try remake a game I love but to also learn to program. I'll look into GitHub tomorrow
If people moan you should stop forcing them to look at, or use your code. If you're not forcing them, then I guess they're just whingers. :)
Better to have horrible code that works and is going somewhere, than nothing.
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Can somebody help me please ?
I’m looking for a working version of Bloodwych and Bloodwych-extended-levels FOR 2 PLAYERS (on windows 7 or 8).
I am a bloodwych-maniac. Already done the game twenty times or more, and wanted to play to it with my young son. He really really enjoys it (he really is the son of his father!) — untill the end of the serpent tower. Once entering the serpent tower, no way to go back ! (although it seems possible with one player game) and what’s more, characters are starving, even with a lot of food. This was on a Dos-version of Bloodwych, on which I didn’t manage to apply the “fix patch” for the “welcome back bug” (I’m not a geek!), but I succeded to get through, changing the map with a mapeditor. But I’m not able to do anything to escape the serpent tower, completed or not (entering this tower, a stone pillar separating the way between each band of four characters is missing and doesn’t come at any time, what is not really a problem; but back to the thee steps entrance, one player is purely erased, and the other, teleported in a non-ending room without any wall).
I have found many ST-versions of Bloodwych (working with Steem, etc.), but they all are corrupted, and saving the game instead of loading. For Amiga-versions (on Winuae), I don’t know how to configure the settings (for the workbench or I don’t know what) to run the game.
About controllers, I can not connect any combination of gamepads or mice, and the most part of the time, there are two pairs of hands on only one keybord. I’m french (sorry for my english!), and my keyboard is AZERTY, so I often need to reset the attribution of the keys, in order to go not left when I want to go right, or directing the cursor, or anything like this. I have no numpad on my windows 7 computer (stepping in some directions is sometimes not possible), but it’s ok for the windows 8 computer.
Can someone solve everthing ? I am looking for a solution for years. I’m still waiting. Please help !
M.
(marcbri@hotmail.fr)
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M: I have a number of version of Bloodwych for the ST I believe you need to use the Medway Boys 38 disk if you want saving to work, though I would recommend using the Amiga versions with WinUAE as these do seem more stable, my only advise would be read up on configuring WinUAE
Horace: Did you have any luck about the programming guide you had on making these type of games, I cant find anything online about making a Dungeon Crawler and keep hitting issue which are causing me to have to rewrite loads.
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To MadMunky: Thank you for your advise. But about learning how to configure Winuae, I think it's really too hard for me. I will try again, and will search for the Medway Boys 38 disk. Thank you.
Still looking for a solution.
M.
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To MadMunky: Thank you for your advise. But about learning how to configure Winuae, I think it's really too hard for me. I will try again, and will search for the Medway Boys 38 disk. Thank you.
Still looking for a solution.
M.
I would strongly recommend using FS-UAE instead, and can even provide you with a config file which will download the files you need - the only thing you will need to locate are the Amiga Kickstart ROMS. (i would recommend the A1200 Kickstart 3.1)
I could even patch the game to suit an AZERTY keyboard...
looking at this... http://www.whdload.de/docs/en/rawkey.html
i assume you want to replace the original QWEASD keys, with AZEQSD ?
MadMunky: apologies - i am a bit snowed-under until the end of the month, but will have a look for you as soon as - i think you want the Amiga Game Maker;'s manual and maybe the Ultimate AMOS book.... they may even be on this site in PDF somewhere 9i forget which ones have been PDFed!)
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As I've not had time to do anything on this for awhile I thought id release what I had done for people to see
http://bloodwych.co.uk/downloads/BloodwychRemake.jar
Doesn't really do much and prob suck all your memory :) you can walk around the tower (no switching of towers yet) I plan to rewrite the way I was doing all the drawing so hopefully one day ill get back to this.
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Hey madMunky!
Don't know if you saw but I updated the WHDload HD patch for Bloodwych and extended levels... It now allows you to play using a cd32 joypad!
I have been furiously playing Legend over the last month, using PSPUAE on the PS-Vita ... It's an excellent game and I can see so many elements that could be transferred to Bloodwych!
I sill aim to bring an Amiga sequel one day.... Maybe in a years time when I finish my education/training at last!
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Im still planning to continue this but im just not sure about if doing it in 2D is the best option or to try make it using a cross platform 3D engine.
Work and moving are keeping me busy but my love for bloodwych will never stop so I'll be picking this back up again. I guess if you did a Amiga version I could prob port that to Java but hopefully I'll have my own project :)
Also found this which help explains about the method they used to draw the graphics
http://eob.wikispaces.com/eob.vmp
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Also found this which help explains about the method they used to draw the graphics
http://eob.wikispaces.com/eob.vmp
There was an article in Amiga Shopper which pretty much laid out the way to draw Dungeon Master style graphics. I imagine it was pretty much the same. I implemented it in assembler and uploaded my work (http://aminet.net/package/dev/src/sg_dmsrc) to Aminet.
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There was an article in Amiga Shopper which pretty much laid out the way to draw Dungeon Master style graphics. I imagine it was pretty much the same. I implemented it in assembler and uploaded my work (http://aminet.net/package/dev/src/sg_dmsrc) to Aminet.
Do you have the link at all, as would be interesting to read
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Im still planning to continue this but im just not sure about if doing it in 2D is the best option or to try make it using a cross platform 3D engine.
Grimrock (www.grimrock.net) did this really well, using a full 3D engine but locking movement down to NSEW, it still retains the same feel and enjoyment of the early FPRPGs like bloodwych, EOB and Dungeon Master.
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Do you have the link at all, as would be interesting to read
All the Amiga Shoppers have been scanned and uploaded by someone else. I'm not sure which issue it is, and have failed to locate it, but if you find it let me know.
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Well, Happy New Year All...
Anyways.. Why update this old thread.. well after one of the users on here said they wanted to do a HTML version of Bloodwych it made be wonder if I could rewrite my Java version in JavaScript and so the below was born..
http://bloodwych.co.uk/bwhtml/bloodwych.html
Its taken me a few weeks to get this working and its not really doing much but responding to key pressed but its a promising start I think.
I've created a GitHub page for anyone interested in helping (No moaning about the code, I'm not a programming I'm only doing this cause I want to play around and see if its possible)
https://github.com/madmunky/Bloodwych/
Anyways give it ago and let me know what you think, its still buggy and being worked on so will change daily.
Hopefully Matt who gave me the idea will get working on his version which will be far better and figures crossed we will end up with a good HTML Bloodwych Remake...
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Hi MadMunky
Great to still see you developing Bloodwych..... I did get your PMs but admit i havent had time to try anything out as yet!
Had a wander around some maps and i must say i'm quite impressed.
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Ha ha, will it be much better?
Yours in looking cracking so far MadMunky, I'm worried about the competition!!
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Horace: I'm always playing with Bloodwych :)
furiousuk: I'm looking forward to seeing yours, I should be able to get mine as a walkable version (moving around the map and between towers) but when it comes to making animations like scroll book page turning and doing all the timings thats when I think i'll end up getting stuck, but hopefully I should be able to get past that.
Version updated: Banners now have colours, next doors then no more walking through walls :)
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Another Update,
I've ripped the Extended Levels into Tower Files and guess what, they load up :)
Push 'L' to switch Towers including the Extended Levels :) (Player gets placed at 0,0 now each time you switch tower) There will be missing objects from the extended levels but for the first times ever they are walk-able on the PC/MAC without an emulator and best of all in a browser..
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Slight update,
I now have the game running with a game loop rather than just responding to key events, also added Player 2.
Next is to respond to objects i.e. no more walking though walls :)
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If anyone's got any time and able to help I need to start ripping all the monsters/players/items :(
There is a lot as I need them from all angles, I need them placed in a spritesheet
(http://s19.postimg.org/3lgvzy7sz/Players.png)
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Thought Id just give a quick update to let people know I now have the following working
Pits
Stairs
Wooden Objects
So the levels are now fully walkable, next step is to move between towers.
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two sets of files that may help....
http://www.ultimateamiga.co.uk/HostedProjects/GamesCorner/TheCryptOfBloodwych/Data/BW_CleanData.zip
full set of 'clean' BW data, maps, object lists, scrolls, etc .... everything you need to be able to fully edit the game :) .... i noticed you only have the 'map' files at the moment, so you will need all of this if you want to integrate switches etc.
Also i found a lot of ripped graphics for you. Unfortunately, they are all amiga .iff / /ilbm files - i hope that is ok for you?
http://www.ultimateamiga.co.uk/HostedProjects/GamesCorner/TheCryptOfBloodwych/Data/BW_Collections.zip
Good luck!
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Thanks ill take a look, im away at the moment but back at the weekend so ill try take a look then
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Quick Update
Wishbone has started to help me clear up the code and also help with some other bits so we now have..
Seeded Banners
Mod0 Switch's Working I read in the .switch files from Horace, that way any future maps can also work. I still need to work out how to do the rotating functions but hopefully crack that soon.
Re-Coloring of Banner/Switch's (They are not the correct colors)
Next Bits to get working hopefully are..
