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Author Topic: Hacking: What next??!  (Read 25121 times)

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Hungry Horace

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Hacking: What next??!
« on: April 05, 2014, 12:20:54 PM »

Here's a challenge foor anyne playing around in the Bloodwych code.


Its easy to derive a table of all the Monsters, $00-$6D or whatever it is...  but how about changing those monsters?

we know that the sprites are broken up into a number of body parts (arms, legs, heads torsos) most of whcih can be 're-coloured' ... so in theory there must be a tble that defines each monster (and character) .... use X arms, colour 4, Y legs Colour 5 etc.

I challenge anyone to find this table and open it up for editing!  it would be wonderful to create a few new exclusive monsters (i would like to make a white witch who uses Eleanors head for example).
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because winuae is made of code and your amiga is made of stuff

MadMunky

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Re: Hacking: What next??!
« Reply #1 on: April 07, 2014, 08:19:41 AM »

I've been trying to crack this but no luck yet :(

I did find the table of how monsters are pieced together with there Sprite x,y,Height,Width but I don't think that helps anyone :)
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Hungry Horace

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Re: Hacking: What next??!
« Reply #2 on: April 07, 2014, 05:01:47 PM »

I've been trying to crack this but no luck yet :(

I did find the table of how monsters are pieced together with there Sprite x,y,Height,Width but I don't think that helps anyone :)

it might be very near that.... can you tell me where it is, how it works, and the example data so that i can find it on different versions?



edit: (again)  ... plus i would like to ensure we document everything possible! (this will help disassemble the entire code)

is there anything else like this you have found which is not documented?
« Last Edit: April 07, 2014, 05:31:28 PM by Hungry Horace »
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Hungry Horace

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Re: Hacking: What next??!
« Reply #3 on: April 07, 2014, 08:40:46 PM »

i think i have foudn the bit you are talking about.... right after the spellbook text?  ("maryhadalittlelamb ... etc")
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MadMunky

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Re: Hacking: What next??!
« Reply #4 on: April 07, 2014, 09:47:16 PM »

Yeah that's it, you can actually change the graphics in front of the player also ie I was messing with the first shop keeper and replaced the open wooden door with a wooden wall, not the map data but what graphic in memory is used, also not sure if you know but in the monster type ie 15 = first shop keeper you can actually replace the type to say a fireball  I'll find the exact values you can use tomorrow.


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MadMunky

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Re: Hacking: What next??!
« Reply #5 on: April 07, 2014, 09:51:13 PM »

Oh also like you I want to try map out what we know and what we don't, problem I have is I do most mine using steem the ST emulator with Cheat Engine and all the data is backwards :s would be good though to have the complete disk image as a reference and say from x to y is switch data, then unknown, then x to y is map info. I can start look at the bits we don't know yet


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Hungry Horace

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Re: Hacking: What next??!
« Reply #6 on: April 08, 2014, 06:33:13 AM »

Why is the data backwards??

I like using the amiga binary myself, as this is the most "compact" set of day for the game... A disk image or memory dump will have unneeded odd sections or even just empty data.

If there isn't a free hex editor I can find which allows marking up / highlights, then I can always write a VBA spreadsheet again that will do it for us.
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MadMunky

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Re: Hacking: What next??!
« Reply #7 on: April 08, 2014, 09:34:15 AM »

Hi Horace,

Sorry I didnt mean work off a memory dump :) I just mean work from a clean file and so I can search for the values in memory and try and work out what they are doing.

Im not sure on the reason STEEM reads the data backwards it seems to be a unique thing to that emulator it just happens to be the nicest emulator i find to use.

I know you work off an Amiga Image so do you have one we can work on together and mark out what we know and dont know.
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Hungry Horace

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Re: Hacking: What next??!
« Reply #8 on: April 08, 2014, 08:35:48 PM »

I have attached the 'last' version of amiga BW, which i will now adapt my editor to use instead of the older version i had before (i suspect there may be bug fixes in this one)

I would love to verify if the data extracted from the files i sent you patches directly back into the ST version without problem and/or compare for any differences!


Also added the BEXT file from the amiga too :)

Do you use OSX or Windows or Linux? I am trying to find a good hex editor we can share a highlighting mark-up system on....
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MadMunky

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Re: Hacking: What next??!
« Reply #9 on: April 08, 2014, 09:57:07 PM »

I use Windows :)


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MadMunky

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Re: Hacking: What next??!
« Reply #10 on: April 09, 2014, 08:19:12 AM »

Horace: I've found this http://www.wxhexeditor.org/home.php

It allows tagging (Import and Export) so hopefully it does what we need. There also seems to be a Windows/OSX and Linux Version

Sorry that apps pretty crappy, Im using Hex Editor Neo which is a 14 day trial but has nice bookmarking. I'll see what I can find in 14 days :)
« Last Edit: April 09, 2014, 09:48:17 AM by MadMunky »
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Hungry Horace

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Re: Hacking: What next??!
« Reply #11 on: April 09, 2014, 07:17:06 PM »

i tried that one you linked to... it has some ok functions but it really needs tidying up, and it sometimes slows-up really bad on OSX.

I have Parallels on my machine, so i can run windows applications, it is just not ideal!
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because winuae is made of code and your amiga is made of stuff

MadMunky

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Re: Hacking: What next??!
« Reply #12 on: April 09, 2014, 09:44:27 PM »

Attached is my Hex Editor Neo Bookmarks

I've found a few extra bits so I now know where the Graphics data is stored (but not the end yet) and some other bits. I want to try roughly map out the areas then we can document them in more detail.
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Hungry Horace

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Re: Hacking: What next??!
« Reply #13 on: May 05, 2014, 09:30:42 PM »

hi guys,

I have been adapting my editor a bit further as a result of the recent findings for the above (i.e. finding monster colours etc) - obviously, my concentration has been on advanced monster editing.

Firstly, I have noticed that the X coordinate value for the Lord Of Entropy in the Zendick Tower has 'bit 7' set. It appears that using the chaos crystal in any chaos crystal socket clears this bit, and therefore causes the creature to be "summoned" into being (usually about 10-20 seconds later)

As far as i can tell, this is limited to Monster Number 0 in Zendicks tower only.


Another thing i noticed is that on the Extended levels a lot of the monsters have Bit 8 set in their "type field"...
from what i can tell the bits for MOnster type are  as follows;
Bit 0 = denotes if spell-caster or not.
Bit 1 = denotes if "drone" or not (i.e.. does not hunt down players)
Bit 2 = "arc bolt shooter" (all other bits ignored i think, if used)
Bit 3 =. ....  ???  Mystery setting on extended levels!!

Any thoughts on what this is used for? It appears a *lot* - i was wondering if it was connected to special items to be dropped by the monsters?

Any thoughts / research welcomed!
« Last Edit: May 05, 2014, 09:33:00 PM by Hungry Horace »
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Hungry Horace

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Re: Hacking: What next??!
« Reply #14 on: May 05, 2014, 09:46:24 PM »

i have also just discovered that on Extended levels the colour data for each character is extended by an extra 4 bytes.

This probably determines the colours used on the characters Avatar when recruited into your team, but I am only guessing at this.
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because winuae is made of code and your amiga is made of stuff

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