Bloodwych Remake (HTML Version)

Started by MadMunky, February 03, 2013, 09:15:29 AM

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Hungry Horace

I promise i havent forgot this... i will give a full answer when i am able to check against the map reader / source code!!
Quote from: KillerGorillabecause winuae is made of code and your amiga is made of stuff


MadMunky

Thanks Horace there's no rush it just goes into a list of things to finish :)


Hungry Horace

#92
Quote from: MadMunky link=topic=9632.msg46096#msg46096CREATE 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.


QuoteOPEN/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.


QuoteSPINNER (UNKNOWN DIFFERENCE) (X/Y) ? No idea?

seems just to be another spinner. maybe 270 degrees?

QuoteCLICK 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)

QuoteTOGGLE HOLE? You mean toggle pit?

yes :)

QuoteREMOVE PILLAR / OTHER EVENT (X/Y) ? remove block?

i called this 'special case - remove pillar' ... i have no idea where it is used though??
Quote from: KillerGorillabecause winuae is made of code and your amiga is made of stuff


MadMunky

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 ?

Hungry Horace

#94
Quote from: MadMunky on April 07, 2014, 08:26:16 AM
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.


QuoteThe 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.com/index.php/topic,8908.msg39955.html#msg39955
Quote from: KillerGorillabecause winuae is made of code and your amiga is made of stuff


Hungry Horace

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 :)
Quote from: KillerGorillabecause winuae is made of code and your amiga is made of stuff


MadMunky

Thanks Horace this will be very helpful

Hungry Horace

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)



Quote from: KillerGorillabecause winuae is made of code and your amiga is made of stuff


MadMunky

#98
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 :)




Comments welcome

MadMunky

Horace:

Have you ever worked out all the different palettes used for colouring by Bloodwych?

Hungry Horace

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 :)
Quote from: KillerGorillabecause winuae is made of code and your amiga is made of stuff


MadMunky

Thanks Horace, as each body part is drawn it uses a slightly different palette so currently we are trying to make all these palettes

Hungry Horace

#102
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?
Quote from: KillerGorillabecause winuae is made of code and your amiga is made of stuff


MadMunky

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 :)

MadMunky

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