More switch events like rotation of objects etc..
Floor Pad Events
Wishbone is looking into drawing a player from the images Horace provided so we can see the player as they move around
After this I'm going to try and look into Network Multiplayer using WebSockets so you can play online and walk around the dungeon together, im not sure how well it will work but I don't see it being a problem.
Any comments are welcome, good or bad...
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Mod0 Switch's Working I read in the .switch files from Horace, that way any future maps can also work. I still need to work out how to do the rotating functions but hopefully crack that soon.
I'm pretty such the switch simply performs a bit change or similar on the item in the location it is affecting, so this might be easier than you think.
Re-Coloring of Banner/Switch's (They are not the correct colors)
let me know where you get with this!! I have no idea how the colours are determined...
sounds like great progress being made though!
let me know any differences you find in the extended levels... like switch / pad 'functions' and what numbers they are assigned to in the .switch function table etc.
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I had a look at your switch code out of interest :)
You seem to e changing both bytes of the map-data word? I am not sure this is correct.
I suspect a "remove" may only zero the second byte, and similarly a wall toggle may only affect the second byte, therefore allowing the toggles wall to include a sign or inter elements... This might be worth checking with "live" data such as a save-game or by tapping into the memory during emulation.
The rotating wood wall probably performs a bit "rotate" of some kind... Maybe two ROR instructions...
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Hi Horace,
I have updated the code, we now just toggle the last byte, also started to add floor switches also there is a few im not sure about could you try explain where they are used?
CREATE SPINNER (OR OTHER)? Whats other?
OPEN/CREATE WALL WITH SWITCHES? A wall is created that has a switch?
SPINNER (UNKNOWN DIFFERENCE) (X/Y) ? No idea?
CLICK TELEPORT (F/X/Y)? Whats this?
TOGGLE HOLE? You mean toggle pit?
REMOVE PILLAR / OTHER EVENT (X/Y) ? remove block?
As for the Seeding for the banners, this is custom code not created from anything I have found in bloodwych :(
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I promise i havent forgot this... i will give a full answer when i am able to check against the map reader / source code!!
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Thanks Horace there's no rush it just goes into a list of things to finish :)
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CREATE SPINNER (OR OTHER)? Whats other?
looked at my map editor, where i called this "create pad" instead.
Probably just adds the xxx6 to the end (maybe xx06) of a 'space', leaving the xx intact. This will allow you to have a tigger that creates another trigger at that location.
OPEN/CREATE WALL WITH SWITCHES? A wall is created that has a switch?
i think this is just "create wall" (like above but using xx01) - the final wall can have a switch on it by pre-setting the space data in the first byte. i.e. 4500 looks like a blank space until it becomes 4501 where it is totally different.
SPINNER (UNKNOWN DIFFERENCE) (X/Y) ? No idea?
seems just to be another spinner. maybe 270 degrees?
CLICK TELEPORT (F/X/Y)? Whats this?
i think you can find some in the Chaos Tower early on... it's a teleport that doesnt have the big 'flash' bit... you may not even notice you've been teleported (i forget exactly)
TOGGLE HOLE? You mean toggle pit?
yes :)
REMOVE PILLAR / OTHER EVENT (X/Y) ? remove block?
i called this 'special case - remove pillar' ... i have no idea where it is used though??
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Nice one Horace I did think the same as it all seems to toggle the last Byte so that's what we are doing.
A Couple more for you...
SWITCH_FLOOR_WOOD_DOOR_CLOSER_1 & 2, I know these close the door in the Gem Slot rooms but looking at my map editor it seems there is two wooden doors, did the floor pad close both?
The different floor switches which change towers, was there anywhere which stored where the player started on each tower or is it always the same level/X/Y ?
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A Couple more for you...
SWITCH_FLOOR_WOOD_DOOR_CLOSER_1 & 2, I know these close the door in the Gem Slot rooms but looking at my map editor it seems there is two wooden doors, did the floor pad close both?
no, i think it uses the "trick" of closing two back-to-back doors only... the 'inside' one in each case.
This means that the player inside the room will open / close the door 'normally' while the one on the outside is closing/opening the outside door, but the inside one stays shut (giving the impression that the door cannot be opened)
I must say i was very surprised to find that the coordinates for this were hard-coded into the ASM. (which means it should probably be avoided in editing tbh) - it seems like it could easily have been in the 'parameter' fields used for the switch.... i wonder if that could be fixed with some clever patches.
The different floor switches which change towers, was there anywhere which stored where the player started on each tower or is it always the same level/X/Y ?
yes, there is a separate set of data-blocks for this information. I extracted this data as the following files:
dungeon.entrances
keep.entrances
This will no-doubt be a bit different on the extend levels, but you basically have to set up two x/y values for each entrance/exit, and this ties up to the opposite pad i think?
I might need to look at the editor again to explain this a bit better!!
edit:
seems i already wrote about this ;)
http://www.ultimateamiga.co.uk/index.php/topic,8908.msg39955.html#msg39955
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dont know if this is any use to you, but i have ripped some data from the extended levels, in similar format to the original.
They are attached to this post :)
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Thanks Horace this will be very helpful
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Interesting looking at the floor pads to change dungeon on extended levels.
If you look at switches $12 and $14 they no longer use the first parameter byte to determine which tower/dungeon to go to.
They basically now only use two options for "next dungeon" and "previous dungeon", which makes them easier to use.
There is also a small set of bytes used to determine what floor to "return to" in a given dungeon, although you always enter a dungeon on floor zero (this was the same in BW)
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Just a quick teaser to let everyone know Wishbone and myself are still working hard on this when we get time.
Progress is slowing down but we are getting there. Currently we are playing with ripping the monster sprites and coloring them with different pallets
hopefully soon we will be able to display all the default characters and create any new ones we want, we still need to logic to draw the monster on the screen depending on the players view and map data as at the moment the monster is just plastered on :)
(http://s16.postimg.org/p22vfjm6d/Bloodwych_HTML.png)
(http://s2.postimg.org/xpubimijt/Bloodwych_HTML2.png)
Comments welcome
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Horace:
Have you ever worked out all the different palettes used for colouring by Bloodwych?
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For sure, it's a very precise 16 colour palette and a standard "picture rip" on an action replay cart grabs it easily.
I will find convert it to rgb codes and post it here as soon as I can :)
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Thanks Horace, as each body part is drawn it uses a slightly different palette so currently we are trying to make all these palettes
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i wrote a program in AMOS to pump the values out for you.
I have put them in both 12 bit and 24 bit formats also....
$0: 0000 000000
$1: 0444 404040
$2: 0666 606060
$3: 0888 808080
$4: 0AAA A0A0A0
$5: 0292 209020
$6: 01C1 10C010
$7: 000E 0000E0
$8: 048E 4080E0
$9: 0821 802010
$A: 0B31 B03010
$B: 0E96 E09060
$C: 0D00 D00000
$D: 0FD0 F0D000
$E: 0EEE E0E0E0
$F: 0000 000000
colour $F is cleverly used on the amiga (and probably on the ST too) and is often used for writing communication text.
Since the colour fades in / out and is different at the top and bottom of the screen, I am guessing they are using clever manipulation of the copper to achieve this effect. You shouldn't need it for the main graphics though.
I also found the palette stored in the BW 439 version file.
there is a default setting for colour $F in there. at $8A4C
00 00 04 44 06 66 08 88 0A AA 02 92 01 C1 00 0E 04 8E 08 21 0B 31 0E 96 0D 00 0F D0 0E EE 0C 08
I wonder if the code that follows (which definitely looks like a table) might have something to do with object / character colourisation?
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Thanks Horace, ill take a look at that table... We managed to do this a different way so we now have all champions coloured and a few monsters.
Will post some pictures soon once we have them drawing in the right places... no monster logic yet do they don't move but seeing them will be nice :)
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Just update the web version URL is a few pages back but we now have the champions showing in their start places I currently need to sort out all the sprites as currently it's a bit messed up and so stopping is from drawing the players at all their distances
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Testing Characters...
(http://s19.postimg.org/uuyoxou0z/Bloodwych_Party.png)
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i wrote a comment about the 'table' below the palette earlier.
I should have known better.... i actually used the data there in the WHDLoad slave, because the mouse/pointer sprites are actually stored there:
Address $8E88 ; sprite 0
Address $8F18 ; sprite 1
Address $8ED0 ; sprite 2
Address $8F60 ; sprite 3
I actually 'clear' (and store) these sprites so that the pointer will disappear when you are in a walking mode.
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I had what I am hoping is a breakthrough on the "character design" information this evening - it will require further investigation but I successfully changed the colours if blodwyn's legs and torso.
I do not have addresses yet, but two locations were patched .... Hopefully they are next to each other and are next to the other items such as the blodwyn's head (style and colour) arms, boots, feet etc.
My process.... I investigated what colours were used for blodwyn by palette register. These were; 3,4,8 and E. Two greys, a blue and a white.
