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Author Topic: The Amiga Bloodwych Editor  (Read 76532 times)

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Hungry Horace

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Re: The Amiga Bloodwych Editor
« Reply #15 on: April 11, 2014, 08:05:12 AM »

made some great progress on this yesterday, and have introduced some initial BEXT data reading into it.

The main problems I have now are in changing the code to recognize differences... the fact that the entire STATS data is different doesn't help, and I will certainly be needing to changing the Import/export sections very soon!!

Once I have all this cleaned up, I can start searching for new data blocks I think :)
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Hungry Horace

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Re: The Amiga Bloodwych Editor
« Reply #16 on: April 14, 2014, 07:26:59 PM »

having to make a lot of very careful tweeks with save-game overlays, and dealing with the BEXT file, so this next update might take me a little while.

It will be nice to see if it helps determine a few more bits of map data though and/or placement of 'current' spells etc.

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Quote from: KillerGorilla
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Hungry Horace

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Re: The Amiga Bloodwych Editor
« Reply #17 on: May 07, 2014, 01:55:45 PM »

I have successfully implemented the new Character information into my Editor....

Some pictures are attached.
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MadMunky

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Re: The Amiga Bloodwych Editor
« Reply #18 on: May 07, 2014, 02:15:55 PM »

Very nice horace :)

How do you do the place of the character parts (arms etc..) do you store an X/Y on the screen or use some kind of formula to work out where it should be placed?
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Hungry Horace

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Re: The Amiga Bloodwych Editor
« Reply #19 on: May 07, 2014, 05:36:25 PM »

i dont 'assemble' the body (legs, arms, torso etc) , i just have each whole body available in a background image along with each head, and i then only have to assemble the two together which is very easy, as if you line the top of all the bodies together (either male or female) the head always has the same relative Y offset.

Maybe in the future i will be more efficient by only storing the arms / legs/torso of each once, but until i know what data selects each part relative to the entire body i dont think it's worth me doing.

I will, however, investigate re-colouring of the other monsters, and i will also have a look into the extra colours provided in the extended level data at some point.
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Quote from: KillerGorilla
because winuae is made of code and your amiga is made of stuff

Hungry Horace

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Re: The Amiga Bloodwych Editor
« Reply #20 on: January 27, 2016, 08:23:40 PM »

a update of controls for MadMunkey and Wishbone......


CONTROLS
~~~~~~~~

All Edit Modes
==============
F1-F8 - Change Floor
< - Change Tower / Dungeon
> - Change Tower / Dungeon
Cursors Up / Down - Move Through Option
Cursors Left / Right - Change Option Value

S - Save Data
A - Save Data with additional Patches

F9 - Export/Import data options
F10 - Switch View Mode

P - View Champion Locations
M - View Monster Locations


Map Viewer
==========
L - List switches/triggers
K - Show switch/trigger target locations


Map Editor
==========
Space - Toggle Map Cursor / Location Editor
C - Copy to Clipboard
V - Paste from Clipboard
Backspace - Delete Current Location
Del- Clear Current Floor
Return - Set Coordinate for Event Location

Object Editor
=============
- - Remove Current Stack
+ - Add Stack
Return - Set Stack to Cursor Location
1/2/3/4 - Locate a stack at Cursor Location in 1 of 4 Positions
E - Show Graphical Stack Editor

< - Change object type by 10 (Graphical Editor only)
> - Change object type by 10 (Graphical Editor only)

Characters Editor
=================
Return - Change Monster/Champion Location
Space - View Monster Detail

Layout Editor
=============
[ - Toggle Floor Below Shadow
] - Toggle Floor Above Shadow
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Quote from: KillerGorilla
because winuae is made of code and your amiga is made of stuff

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