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Author Topic: Hacking: Open Contribution Thread  (Read 76487 times)

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Hungry Horace

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Re: Hacking: Open Contribution Thread
« Reply #90 on: September 23, 2012, 04:58:17 PM »

10 grand and I'll disassemble it and provide you with portable C source code.  Maybe even an Android port.  Too many other things to do, otherwise.

if i had that kind of money lying around, i'd take the time off work and do it myself ;)

And FYI, C version, or android ports arent really what interest me.... i'd still be after creating an enhanced amiga version!
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murlock

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Re: Hacking: Open Contribution Thread
« Reply #91 on: September 24, 2012, 03:59:27 AM »

Hey there,

It's been a long time since I logged in, but I'm back! :)

Unfortunately I haven't updated my source code, real life smashed this project onto the backburner... :(

If it's of any use, I'll try and dig out the source files in case the logic helps, although most of my stuff came from Horace originally anyway! I may have some extra cases for the ST Data Disk though.

MadMunky - all the real time tracking stuff looks great, I never ever got that far.

My goal was originally a rewrite for windows using .NET, but my grand plans were heavily cut back to a map-viewer that I could use as a guide when playing. Once I completed Bloodwych and Data Disk I pretty much ceased development.
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MadMunky

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Re: Hacking: Open Contribution Thread
« Reply #92 on: September 24, 2012, 12:28:36 PM »

Hi Murlock,

The source code would be grate so I could try see how to clean up my code and just see how we both did bits.

Is there any chance in you still doing a .NET version I would love to see the game remade in .NET if its something I could help you with Id be more than happy to try help.
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Hungry Horace

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Re: Hacking: Open Contribution Thread
« Reply #93 on: September 24, 2012, 08:56:33 PM »

I cant wait to have my house decorated so i can settle-down into working on some Bloodwych maps again!
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murlock

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Re: Hacking: Open Contribution Thread
« Reply #94 on: September 25, 2012, 11:06:36 AM »

Yep I'll try and dig out the code soon, hopefully by this weekend.

If I recall correctly I hadn't refactored or optimised it so it was pretty rough at times.

My dream is still to port/remake the game using .NET, but I just don't have the time to devote at the moment :(
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murlock

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Re: Hacking: Open Contribution Thread
« Reply #95 on: October 01, 2012, 05:01:04 AM »

Here is my attached code. Also contains the Atari ST source files that the code will parse.

Not cleaned up or anything, but enough to show you how I did it.

You'll need Visual Studio .NET 2010 to be able to open/run it.

Although with any text editor you can go digging through source.
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murlock

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Re: Hacking: Open Contribution Thread
« Reply #96 on: October 01, 2012, 05:12:01 AM »

I suppose I should give you some instruction, given the UI is not logical... ;)

Important files of note are configs B1.json and B2.json, which contain all configurable file offsets and path settings to ingest the data from the binaries.

(where B2 is the data disk)

Currently looks for:
C:\SourceControl\Experiments\BloodwychDataTool\BloodwychDataTool\Data\B1\AtariST\
C:\SourceControl\Experiments\BloodwychDataTool\BloodwychDataTool\Data\B2\AtariST\

So you'll have to modify these JSONs if you extract elsewhere.

When you run the program, you'll see a screen like this. (1.png)

For test purposes, all you need to care about are the buttons:
Ingest from B1.config
Ingest from B2.config

These buttons will attempt to:
- load the B1/B2 assembly
- lookup byte offsets from the config
- parse the file appropriately

They work pretty much in the same way, except B2 has more cases for the extra functionality added.

Whether you chose B1 or B2, if successful you'll see a message like: InitFromConfig completed at 1/10/2012 3:08:18 PM

Then you should go to the Map tab and click "Process Map".

If this suceeds, you should see something like:

Processing World Data...
Processing Tower Data...
Processing Tower: The Keep
Processing Tower: Serpent Tower
Processing Tower: Moon Tower
Processing Tower: Dragon Tower
Processing Tower: Chaos Tower
Processing Tower: Zendick's Tower
Refreshing Dropdowns
Done

And a screenshot like 2.png

Now you can pick your floor from the dropdown and select GO. The up and down arrow buttons allow for quick floor switching.

You can click any map cell for extra status information.

Final screenshot = 3.png

If you have any questions/problems feel free to ask :)



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MadMunky

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Re: Hacking: Open Contribution Thread
« Reply #97 on: October 01, 2012, 08:04:48 PM »

Real Time Player tracking is now working for Steem, I need to clean up the code and decide if I want to read all of the ST Memory so I can update the whole map (open/closed doors etc) then once this is all working nicely I'll add in a WinUAE option
Any chance you can open source your map viewer code?  Don't worry about clean up, everyone's code is a mess ;)  It'd be another resource for the rest of us that might want to spend time bringing Bloodwyche out of the darkness.  I know I've tried disassembling it several times, but unfortunately given up.