I wrote a program in Amos that calculated all of the possible combinations (24) and proceeded to check the Bloodwych binary for occurrences. It counted the number of finds for each, and the patched over a new value (all blues)
Initially I had no luck, I found data for various combination word values, but they caused crashes or simply yielded no change.
When I switched to searching to long numbers, I found out of all of my combinations only one yielded results .... Two results in fact for this same value.
Running the newly saved binary I found the torso and legs of blodwyn had changed, and I am assuming (pending further investigation) that this is why I had two results.
Tomorrow I will get the addresses and see if "live" editing is possible, and then start investigating with other characters and surrounding data :)
Let's hope this works as well as I hope it will!!!
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Good work Horace, it sounds like they actually did what we do to colour the images so your find that the arms and head use a slightly different palette. Hopefully one this will make it a lot easier to finish the remaining palettes we need and it will also be near a table where they store which type of torso etc is used for which character
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It seems this data *can* be edited with live data. There is good and bad news atm.
I can confirm I have found a block of $6B8 length (I believe, I am assuming it is terminated at the $ff at this point)
In the BW439 binary, this is located at $34F08 (or $351c8 in loaded memory)
There are $14 bytes per character, tested with Blodwyn and Murlock.
This length would correlate to $55/$56 "characters" being defined (which is correct for all the "normal" characters and monsters)
The structure is as follows;
Head: 4 bytes
Legs: 4 bytes
Torso: 4 bytes
Arms: 4 bytes
Head (at distance): 1 byte
Body/arms/Legs (at distance): 2 bytes
Belt/Feet (at distance): 1 byte
I will add this table to files exported / imported by my editor as characters.colours or something
The bad news is of course that the choice of body/head/legs etc is not in this same table... so more investigation is needed, and I am not sure how easy this is going to be.
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got a little further.
I just 'looked' at the table of head sprites, turned them into a set of numbers, and guess what the sequent might be for the main champions....
$0f 10 0E 0D (blodwyn, murlock, Eleanor, Roseanne..)
low and behold, a list of "what head is used" can be found at $A596 in the BW 439 binary :)
0F 10 0E 0D 01 0A 07 06 02 0C 03 05 00
0B 08 04 04 05 06 03 10 07 03 11 11 11
11 11 04 04 04 0D 0C 0C 0C 0C 0C 03 03
01 01 02 02 02 02 02 02 01 03 01 06 06
07 07 07 07 10 10 10 10 0B 0B 0B 0B 09
0C 02 07 06 07 01 05 05 05 05 05 03 01
01 03 0F 0F 0F 0F 0F 0F
There are no doubt similar tables around here.
The list of heads is as follows;
00 ulrich
01 astroth
02 edward
03 sethra
04 thai change
05 flay
06 elfric
07 baldrick
08 hengist
09 zendick
0A zothen
0B zastaph
0C megrim
0D roseanee
0E elanor
0F blodwyn
10 murlock
11 demon
edit:
Found it! (well, sort-of)
There are a list of pre-defined bodies-structures that can be used... this makes things quite a bit easier overall.
These are listed @ $A418 in the BW 439 binary.
The full data-block is as follows;
00 03 04 04 02 03 03 03 02 04 02
01 02 03 03 03 03 01 0B 02 03 03 03 0C
0C 0C 0C 0C 03 03 03 08 08 04 04 04 0A
0D 0D 0D 0D 07 07 07 07 07 07 03 02 02
0B 0B 03 03 03 03 03 03 03 03 03 03 03
03 03 04 07 07 07 07 07 01 01 01 01 01
0B 07 02 02 00 00 00 00 00 00
I need to do some testing to see what bodies are formed by each option.
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Looks good, thanks Horace! We will definitely have to test this in our remake (looking at Madmunky) :)
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Nice one horrace! Im going to have to play!
(http://s19.postimg.org/46z0gzdab/look.png)
looks like you can do some fun stuff with this..
(http://s19.postimg.org/ugk2zrz7n/look.png)
Horace, please can you post a line/example of the palette data so I can also try and find this
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you mean the list of palette entries for the characters?
00 04 08 00 0E 04 08 03 0E 04 08 03 04 08 04 0E 08
08 04 04 00 09 0C 0B 05 06 0E 00 09 0C 0B 0C 0B 0D 0B 0E
09 0C 06 0D 00 00 08 0C 09 0C 0B 00 09 0C 0B 00 0B 09 0C
0C 09 0C 0D 0C 05 00 00 0C 08 04 0E 00 08 04 0E 00 0B 08
04 0B 08 04 09 04 05 06 00 0C 01 05 06 00 01 05 06 06 06
05 06 06 05 06 01 05 00 00 00 05 09 0C 0B 00 0B 0D 0E 0B
0B 06 05 0E 0A 0D 0C 06 07 08 04 05 08 04 0D 00 08 04 0D
0B 0B 08 04 0D 07 08 08 08 05 06 00 07 05 06 0E 00 05 06
0E 0B 0B 05 06 0E 05 06 06 06 02 03 04 0C 09 0C 0B 00 09
0A 0B 0B 0B 0B 0A 0B 0A 0B 09 0C 00 05 06 0C 05 06 0E 00
05 06 0E 00 0B 05 07 08 05 06 00 07 05 04 06 0C 0B 0D 0E
00 01 05 06 06 06 05 06 06 05 06 0B 0D 00 04 0E 0C 0B 08
0E 0D 00 08 0E 00 0E 0E 0E 00 0E 08 0E 0B 00 00 00 07 07
<edit>
data begins at $34E44 in the BW439 binary (not sure where I got my value from before)
I am going to work on ripping each of the combinations (the crude way if need be) in order to create some kind of character design editor.
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Thanks Horace,
It seems like that table holds all the characters palettes but not the palettes for the larger monsters, summons/dragons etc..
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This block of data does some strange stuff with the player portals...
ff ff ff ff ff ff ff fd ff ff ff fe ff ff ff e8
ff ff ff ac ff ff fe ec ff ff fb ff ff ff ff ff
ff ff df ff ff ff ef ff ff fe 8f ff ff fa cf ff
ff ee cf ff ff bf ff ff ff ff 7f f7 fe fd 7f d7
fc f5 7f 57 f8 d5 7d 57 08 d5 7d 57
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hey MM - what do you mean by player portals? :o
re: dragons/summons etc, there is no need for them to be coloured really, because their colour scheme is dependent on their level.
i guess it must be possible to change what colours a level 1 dragon uses, what colours a level 2 dragon uses etc etc but that would be about it. (i am sure i can look for this if you think it would be useful)
it is a little bit of a shame that single-space monsters such as beholders and summons cannot be "mixed in" with other characters / monsters, but it's not a biggie.
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hey MM - what do you mean by player portals? :o
It looks like these are pointer address's for what is drawn on the player view.
-
Horace you might find this helpful as we are changing our version to read a palette file for the monsters now and also the body types so here is a list of all the different body types we have found so far
CHA_BODY[0] = {
leg: CHA_LEG_FEMALE_NAKED,
torso: CHA_TORSO_FEMALE_NAKED,
arm: CHA_ARM_MALE
};
CHA_BODY[1] = {
leg: CHA_LEG_SKELETON,
torso: CHA_TORSO_SKELETON,
arm: CHA_ARM_SKELETON
};
CHA_BODY[2] = {
leg: CHA_LEG_MALE,
torso: CHA_TORSO_MALE_NAKED,
arm: CHA_ARM_MALE
};
CHA_BODY[3] = {
leg: CHA_LEG_MALE,
torso: CHA_TORSO_MALE,
arm: CHA_ARM_MALE
};
CHA_BODY[4] = {
leg: CHA_LEG_FEMALE,
torso: CHA_TORSO_FEMALE,
arm: CHA_ARM_FEMALE
};
CHA_BODY[5] = {
leg: CHA_LEG_MALE,
torso: CHA_TORSO_MALE,
arm: CHA_ARM_MALE
};
CHA_BODY[6] = {
leg: CHA_LEG_FEMALE_PLATE,
torso: CHA_TORSO_FEMALE,
arm: CHA_ARM_FEMALE
};
CHA_BODY[7] = {
leg: CHA_LEG_MALE_CHAIN,
torso: CHA_TORSO_MALE_CHAIN,
arm: CHA_ARM_MALE
};
CHA_BODY[8] = {
leg: CHA_LEG_FEMALE_CHAIN,
torso: CHA_TORSO_FEMALE,
arm: CHA_ARM_FEMALE
};
CHA_BODY[9] = {
leg: CHA_LEG_MALE_CHAIN,
torso: CHA_TORSO_MALE_CHAIN,
arm: CHA_ARM_MALE
};
CHA_BODY[10] = {
leg: CHA_LEG_FEMALE_PLATE,
torso: CHA_TORSO_FEMALE,
arm: CHA_ARM_FEMALE
};
CHA_BODY[11] = {
leg: CHA_LEG_MALE,
torso: CHA_TORSO_MALE_CHAIN,
arm: CHA_ARM_MALE
};
CHA_BODY[12] = {
leg: CHA_LEG_DEMON,
torso: CHA_TORSO_MALE_NAKED,
arm: CHA_ARM_MALE
};
CHA_BODY[13] = {
leg: CHA_LEG_DEMON,
torso: CHA_TORSO_MALE_CHAIN,
arm: CHA_ARM_MALE
};
-
We now have our version reading all the monster types and palettes :)
http://bloodwych.co.uk/bwhtml/bloodwych.html
More Features
*Adding Bloodwych Font
*Fixing Character Graphics and distances issues
*Monster logic, monsters able to move and open wooden doors (unlocked)
*All monsters in the tower now drawn expect large monsters
Thanks to Wishbone for this and Horace for finding the data, this really makes it better and more accurate for us.
