Recent Changes

Sunday, October 29

  1. page eob.sav edited ... short int pi_sublevel; short int pi_position; ... pi_dir; // (N,O,S,W) (0 => N, 1=>…
    ...
    short int pi_sublevel;
    short int pi_position;
    ...
    pi_dir; // (N,O,S,W)(0 => N, 1=> E, 2 => S, 3 => W)
    short int (+6); pi_subpos; Allways middle of square
    short int (+8); pi_hand; item in Hand (Mouse pointer).
    (view changes)
    10:46 am

Saturday, August 12

  1. msg Stream end message posted Stream end Eye of the Beholder 1.0 DEMO (my old links are dead): https://drive.google.com/drive/folders/0B6…
    Stream end
    Eye of the Beholder 1.0 DEMO (my old links are dead):
    https://drive.google.com/drive/folders/0B6hruOs-WLFUT0tBMVp1eE1oS2s
    11:45 pm

Thursday, August 10

  1. msg Format is LZW12 message posted Format is LZW12 This format is LZW12 with Format2 being LZW14. Westwood probably moved away from these compression …
    Format is LZW12
    This format is LZW12 with Format2 being LZW14. Westwood probably moved away from these compression formats to their own LCW(Format80) because of patents being asserted against LZW containing programs at the time (mainly against programs handling GIFS).
    3:17 am

Tuesday, June 27

  1. msg MonsterType refinements message posted MonsterType refinements I'm guessing the second byte called "unk0" in MonsterType is the AC of the monster. I onl…
    MonsterType refinements
    I'm guessing the second byte called "unk0" in MonsterType is the AC of the monster. I only checked level 7 (mantis:5 and wasp:4) and they match the monstrous manual.
    Also, I'm interested in specialAttacksFlags and AttributesFlags if someone decoded them. I'm guessing the latter consists of the following bits:
    00 aa bb cc
    where aa, bb, cc are the flags for attacks 1, 2, and 3, respectively, 10 meaning paralysis, 11 meaning poison (or possibly: poison *and* paralysis).
    The second byte is either unused or used if there's an attack2 for the creature.
    I will check more monsters to refine these guesses.
    4:10 am

Saturday, December 17

Saturday, October 1

  1. page eob.inf edited ... char paletteName[12]; unsigned char unknown[4]; unsigned char TypeOfCallingComma…
    ...
    char paletteName[12];
    unsigned char unknown[4];
    unsigned char TypeOfCallingCommand1; //00 TypeOfCallingCommand1; /* 00 - off;
    ...
    - by steps//steps */
    unsigned short Command1GenerationFrequencyInTicks;
    unsigned short Command1GenerationFrequencyInSteps;
    ...
    DecCommand commands[nbrDecCommands];
    }
    Decoration datadata=
    After the header comes the decoration data. It's loaded as a command sequence. The first unsigned short determines number of commands to execute. After that follows the first command code. Each command code is one byte.
    Command codes
    ...
    {
    unsigned char wallMappingIndex; /* This is the index used by the .maz file. */
    unsigned char wallType;wallID; /* Index
    ...
    backdrop wall typeimage that is
    unsigned char decorationID; /* Index to and optional overlay decoration image in
    the DecorationData.decorations array in the
    [[eob.dat|.dat]] files. */
    unsigned char unknownFlags1;wallType;
    unsigned char unknownFlags2;wallPassabilityType;
    };
    Event data
    After the decoration data comes a sequence of event data. It's also loaded as a command sequence. Each command code is one byte.
    struct Inf
    {
    ActSubroutine subroutines[undefined];
    ActCommand commands[undefined]; /* Usually equal nbrActCommands */
    unsigned short nbrActCommands;
    CommandCoordAct CoordsAndTypeOfActs[nbrActCommands];
    }

    Command codes
    0xff (Set wall)
    (view changes)
    7:45 am
  2. page eob.inf edited ... char vmpVcnName[12]; char paletteName[12]; unsigned char unknown[9]; …
    ...
    char vmpVcnName[12];
    char paletteName[12];
    unsigned char unknown[9];unknown[4];
    unsigned char TypeOfCallingCommand1; //00 - off; 01 - by ticks, 02 - by steps//
    unsigned short Command1GenerationFrequencyInTicks;
    unsigned short Command1GenerationFrequencyInSteps;

    unsigned char monster1CompressionMethod;
    unsigned char monster1Name[12];
    ...
    char SoundId;
    All other commands, except 0xf6, are identical in all EOB1 versions.
    ...
    script decompiler: Script Script Decompiler 2 at{scriptdecompiler_v2.tgz} at the tools
    .inf dump with comments
    EOB1 INF file resourced for assembler 68000 (To See here for all the INF files {EOB-InfFile-Asm.lha}
    (view changes)
    7:16 am

Wednesday, September 7

  1. page eob.sav edited ... short int (+6); pi_subpos; Allways middle of square short int (+8); pi_hand; item in Hand (Mo…
    ...
    short int (+6); pi_subpos; Allways middle of square
    short int (+8); pi_hand; item in Hand (Mouse pointer).
    //----------------------------------------
    int (+10);-> pi_levelbits; Level visited? (Flag)
    int (+14); pi_spellbits;
    ...
    0002hÝ0 ; Detect Magic active
    char (+18); _Dummy1
    ...
    rest here"
    char

    char
    (+20); pi_levflags[8]
    ...
    Bytes ;
    ; levflags ;-> 16 Levels
    int (+84);
    int (+88); pi_globflags // TeamGlobFlags
    ...
    / LO
    ; 0004h ; if MonsterType = 7
    ...
    = 12
    ; 8000h ; if Hand with "Sign of Darkmoon"
    } [6]; //92 bytes
    /*
    ...
    Hitpoints are
    in 'short int'. In EOB1, the hit points are 'char'
    */
    /*
    ...
    array ITEM[600] (ITEM[500](ITEM[499] (ITEM[0..01F2]) in EOB1)
    */
    /*
    (view changes)
    11:03 am

Wednesday, November 11

  1. msg Delta size message posted Delta size In Dune 2, Delta is actually the size of the buffer needed to decompress the largest frame plus 33 …
    Delta size
    In Dune 2, Delta is actually the size of the buffer needed to decompress the largest frame plus 33 bytes as there is a header of sorts stored at the start of the buffer. In C&C games the Delta is the size of the buffer plus 37. I suspect this will be the case for the other games that use Version 2 and 3 WSA formats as well.
    1:13 am

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