I'll continue work on this hopefully soon and try clean some stuff up and soon as its a little nicer and cleaner i'll be happy to release the code.
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MadMunky

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Re: Hacking: Open Contribution Thread
« Reply #98 on: January 11, 2013, 07:30:30 PM »

Hi All,

Though id pop by and say happy new year and let everyone know im still working on bits for Bloodwych.

Currently (Yesterday) I started working on making my map editor/viewer again this time in Java, as I've got to learn Java at the same time its slow progress as I'm still a newbie programming with but its starting to take shape.

I'm hoping to add in the Real Time emulator tracking and also full editing but one step at a time least now its multi-platform friendly thanks to Java..

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MadMunky

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Re: Hacking: Open Contribution Thread
« Reply #99 on: January 14, 2013, 07:48:24 PM »

Horrace: You still around?

1. I just wanted to say thanks all the hacking information on this site makes it so much easier to remember how things are structured in Bloodwych

2. You still run a Mac? If so do you ever run any ST emulators (can you let me know the name of them) also whats the Amiga emulator you run?

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Hungry Horace

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Re: Hacking: Open Contribution Thread
« Reply #100 on: January 14, 2013, 08:48:52 PM »

Horrace: You still around?

i am!! still reading, just not always got time to post!

Quote
1. I just wanted to say thanks all the hacking information on this site makes it so much easier to remember how things are structured in Bloodwych

no problems - i like being asked about stuff i havent yet typed up, or added to the site, because it encourages me to finally update the "missing" info on here!

Quote
2. You still run a Mac? If so do you ever run any ST emulators (can you let me know the name of them) also whats the Amiga emulator you run?

I do still run a couple of macs!

For Amiga, I am msotly using FS-UAE these days on both Mac and PC (i.e. when at work) because of the cross-over. Very occassionly i revert back to e-uae, but as fs-uae improves, that happens less and less. ....  plus you can play fs-uae online against a friend which is perfect for Bloodwych.


For the ST emulator, i have run NoSTalgia and Hitari i think... but neither for very long, so i cant really recommend one!!


Do ful edits work on the ST version of Bloodwych?  I tried importing my map data into the ST version once (i think i patched a disk image?) but it didnt work...   I was wondering if the ST had a WHDload style HD installer, that would negate any copy-protection and therefore make edits easier?


« Last Edit: January 14, 2013, 09:29:33 PM by Hungry Horace »
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MadMunky

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Re: Hacking: Open Contribution Thread
« Reply #101 on: January 14, 2013, 09:01:00 PM »

I'll take a look see if I can add some Mac Real-Time support.

As for the ST I've only currently read the data in real time which is via Steem's memory and that was backwards so I wrote a function to convert it then back again.

Not really got as far as any editing but once I have things a little further with my app i'll look into editing the actual files, im sure I've look with a file editor at the ST Files and there where pretty similar to the Amiga/ST but never looked into the copy protection side of things, I know when I'm reading the data from memory its all the same :)
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MadMunky

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Re: Hacking: Open Contribution Thread
« Reply #102 on: January 15, 2013, 10:01:41 PM »

Horrace:

I've had a quick play and it seems for the ST the best way of doing it is to modify the save files as these contain all the data, I can send you one if you dont have one, I've tried it out and it lets you make changes to the map and then they are there when loaded.

If you have the map you where trying to apply send me a copy and ill try put it in the ST save file.

On the PC I use the following tools

Steem - Atari ST emulator
Medway Boys 38 Disk - This is hacked and the save function works where as it does not in the automation disk
MSA Converter 2.1 - This lets you load up disk images and change files etc...

Also before you have said you have to modify some of the 68000 code to get the maps to work, what parts are you changing and why?
« Last Edit: January 16, 2013, 09:02:31 AM by MadMunky »
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MadMunky

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Re: Hacking: Open Contribution Thread
« Reply #103 on: January 16, 2013, 09:29:49 AM »

Horrace:

Bit of a Request please...

Can you post up a line of HEX (say 8 bytes) of the following info so I can use it to find the locations..

Bloodwych Characters
DataDisk Characters
DataDisk Level Start Data (I guess the tower sizes etc...)

If you have any more details on the DataDisk like the towers ripped that would be handy :)
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Hungry Horace

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Re: Hacking: Open Contribution Thread
« Reply #104 on: January 16, 2013, 01:52:39 PM »

I have attached all my unmodified datafiles (attached in ZIP)  - you will want the champions.stats and champions.pockets files.... these are files exported from my editor


The ones that include some asm code is the wood-trap ...  these are the two wooden doors that close behind you where the gems-holes are in The Keep... designed to limit the area to one player only i guess, but the locations where they close another door is hard-coded into the asm. (they refer to specific x/y coords on the map) ... sometimes i think it would be easier to simply not use this function!

As for the datadisk... eek! now you're asking!   I will have to dig through some old code, but it's stuff that is easiest to find using a live editor (i.e. Action Replay III) and the trainer functions!

i have definitely extracted data disk info before in order to create my maps....

http://www.ultimateamiga.co.uk/index.php/topic,8815.0.html
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