-
Horace:
Do you have the Bloodwych Font saved anywhere (images) I have one you provided in a file called MassiveDump but it looks like the font is blurry.
-
i have it in the amiga font format, but i did locate it in the binary, (at the moment, i cant remember where though) so once i have it again, i will see if i can convert that into a simple binary file /format :)
-
Thanks Horace, I really need it in a image file (any type) so even if you could print each character on the screen using your font and send that over it would be great :)
-
The font data can be found in the BW 439 exe at : $1899F
The font has a width of 8 pixels, and a height of 5 pixels.
there are 95 characters in total.
the font is stored as a simple set of raw data, which when converted to binary directly translates into each line of the individual font characters.
0C1E0C000C3333220000143E143E141E343E153E3132040B131C080D161D060408000018202020181804040418120C1E0C1208083E0808000000041800003E0000
I have attached an image file in amiga .iff format, which was created by reading this data and drawing on the screen. Is this ok, or do you need a more modern file format?
-
(http://s19.postimg.org/3r18ampdv/horace.png)
The iff is perfect :)
-
i have an up-scaled and smooth version which my brother made many years ago (When he was talking of doing AGA Bloodwych with 640x400 resolution)
do you want that also, or are you happy enough sticking to the 'classic' font?
-
I think I have the upscale version already which is what I used before but we are trying to keep it as original as possible at the moment
-
Tower Switching is now working
You can now walk around all the levels, see all the human type characters.
Horace, does our version load OK for you on a Mac?
-
It's quite slow to load and a bit glitchy tbh. I am using Firefox but haven't tried on chrome.
It took me two goes to get the characters to work ...
-
It's quite slow to load and a bit glitchy tbh. I am using Firefox but haven't tried on chrome.
It took me two goes to get the characters to work ...
Hopefully we can fix that, its good to hear if people have problems as both wishbone and myself use chrome so any feedback is good feedback. About loading though when you say its slow, how slow? mine take around 30 seconds to load.
-
Small update on browser support. We improved the way images were stored into the system, and I tested it in FireFox (v28.0): loading the game is still slow and freezing the browser for a few seconds, but once it is loaded it works smoothly now.
-
Just a quick update as to where we are for anyone who cant currently run it of wants to know what's been added.
*Most of the UI is now loaded (There is still a lot items needing recolouring)
*UI Screens created - Pocket View etc..
*Monsters now attack (arms flap up and down)
*Monster Teaming
*Touch Controls now work on the iPad/iPhone (These will change to the correct locations but you can tap the view port to move)
*Big Monsters are now ripped just need Wishbone to do is magic on piecing them together
(http://s19.postimg.org/o17blf0ub/Progress.png)
With all the work being done now on the dissembling we can update any of our functions later to make them more faithful to the Original but things are still progressing well.
-
Horace:
Any chance in expanding the information about how the XYZ works for items (object files), we are struggling to decode the locations correctly.
Ignore this, we have worked it out, seems the Object Index is always /2
-
I always wondered why they wrote this in the program
'maryhadalittlelaaneeitwerraguddutnerewanzednowtecozzitwerawuddunwhyamistillhavintotypethiscrapwhithoughtidfinishacoupleoflinesqx'
mary had a little
why am i still having to type this crap
Well in case anyone didn't know, this is the text from the spell book! :)
-
If you have not tried the latest version, check it out :)
We are making excellent progress and now have
- Spell Book (WIP)
- Items in dungeon and selectable
- Pockets all working
- Switching Characters (Leader/Positions)
- Combat
- Text Message
- Buying Spells / Fairy
(http://s19.postimg.org/xl0b0lfr7/2014_06_04_23_15_40_Bloodwych_HTML.png)
-
Horace,
Any chance in the write up about how the scroll.block works and the walls point to this?
-
I will have a sift through my notes and update this entry:
http://www.ultimateamiga.co.uk/index.php/topic,8908.msg39956.html#msg39956
I think.... you make each scroll with $FE as a line-end and a number for and X/Y-Offsets ... or something like that. At the end of the scroll you terminate with $FF
Before the main scroll data you need to set a number of offset values. Basically, these are one byte after each $FF, and are used to identify where a scroll begins by number.
So if scroll 1 is 00 00, then scroll 1 starts at 0 bytes (pretty obvious)
if scroll 2 is 00 E0 then scroll 2 starts at $E0 into the block data. and $DF (the byte before) will be the $FF terminator of scroll 1.
its the setup of x/y offsets I cant quite remember off the top of my head.
-
Thanks Horace, I understand how the scroll.block is made up but how do the walls link to the correct scroll?
-
simialr to traps / switches i think.
take the first (AB) byte of AB CD wall data and divide by 8 I think - this should give you a reference number that corresponds to the scroll. You will find there are "offsets" in there though.... each tower starts slightly later through the references numbers (e.g. mod0 scroll 1 is scroll 1 but serpent tower scroll 1+ might be scroll 20+) ... I haven't yet found how the tower offset is determined but I probably can now I have the source code.
.... I also cannot remember if the first few are allocated for wall banners or if they have different parameter values.
-
Just thought I'd try the latest update and it's very impressive! Even more impressed by the fact it works on my iphone!! (Now if you can get it to lock itself as horizontal, auto fill the screen and hide the browser buttons I'd be even more impressed!!
I hope you will support Book of Skulls when I finish it... Since I'm making some good progress soon and will be making it my main focus when my studies complete in a few weeks time!
-
Thanks Horace,
All your suggestions will be something we will be looking into as I also use it on my iPhone and iPad so really happy I finally managed to get that working last night as before we had no font (seems iOS is very fussy)
As for your 'Book of skulls' we are using most of your exported clean data files (object files,palettes,switches,monsters etc..) so the plan currently is to get Bloodwych working then the Datadisk but once that's done we want to try and open it up as much as possible for editing/mods, most of the stuff from Book of Skulls should plug strait in so I don't see it being an issue to get it working.
Now If we can work out how the walls link to the scrolls I can get that bit working and Wishbone is currently starting to create all the spells (in case you didn't notice, some already work like Summon/formwall)
I found this in your editor code..
WALLSCROLL=(((AA*16)+BB)/4)-4
If DUNGEON=0 and GAME=6 : WALLSCROLL=WALLSCROLL
Else If DUNGEON=1 and GAME=6 : WALLSCROLL=WALLSCROLL+21
Else If DUNGEON=2 and GAME=6 : WALLSCROLL=WALLSCROLL+33
Else If DUNGEON=3 and GAME=6 : WALLSCROLL=WALLSCROLL+41
Else If DUNGEON=4 and GAME=6 : WALLSCROLL=WALLSCROLL+49
Else If DUNGEON=5 and GAME=6 : WALLSCROLL=WALLSCROLL+59
End If
LINE$(13)="SCROLL: "+Lzstr$(WALLSCROLL,2)
LINE$(15)="EDIT TEXT"
OPTION(15)=True
Can you try explain :) I just need to know how to covert the AB into the reference number :)
DOH! and being blind as a bat I now see ... (((AA*16)+BB)/4)-4
I think this works nicely
-
Any calculation you see like that (especially where division is involved) won't use any decimal places... Hopefully that formula works without any modification!!
You can see above the offset values of 0,21,33,41,49,59 for each tower also.
Curiously there is only one or two scrolls in extended levels, so if I ever do a new level set for that, I will probably patch that into a new location to allow for more scrolls
-
looks lke those 'tower offsets' are stored in a nice simple data block:
00152129313B
located at $55CE in the BW439 binary. :)
I will include this as a futher output file from my editor (Scrolls.offsets or something)
-
Woop :) All scrolls now working
(http://s19.postimg.org/tjx005rlv/scrolls.png)
-
Just thought I'd try the latest update and it's very impressive! Even more impressed by the fact it works on my iphone!! (Now if you can get it to lock itself as horizontal, auto fill the screen and hide the browser buttons I'd be even more impressed!!
Horace,
Load up the page on your phone/pad then do 'Add to Home Screen' I've enable it now so it will run in full screen and you get a nice icon. For the orientation unfortunately it looks like you cant lock this on web apps :(
-
Looks cool but got a problem with fitting it on the iphone 5 screen....
(http://img.tapatalk.com/d/14/06/08/evetu4eg.jpg)
Also, Any chance of a 1 player mode?
I have noticed that the characters are raising their arms in battle on the display? And that they only ever lift one arm!
(http://img.tapatalk.com/d/14/06/08/4adetunu.jpg)
-
1 Player mode is done but needs more testing (switching tower) we also need the start screen so that's something I will work on next to give you the option to choose a 1 player or 2 player game.
As for the arms flapping in the UI that was an unexpected side effect to how we draw so that will be remove to make it the same as the orginal
-
sweet. :)
I'm going to get myself a galaxy tablet soon as well, so i will be more than happy to give feedback on how its running on both :)
A question about how you are obtaining object names... are you using your own table, or have you found the list that ties items up to combos of words?
-
A question about how you are obtaining object names... are you using your own table, or have you found the list that ties items up to combos of words?
We use our own table for this
-
Might have to see what I can find for that then :)
-
Slight update, the URL has now changed to try this..
http://bloodwych.co.uk/bwhtml/
Horace, you have your one player mode now, though tower switching still needs to be done.
-
Wow ! That's awesome what you did ! I'm just playing bloodwych on my ipad (with puffin for the flash). I've been walking a bit and (oups !) killed the merchand. But I can't talk. Go on the great work. It's fantastic !
-
hi guys.
just noticed some recolouring problems when testing on my laptop... first i noticed red eyes on the first monster... couldnt remember if this was right so i just carried on... but then when i reachted the first ghosts i saw a lot of red that shouldnt be there... on arms and heads mostly.
pics attached:
-
Thanks Horace,
Any issues you see please try and post a picture so we can fix it, these should all be pretty simple
-
Horace,
What where you using when you took them screenshots, I've just checked it and its fine on my PC using Chrome and on the iPhone...
(http://s19.postimg.org/589v790cj/2014_06_12_11_44_23_Bloodwych_HTML.png)
-
I was using my Macbook (2007?) running Firefox 29.0.1
i did think it odd that i had never seen it like that on the iphone before!
-
Seems good on the galaxy tab3 but I did notice the crab graphics are messed up, in particular whenj the crab faces right and you are a couple of spaces away. I did spot something else with a claw being misaligned too...
-
Hi Horace,
We know about crabs and also floaters are not right yet, they are on the TODO list :)
-
Just a small update on what is done, in progress and to be done:
DONE:
- Dungeon is done. All static objects are visible.
- PLayers can walk around and interact with the dungeon.
- User Interface is working, except communication and system options.
- Items are added to the pockets and dungeon.
- All champions and monsters are in the game.
- Combat system working, although still unknown if accurate.
- Spell system working. Not all spells are working though.
- Projectile spells working (fireballs, missiles).
UNDER CONSTRUCTION:
- More spells
- More projectiles
- Monster drawing (arms etc) needs fine-tuning.
- Communication
TO DO:
- Finalise item functions (gems, crystals)
- Finalise switches
- Game options (Load, Save, Pause)
- Multiplayer option (not only hotseat!)
- Inprove mobile version
- Game editor
- Loads of testing and bugfixing
-
hi guys
can you give me more info on the data for spells etc?
I think there are about 10-16 projectile spells, each of which use the $80-8F reference numbers (as if they were monsters?) can you tell me if this is right, and any other background info extra info on them?
I know the extended levels uses this method to have the "Inferno" spell appear, like a monster, and be released by traps which remove pillars in order to release them.
This will allow me to add them into my editor better! Thanks :)
btw, I would defiantely say the combat system is not accurate as I am able to progress quite easily with one character alone!!
-
btw, I would defiantely say the combat system is not accurate as I am able to progress quite easily with one character alone!!
This is because i think we enabled god mode temporarily, for spell testing purposes. All stats are 99 and 255.
-
can you give me more info on the data for spells etc?
I think there are about 10-16 projectile spells, each of which use the $80-8F reference numbers (as if they were monsters?) can you tell me if this is right, and any other background info extra info on them?
Hi Horace,
Sorry for the slow response i've been focusing on the game and making the most of the nice weather while it lasts... I'll have to work out all of this again and send it over to you but you are right the spells work in a similar way as to monsters. Each use two bytes from what I remember, one is a code and the other is normally a timer.
-
Holy Moly this is looking great!
Got some time to have a bit of a mooch around, I'll have a bit of a test on my laptop and Nexus 7 :)
Good work MM & Wishbone.
-
Holy Moly this is looking great!
Got some time to have a bit of a mooch around, I'll have a bit of a test on my laptop and Nexus 7 :)
Good work MM & Wishbone.
Cheers Osiris :)
I've just uploaded the latest version loads of new bits added I cant currently remember them all but give it a try
Stuff that I can remember
Pause Game
Save/Load Game Desktop Only (Press 5 to save and 6 to Load, I am making a table friendly UI and save slots currently)
More Spells
Arrows Work
Screen Flashes like being hit by a spell or falling down a pit
Updated Combat and Character Leveling
Removed 10FPS limit and set to 60FPS
Switch/Pad Fixes
Gem/Crystals now work
Potions Usable/Working
I'm sure there is more also but give it a try...
-
Another small update:
- All towers are playable now! All switches, triggers, monsters, items, and puzzles work.
- Load/save interface is in. Looks totally different from original, but so much more advanced:
- - Load/save up to 8 slots.
- - Autosave, for when you wish to continue where you left off.
- Pauses game when you are not playing and left the browser screen
- All spells, except for warpower and beguile are in the game!
- In progress: making armor visible on the champions
EDIT: Sound, I forgot sound!
-
Slight update...
Fixes for iOS devices so it should be running again (let me know if not), there is a know sound issue which we are looking into workarounds.
Armour is now shown on players
Other small fixes...
(http://s12.postimg.org/8g27sa0y5/armour.png)
-
Bloodwych is working on my ios device (Ipad air). It's a bit slow to respond but working fine. I was able to recrut my band, and save the game. The only little trouble is that former text stays on the screen while the new is displaying. Same trouble also when you switch from inventory to moving controls. The old picture stays on the screen mixed with the new.
It's good to play this good old game on ipad !
-
Any chance of borrowing the source graphics from this project guys?
:)
-
[originally posted in Book of Skulls thread]
Hi, where are you with this now? I think it is fantastic... still lots of bugs I have come across.
Tested in firefox first and some of the creatures (Crab, Summons etc) are invisible so I started a new game in IE 11, but this doesn't have sound?
Any ideas?
Keep up the good work... ps I know EVERY INCH of this game! :) ;D
-
[originally posted in Book of Skulls thread]
I'm confused... Are you reporting a bug with the online version of Bloodwych, or with my sequel "Book of Skulls"? (BOS)
If the problem is running BOS online, I can't help... As the online version is nothing to do with me! You'd need to speak to Wishbone.
If there are bugs with running BOS via an Amiga emulator , I will look into it, as this is the target platform. (At the moment) .. Although any Version on this site is vastly out of date, as I only have the final tower to finish designing now. Hopefully that will happen in the new Year :)
-
It sounds like he's talking about the HTML version Wishbone and myself made. I've taken a look and found a couple of problems which I've updated.
Horace, can you split this out of your thread?
whittylad8, I've updated the code so please try again and let me know if you still have any issues.
-
I've just made a couple of fixes to the HTML version.
Larger monsters should be visible again (Summons/Crabs etc...)
If I've broken anything else please post here and ill try fix as much as possible.
Also in case anyone is not aware you can make the web version run like a iOS application.
Browse to http://www.bloodwych.co.uk/bwhtml/ in safari
Click the 'Send To' icon
Click 'Add to Home Screen'
Your now have a bloodwych icon and direct link to the html version which will run full screen.
-
Hi Excellent work by the way
I have just completed one half of the Serpent tower and the Monsters aren't visible still. Dragons, Summons, crabs etc even when you create an illusion they don't appear. Also in teh Serpent tower there is a green pad that you stand on and retrieve a Serpent key from the shelf round the corner. Well the green pad doesn't remove the pillar! Can it be looked at?
Andy
-
Hi Andy,
You might need to start a new game im afraid if you want to see the monsters, give it a try as a test you can see the first summon pretty quickly if you just grab the bronze key to test.
-
Noooooooooooo haha
Brilliant, just started a new game and the first Purple Murlocks are showing now... Will update once i reach the first crab.
Also do you have a fix for the Shops? You can't purchase or sell to any... i just get to see
''*** PURCHASE'' then he tells me ''I do not trade in Trinkets''
THis is awesome, (saves me getting the AMiga out of the loft)
Andy
-
Unfortunately both Wishbone and myself who where making this both got too busy to continue it so I can try tweak things we had already finished and should work but I don't believe we ever completed making the system work for trading.
Let me know how you get
-
fabulous.. just can't say how much nostalgia this game brings
-
Hi Again
Not sure if you got chance, put i started new game as you suggested but the green floor pads (which usually remove walls/pillars) still doesn't work. IN the serpent tower as you walk through the door you have a choice of going left (blue gem) or going right (red gem) as you go through the door you step on a green pad which should lock the door behind you and place a pillar between the 2 routes. It doesn't which may indicate that the mechanism for green pads isn't working. And this is proven as you take the left route. YOu kill a couple of creatures then go through a door to which there is 2 green pads. One pad is meant to remove a pillar, but it doesn't and therefore your game comes to an end. Sorry for all the updates.
Andy
-
The green pads work in the game Prior to the Serpent Tower
-
done some further testing... It appears it may be set up for a 2 player game...
So i made 1 character wait on 1 green pad and another on the 2nd green pad... I then 'called out'' and wait near the pillar. It disappeared. Definitely not like that in the single player game in Bloodwych. either way it has worked. For now.
-
Horace, can you split this out of your thread?
Done!
btw , we will have to chat more about Book Of Skulls being available in the online version as it nears completion :)
You will have to be told of all my custom game code to go in!
-
Thanks Horace,
I would like to finish this off at some point its just getting the time :(
Once you have your new version up I'll take a look and see if I can port it to the HTML version hopefully you have not changed too much code that may break it from importing.
-
Most of the code I've added is for communication responses , so that should be easy... And a little bit of monster stuff, but maybe I'll write that in a PM for you!
-
Guys you are nothing short of Legend..
I have played this right up to the Zendick tower and it has ran perfect.. just a few botches where the game freezes and you have to reload (the resume loads but a blank screen)
Anyhow, i killed Zendick, went through to the next room where there are 2 green pads, i transported and the game freezes altogether. No matter what i do differently it freezes at the exact same point. Weirdly it allows me to move around and click things (like the door opening and closing) but the screen image freezes.
Andy
-
whittylad8: Give it a try now, you need to make sure you refresh a couple of times to ensure you dont have anything cached. (Thanks goes to Wishbone for fixing this one)
-
I had a bit of spare time earlier today so I started having a go at some walls, here is a quick peek, these are using an unlimited palette and there are still some of the further back walls to do. What I'd love to do is create some walls using the original 16 col palette for bloodwych and do some hi res versions at a later date so I'll probably put this one on hold for now, was wondering if you or Horace had any ripped .iff artwork from the amiga that I could get the palette from (The initial character choice screen would be good as i know that definitely used all the colours).
looks like i'll need to text Sean (Osiris) about this now.... these would be cool to try out.
-
I've just done a couple of fixes to this so let me know if I broke anything, the screen now only redraws when it needs rather than redrawing constantly (this is still a WIP) I also fixed the screen when you die. I've decided rather than restart this to try work more on it I just have to remember how it works :)
-
This is really good good work, I wonder what you are missing.
You even got sound and the original mouse pointer (which becomes red under a certain y btw - the only thing I could see so far).
Some wall carpets have another color than mine, maybe Amiga palette has one other entry, but all the other things - super.
-
Thanks bit
The only thing with the html version is it doesn't use the orginal code apart from blocks of data we manage to decode like trigger data/map data but there is not any of the logic on how bloodwych manage attack hit points etc we just tried to make it feel like as close as we could.
The other bits which we didn't that we didn't like is placing the characters together like attaching arms we would love to know how it was done
-
We will fill those pieces of code sooner or later.
-
We will fill those pieces of code sooner or later.
I hope so it would be good to match our combat system with the original :)
-
looks like i'll need to text Sean (Osiris) about this now.... these would be cool to try out.
Its much easier to try these things in the HTML version :) as you can see they need a bit of work still..
(http://s18.postimg.org/vxoa57vxl/2016_01_13_09_59_19_Bloodwych_HTML.png)
-
looks like i'll need to text Sean (Osiris) about this now.... these would be cool to try out.
Its much easier to try these things in the HTML version :) as you can see they need a bit of work still..
(http://s18.postimg.org/vxoa57vxl/2016_01_13_09_59_19_Bloodwych_HTML.png)
I love the HTML version, and I will be mightily proud when it supports Book Of Skulls (including game hacks) but there is something amazing about changing the original....
http://www.ultimateamiga.co.uk/index.php/topic,9879.msg47554.html#msg47554
-
Good stuff Horace, its impressive what can be done :)
-
On the original data , the walls look strange because of "alternate step flipping" ... I assume the HTML version does this also?
-
It does so we get the same issue :)
-
So today i started on a map reader, this works in real time to map the level as the player moves the plan is to support monsters/items etc... im not sure if ill ever make it a editor but anyways early days...
(http://s7.postimg.org/ac2o3t18b/Screenshot_2016_01_14_19_01_10.png)
-
Quick video on the WIP
https://www.youtube.com/watch?v=JSQB8FHAEt0&feature=youtu.be
Finished off the day with this...
Logic for the wooden stuff has been started and I now show Champions and Monsters differently.
(http://s27.postimg.org/ngmvvgc77/2016_01_15_17_49_57_Untitled.png)
-
Done a bit more work on the Mapper. I've rewritten it to use a engine to render, this now means the map is interactive so you can select a block and it will return all the data about it.
Still loads to do, ill make it return more information and allow you to see the monsters or items etc...
at the moment basic information is returned and a preview of the block selected
(http://s19.postimg.org/3v5uw1f2b/2016_01_23_15_26_03_Untitled.png)
As the data will be read/written live it will allow live editing later on.
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This is happening to me right now. It freezes the game, any ideas??
Guys you are nothing short of Legend..
I have played this right up to the Zendick tower and it has ran perfect.. just a few botches where the game freezes and you have to reload (the resume loads but a blank screen)
Anyhow, i killed Zendick, went through to the next room where there are 2 green pads, i transported and the game freezes altogether. No matter what i do differently it freezes at the exact same point. Weirdly it allows me to move around and click things (like the door opening and closing) but the screen image freezes.
Andy
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This is happening to me right now. It freezes the game, any ideas??
Happy new year to all Bloodwych fans :)
Unfortunately this was a bug, we fixed it but then started work on some major changes unfortunately this was all awhile back and we have since given up on doing any further work.
I will check with Wishbone if he is happy for my to upload the code to Git hub and then maybe someone else can continue this if there is any interest.
I will try and update the the site to the last version but we have not tested it much so it may be worse than the original version.
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Be good if you can load another version just to see. Frustrating as it seems quite near the end.
Do you know if the extended levels are playable in any way, via emulator on the PC? I played both in the late 80's on my Amiga 500 and while both great, the extended levels were mind-blowing.
This is happening to me right now. It freezes the game, any ideas??
Happy new year to all Bloodwych fans :)
Unfortunately this was a bug, we fixed it but then started work on some major changes unfortunately this was all awhile back and we have since given up on doing any further work.
I will check with Wishbone if he is happy for my to upload the code to Git hub and then maybe someone else can continue this if there is any interest.
I will try and update the the site to the last version but we have not tested it much so it may be worse than the original version.
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Play extended levels on an Amiga emulator :)
Best version there is!
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Are there any saved games loadable to use in the Extended Levels on the Amiga emulator? From memory it required as much in order to play.
When u say Amiga Emulator, is that WinUae? (sorry, I'm not up on the emulator lingo/usage)
Play extended levels on an Amiga emulator :)
Best version there is!
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Are there any saved games loadable to use in the Extended Levels on the Amiga emulator? From memory it required as much in order to play.
When u say Amiga Emulator, is that WinUae? (sorry, I'm not up on the emulator lingo/usage)
Play extended levels on an Amiga emulator :)
Best version there is!
Several Amiga emulators out there these days. Winuae is common but fs-UAE is cross platform and easy to set up.
Uae4all / uae4arm for more bespoke devices.
If you need a bloodwych save that will work on the Amiga HD version let me know and I can find you some. I have lots and lots of saves on my hard drives
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Hi,
and thank you for the Bloodwych HTML version.
I started to play a bit with the code and was wondering if you maybe have newer files than the ones provided in github and bloodwych.co.uk. Damn i missed to hop on board 3 years ago :( but as i can see resourcing the amiga files "just" finished. Also thanks for that huge effort.
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i might still have some files from the html version, and definitely have the data files from the amiga version if you need them?
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i already found the mentioned small difference (check if char exists) but while walking with a single char github version throws error.
I'm still very undecided :) but have some ideas what to try out. I read in another thread that there are problems with loading. I found consuming (food, water) does not work. I also found that MadMunky mentioned general problems with code design. So there is work to do. In !trash i found that there was also the idea to make Bloodwych for networked players.
Actually i haven't looked deeper into Bloodwych data itself and just started to get a bit known to the JS code. Back in the days i was coding/resourcing for amiga too but reading asm today feels hard for me. Again thank you for your effort in resourcing and relabeling. I can read >90%, interpret ~70% and understand why it's done to just <50%. That's to less to make an asm->JS conversion for me. Have to dig out my Amiga Intern :) While looking longer at your resourced code i started to remember.
All hints, files or collab are welcome. I'm trying to be helpful.
Edit: Consumables are consumed now
(https://i.imgur.com/WbZa5JL.png)
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I have the source code uploaded to GitHub
I know the help i was getting here (BruceUncle) suggested keeping everything in ReSource for as long as possible, but frankly this slowed down my progress. I had a few VBA macros i created for sorting through labels, and one of my plans was for it to swap out 'data'/gfx/files etc for "INC data" code, which would hopefully mean getting left with just a lot of ASM to label up.
this left me with the BW_007_relabelled_data.asm file here:
https://github.com/HoraceAndTheSpider/Bloodwych-68k
I would like to pick it up again some time, because i'd still really like to do a few fun things with the original code on the amiga.
If you find a good name for even 1 label, or any data point, please let me know and i will add them in to the GitHub version.
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I think the GitHub has the last code we did looking at what I still have locally
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Thanks for looking and good to see you are still here.
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Added features to: https://DrSnuggles.github.io/Bloodwych
- QuickSave F4
- QuickLoad F9
- Save to file
- Load via drag'n'drop
- use UZIP to store >4 saves in localStorage
- RMB closes opened menus
- consume water/food
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Happy Easter !!
I reworked loading.
Since i added ZIP support to make the eight saveslots useable i was sure to pack the whole data dirs into ZIPs.
I also added preloading of BW.zip and fade out loading screen like amiga did.
The key inputs on PreStart screen are now working.
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Hello there.
I've just stumbled across this project. I've glanced at the working copy at http://www.bloodwych.co.uk and it looks great. :) (Although, the menus on that site don't seem to work. Eg. character info, faqs, etc, don't seem do anything. Only game works.)
And seeing that there is source code available on github (https://github.com/madmunky/Bloodwych/), I thought I might be able to satisfy some of my ancient curiosities some of the game mechanics. -- However, I by the looks of it, its a full recreation, and so not necessarily 100% faithful to the original.
I'm just wondering, how close to are the mechanics compared to the Atari ST version of Bloodwych? For example, does disrupt really only deal 1 damage when it doesn't completely kill an enemy? (Were all those times spamming disrupt at enemies a waste?! I thought it just had highly random damage to be 'chaotic'.) Do the special weapons, fleshbane, brainbiter, etc, really have no special effects based on character colour? I was never sure about this.
I've only browsed through the code a little bit, but there does seem to be some effects that I know of that are missing. For example, I couldn't see anything in the code about what the 'staff of power' does; from what I saw in the code, it seems to do nothing special at all. But I know in the Atari ST version it does reduce spell costs and slightly increases spell power. I've never been sure if the other staffs do anything; but the staff of power has a clear effect that is easy to test. Also, I see that the wands, eg. chaos wand, do boost spell power for their colour; but I can't see how it effects spell cost / success chance. I know from my own testing that the chaos wand increase the effectiveness of chaos spells for whoever holds it, but for non-chaos spell-casters it also improves their success chance. So, for example, for Murlock the wand will not change how easy it is to cast vivify; but for Zothen it will help a lot. Maybe I just want' reading carefully enough; but I didn't see that distinction in the code.
So anyway, I'm curious as to how closely the remake rules match the Atari ST rules.
Other things I've been curious about include:
* How much damage do arrows do? What does it depend on?
* How are experience points distributed - in particular, is it possible to 'waste' experience by letting a summon get the killing blow?
* Does spell-tap do anything to NPCs?
* Does casting spells over and over continue to make them more powerful indefinitely, or is there a cap or something?
* Do different enemies have different spell resistance?
...
I'd code-dive to find the answers to my questions, but I my questions are mainly about the game that I remember from years ago! If the remake has totally different internal rules, it would still be of interest to me, but I guess it wouldn't really answer my long-held questions about the game that I've had years of experience with.
In any case, I'm glad to see that the project exists! It is looking very good. Maybe I'll try a full play-through some time.
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Hi karadoc,
i also stumbled over this project and digged into the code.
Play: https://drsnuggles.github.io/Bloodwych
Source: https://github.com/drsnuggles/Bloodwych
I tried to compare with amiga version playing side by side in emulator. Feels and plays different, but i don't care too much.
I added some features to help me having more fun playing it, like RMB closes menus.
There is also F4 = Quicksave, don't know if i like the key position that close to F5 (browser refresh)
This saves a JSON file, which you can edit and load again by drag'n' drop, maybe that helps you to explore this version more quickly.
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So you're continuing this noble work! Awesome. I'm pleased to see it.
I guess I don't get the answers to my questions though. There was nothing particularly special about the original game mechanics. I certainly don't think they were carefully balanced or anything - so changing them freely could be an opportunity to improve them game... but I do remember spending hours of experimentation in my younger years, and it would be good to have some answers. The things I was asking about aren't really the things I was experimenting on though - because the experimentation answered my questions... stuff like which colour trolls are the most powerful, and is the colour the other thing that matters; what affects the cost / sell price of items -- superseded by the discovery that you can cheat / cheese the game by buying anything for 1 common key; also if you buy food from an NPC, your character level will be set equal to your strength... ... etc. I assume most of this stuff is 'common knowledge'; although I have seen on a Bloodwych website somewhere that the chaos gem 'seems to have no effect' when put in the socket - whereas I know it casts vivify! So maybe some stuff is less well known than I thought!
In any case, I'm just rambling. It's good to see that the game lives on. And it's cool that two-player mode is set up nicely enough that it would be viable to play as both players simultaneously! That could be interesting enough to warrant a play-through of its own. I wonder if it would possible to have two mouse cursors on the screen simultaneously for actual two-player mode though. Back in the days of the Atari ST, I'd play two-player Bloodwych with my brother. I doubt he'd want to play it with me again now, because he knows that I've basically got the game memorised, whereas he'd get lost a lot... but I reckon he'd be interested in playing it with his son. I'll suggest it to him; but at a glance it looks like two-player mode might not actually be good for two people at this stage.
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At least i try ;)
Sorry for not answering your questions. The reason is simple. It looks like you know the game much better then i do. I remember playing it with my school friend back in the days and two player mode definitely cought us.
Most of your questions about this HTML remake are found inside the code.
For example arrow damage is calced based on values found in data\BW\json\items.json:
Munition
Arrows: = powerFactor: 1.0
Elf Arrows:= powerFactor: 1.2
Weapons
Long Bow:= damage: 4
Frost Bow:= damage: 7
Cross Bow:= damage: 10
How it's calced is in js\champions.js Champion.prototype.useItem
which creates a projectile js\projectiles.js.
The final doDamageTo function is also found in js\champions.js
Btw. looks like you get kill XP from summon spell.
So i can help in finding the answers for HTML version but I'm doing hard reading asm ressource to know how it should be :(
Two mouse cursors: I was thinking of changing from std. cursor to more independent canvas drawing cursor, mostly to get rid of css cursor size deprecation warning. But canvas drawing is different here, not all areas are updated all the time. Also would need a lot of click event rewrite.
If you connect multiple mouses to one computer they all share same cursor. Don't think browsers transparently give me information about each device. So don't expect that soon. There are still other problems i'm hunting. Right now i found out when last two party members get killed simultanoues there is an error in finding active champion name. Things like that.
I'm happy you are here. MadMunky also had help from Wishbone, as far as i read. Bloodwych should be a team effort. Simply makes more fun to have company. Maybe i should invest time into networked two player mode. Hope to find time for some ideas.
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How it *should* be is an interesting question. I suppose one has to make a choice between faithful emulation vs what's 'good'.
You've already put in a some UI features that are good, but new. And although I'd be interested in having a version that has identical game-mechanics to the original; there are a few issues, the main issue being that we don't know exactly what the game mechanics were in the first place, and a secondary issue being that perhaps there are some improvements to be made. There could be minor things, such as adjusting stats of ♥ and ♦ characters to make them a bit more viable; but there also could be major things such as adjusting which spells are in which colour etc. (It's commonly acknowledged that most of the spells in blue are junk; but most of the spells in yellow are great. That could be tweaked...) One change I think would be interesting is to flag certain items on the main map as being '2-player' items, so that they don't appear in single-player games. (The amount of loot in the game is obviously balanced around two-players. So when player solo, everyone is over-equipped. I reckon it would be good to reduce the amount of loot on shelves etc so that solo players don't have so much gear so quickly.)
I guess ultimately it would be good to have a 'standard' version; and an 'rebalanced' version. But all that is long-term thinking. In the short term I think it would be more important to fix / polish some existing stuff. The main thing that comes to mine is that communication is not finished; in particular, shops are unusable. Shops aren't important to the game, but I think games always feel better when they are 'complete'. Another little thing is that spells auto-cast even with the spell-book is open. (This means that you can't control the spell power and timing during combat, because it just casts immediately when you click the spell.) In the Atari / Amiga versions, the primary character wouldn't participate in combat if the spell book or the inventory screen was open - so they wouldn't auto-cast spells like that.
Regarding multi-player, I think network two-player mode would be excellent; but I'd expect that to be a very difficult thing to implement (I'm imagining syncing problem and stuff like that). For local multiplayer, we'd just need some way for player-2 to control their own cursor and that's about all; but for remote multiplayer it would need that and a lot more. You're right that the OS generally does not make it easy to use a second mouse for what we'd want here; but I suppose we could try to do it the Atari ST way: ie. player-2 controls their cursor using a game-pad rather than a mouse.
Unfortunately I can't really offer much practical help with any of this stuff; so although I'm saying "the game could do this, or this, or this, and this would be good too", I'm unlikely to actually help implement any of it. So ultimately it's up to you what, if anything, is worth your time and skills to work on!
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Comm/Trade: I don't know how the logic worked. Do prices vary for different shops? Do I need a list of item prices or is it calced?
Rebalance: Champion stats and spells can be changed in JSON save file. Maybe easiest to find nice balanced stats.
2nd mouse: Possible with analog gamepad as input for player2.
You see for the first 2 points i need your help.
Meanwhile i fixed autocast "feature"
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The HTML version wasnt developed to cover everything in the original, so Karadoc, you are right it is very likely missing things like the quirky features you mention.
There was a 'live emulation' of the 68000 being worked on by 'bit' at one point, that would have played 100% accuratly - it was effectively a wrapper which would translate the 68000 for modern machines.
does disrupt really only deal 1 damage when it doesn't completely kill an enemy? (Were all those times spamming disrupt at enemies a waste?! I thought it just had highly random damage to be 'chaotic'.)
Where did you get this idea? It is an interesting one, and I'd love to know if true! Maybe when/if the 68000 asm source can be worked through we could find the answer :)
Do the special weapons, fleshbane, brainbiter, etc, really have no special effects based on character colour? I was never sure about this.
Anthony 'Tag' confirmed in an email once that this was the case.
I couldn't see anything in the code about what the 'staff of power'
items like these I believe are +1/+2/+3 etc enhancements for spell casting or similar. Same with Swords/Axes etc for strength or damage.
I certainly don't think they were carefully balanced or anything - so changing them freely could be an opportunity to improve them game...
I actually disagree here, i think Bloodwych had one of the best mechanics of any dungeon-crawler i ever played :)
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Added 2nd mouse cursor.
You need an analog gamepad for two cursor mode which only works in 2 player mode ;)
The first found analog stick is used for cursor control.
Just had x360 by hand and defined following keys:
Analog stick click = Cursor click
LB = strafe left RB = strafe right
Y = walk
X = turn left B = turn right
A = walk back
DigitalPadUp = action
DigitalPadDown = closeMenus
Maybe an option setting dialog would be nice.. Future.
Personally i start to dislike the click on stick, but start to like the more relaxed gamepad play style.
[Edit]: Switched to more classic CD32 controller style.
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DrSnuggles - have you tried the amiga version with controller support?
This is a really fluid way to play the game :) There is a seperate button for attack and another for opening doors.
Pressing one specific key toggles the cursor on/off... when it's off you can use Directions and SHoulder buttons to walk around, when its on, the buttons control the cursor
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Didn't know that such a version exists.
I had Cruiser and Competition Pro joystick with two buttons but both used same signal wire. So electrically just one button.
Can you link to this special controller version?
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Sure. It's the WHDLoad installed version here:
http://whdownload.com/games/B/Bloodwych&ExtendedLevels_v2.51_0439&0043.lha
You'll need to load it in an emualtor like FS-UAE which has WHDLoad booting support, or unpack it in a Workbench environment.
You then need to set CUSTOM3=1 and set your joystick to being a CD32 controller layout.
The details /Readme are here:
http://whdload.de/games/Bloodwych.html
I based the idea off of how the game used to play on PSPUAE, but wanted to adapt it to work with real Amigas :)
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Mea culpa.
i used my ancient WinUAE hd file for too long without an update :(
Started playing a bit with CD32 controller gamepad layout which is a nice experience.
Thanks for this adaption. Sure i will port that layout and maybe the menu *
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Thanks! That was a particular labour-of-love coding that!
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- Added CD32 controller incl. holdToWalk
- Added screen scaling
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Comm/Trade: I don't know how the logic worked. Do prices vary for different shops? Do I need a list of item prices or is it calced?
Ok... Comms and trade are quite complex. I know a fair bit about how to use it, I don't know most of the inner workings. I'll tell you a bit of what I know about trade:
There are 'standard' prices for all items. Most of these prices can be read from the posters outside shops. Here are the prices:
Basic items (the shop at the start of the game):
- Dagger - 5
- Leather shield - 6
- Long sword - 10
- Short sword - 10
- Staff - 8
- Leather armour - 7
- Chainmail - 12
- Buckler - 10
--
Advanced items (the shop near the entrance to the serpent tower):
- Battle gloves - 10
- Battle axe - 12
- Large shield - 15
- Plate mail - 16
(+ all basic items)
--
Elite (the shops inside the moon tower):
- n'egg (red or blue) - 4
- Battle staff - 15
- Mithril sword - 15
- Mithril axe - 20
- Mithril gloves - 18
- Mithril chain - 20
- Mithril plate - 25
(+ all advanced & basic items; basic items only offered rarely)
---
Potion shops:
- Dragon ale - 8
- Serpent slime - 10
- Moon elixir - 12
- Brimstone broth - 15
(these are only sold at the potion shops; and no other items are offered at potion shops.)
--
Other (items that are not for sale unless they've come from a player - I haven't got a complete list)
- troll's axe - 25
- adamant chain - 32
- adamant plate -
- adamant gloves - 27
- crystal chain - 43
- crystal plate -
- crystal gloves -
- moon shield - 20
- dragon scale shield - 30
- war shield -
When speaking to a shop keeper, they will offer a new (random) item every time you ask them what they have to sell. (using the 'purchase' button) Whereas if you speak to any non shopkeeper NPC, they'll offer the same item each time. If you end the conversation and speak to them again, they offer a different item (except in the extended levels, where it works a bit differently.)
If the player 'offers' an amount of gold less than the acceptable price, the NPC will simply say no. Normally, only the standard price is acceptable when purchasing items; *but* if the player character is sufficiently high level / charisma, then the player can buy the item at a 20% discount. (I have no idea what the cutoff is. All I know is that normally when you buy things there is no chance of a discount; but if you come back to a shop later in the game, you can often get a discount.)
When selling, the NPC will start by offering 50% of the standard price; but if you continue the conversation (particularly with praise) then they will later offer higher prices. The selling value can go from 50% all the way up to 100% of the standard price; and you can get that just by pressing 'praise' over and over. However - this friendliness is cyclic, ie. after 100% it will jump back down to 50%. (Note: if the player purchases an item and gets the 20% discount, the cyclic 'friendliness' will be set to 100%; and so the player can then immediately sell the item for a profit.)
Non shop-keeper NPCs will offer items like a basic shop, or and advanced shop, or an elite shop - depending on the NPC's level. (Roughly speaking, anything before the serpent tower will be basic; anything from from serpent before dragon will be advanced, and dragon onwards will be elite - but I haven't done much testing on this.) Interestingly, the summoned blue monster from the illusion spell offers elite level items (ie. mithril plate etc.)
No NPC will sell you adamant or crystal items; but those items do still follow the same rules. On the other hand, unique items such as wands, rings, gems, and unique weapons cannot be sold. The NPC says something like "I never trust the super-natural".
The general conversation goes like this:
Player - purchase: "Hast thou aught to sell?"
NPC - "What dost offer for my leather armour?"
Player - offer: "Wilt thou accept 11 gold?" (player offers whatever is in the cursor item slot)
NPC - "Yes" (and the gold is immediately swapped for the gold - unless the player has changed what is in the item slot.)
--
As you can see there is a lot of detail. It's a relatively complex system. I don't know what exactly causes the prices to go up, or the discount to be given. I also don't know exactly what the conditions are for the NPC cutting off the conversation. (I have some general patterns; but not much info. It is far more likely at the bottom on the 'friendliness cycle'; and it is far more likely for enemies rather than shop keepers! I have a little bit more to say about the 'exchange' feature; but that can wait for another day.
One last thing, the communication options should highlight when you mouse over them. Currently the browser version doesn't do that.
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does disrupt really only deal 1 damage when it doesn't completely kill an enemy? (Were all those times spamming disrupt at enemies a waste?! I thought it just had highly random damage to be 'chaotic'.)
Where did you get this idea? It is an interesting one, and I'd love to know if true! Maybe when/if the 68000 asm source can be worked through we could find the answer :)
I noticed in the code of the browser version. Here (https://github.com/DrSnuggles/Bloodwych/blob/master/js/spell.js#L481). (Disrupt is the only spell flagged as having 'fatal' type damage.)
After seeing that, I did a small amount of testing - and I think it might be true. I used the summon spell to create a high-level summon; and then cast disrupt with barely under the require power to kill it (reloading the save each time to get the power level right). After the initial disrupt, I cast disrupt over and over with low power. The summon doesn't die. So, with just one more point of power in the initial disrupt, the summon dies; but all the subsequent disrupts are not enough to kill it if the initial one doesn't kill it.
On the other hand, fireball kills the summon on the second shot.
So yeah, it seems that maybe the low damage thing is correct. It is also consistent with what I remember from many years ago. I never played hostile two-player mode... but in the few times when someone does get hit by a disrupt, sometimes it seems to do almost nothing; and sometimes it kills the entire party. So that makes some sense in this context.
[edit]
Just to clarify. My testing with summon & disrupt was done on the Atari ST version.
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Knowing how the spell learning system works however, even a 'no damage' distrupt will be of benefit to the party's spell experience.