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Author Topic: The Amiga Bloodwych Editor  (Read 79150 times)

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Hungry Horace

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The Amiga Bloodwych Editor
« on: August 22, 2009, 05:38:02 AM »

Can now be Downloaded on private request  ;D


here's some of the Readme file;


BLOODWYCH EDITOR
~~~~~~~~~~~~~~~~

The first release of my Bloodwych dungeon editor.
A stop/start project which has been gutted and restarted more times than I
care to remember. This can be used for general cheating or to create an
entirely new set of dungeons for Bloodwych.

Coded entirely by Dom Cresswell (Hungry Horace) in AMOS Professional -
2006-2009. As such, all Paypal donations are welcome!

Currently supports only one version of the Bloodwych binary / executable -
 as found in SPS 102.

Allows for editing of; Level Sizes, Map Data, Wall Scrolls, Teleport Gems,
Event Triggers, Switches, Objects, Champion's Stats / Pockets, Monsters.

The edited binary can then be run using the WHDload slave, using the
CUSTOM= tooltype.

For feedback and discussion of this editor, and to discuss edited binaries
that have been made, please visit http://bloodwych.pspuae.com and sign up
there.

Dedicated to the loving memory of Wendy Cresswell - 1944-2009, who always
tolerated myself and my brothers playing Bloodwych for hours on end. We
will love you and miss you forever.

Thanks to:

Gid - For asking me to look into the map data all those years ago
Adam - For playing the game with me for so many hours
Dad - For putting up with the whirring sound my Mac makes when i'm running e-uae
Skateblind - For testing, feedback, ideas and listening to me rant on whilst coding the editor
Bloodwych (the guy) - For testing / feedback
FOL - for the BW dedicated webspace
Wishbone - For some tips on reading object data
Morbidus - For the original WHDload slave
Girv - For improving the WHDload slave upon my request


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
F9 - Export/Import all to/from the folder "editor/files/"

P - View Champion Locations
Q - View Quickstart Locations
M - View Monster Locations
O - View Object 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

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

Layout Editor
=============
[ - Toggle Floor Below Shadow
] - Toggle Floor Above Shadow


FUTURE
~~~~~~

- Support other versions of Bloodwych
- Support Extended Levels
- Optimise the code (I know at least one way speed can be gained)
- More Advanced Import / Export Functions
- Patching of Atari / PC versions
- Allow editing of main menu
- Allow editing of anything else I can find


Copyright notice
~~~~~~~~~~~~~~~~
This software is Copyright 2009 by Dominic Cresswell. All rights reserved.

Contact address
~~~~~~~~~~~~~~~
Any mail, comments or donations welcome:

Dom Cresswell                   
WWW: http://bloodwych.pspuae.com
Paypal: horaceandthespider AT hotmail.com
IRC: HungryHorace on irc.abime.net
« Last Edit: August 23, 2009, 07:54:26 AM by Zendik »
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Re: The Amiga Bloodwych Editor
« Reply #1 on: August 22, 2009, 09:00:37 AM »

Here is a list of fixes / additions which are needed before i can go-public with the Editor;


TO-DO

--- all modes ---
include/fix 'm' monsters
include/fix 'p' champions
include 'o' objects

--- map editor ---
cap switches to 16 triggers only (Zendik's Tower)

---- object editor ----
auto-correct rotate object position (on shelf)
fix index-> coord bug
add item-marks onto map, include update when moving
add keys onto map with flashing marks ?

----- character editor -----
clean up the marker placements

--- layout editor ---


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Re: The Amiga Bloodwych Editor
« Reply #2 on: August 22, 2009, 09:19:55 AM »

Some screenshots:

Map Editor



Editing Scrolls


Object Editor


Object Stack Editor


Champion Stats Editor


Inventory Editor


Champion Spells Editor


Monsters Editor


Monsters Form Editor


Layout Editor








« Last Edit: June 06, 2011, 10:37:36 PM by Hungry Horace »
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Re: The Amiga Bloodwych Editor
« Reply #3 on: August 23, 2009, 06:51:23 AM »



Video demonstration of the Editor in action:

Amiga Bloodwych Editor
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ataribaby

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Re: The Amiga Bloodwych Editor
« Reply #4 on: September 10, 2009, 09:54:38 PM »

Hello,

Great stuff! Aways fan of Bloodwych. Personaly i prefer 8bit versions on C64 and zx spectrum. Can i have copy of your editor pretty please? I am also interested if there is some known info about internals of game? How is combat and actions resolved, How leveleing works etc. COmbat algorithm and so on. I contacted Taglione brother who made C64 and ZX spectrum versions and he said i cant have that info as his bro plan to do something with Bloodwych on mobile phones or so and as you reverse engeenered a lot from game maybe you know some details. Basicaly i wand see this to make boardgame version of bloodwych. Thanks for our time, work and editor.
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Re: The Amiga Bloodwych Editor
« Reply #5 on: September 12, 2009, 04:10:43 AM »

Hi there

I am just doing some extra tweeks on the Editor, then I will upload a version here.

Are you familiar with how to use/setup amiga software though, as it may not be as obvious as some may expect!

sadly, i dont know anything about the levelling up / combat system, other than it seems to work in a similar fashion to D&D (unsurprisingly)

my brother also spoke to 'baby tag' and a similar thing was implied... i'm not sure being that "precious" about the Bloodwych IP is a good idea though - there are not many die-hard bloodwych fans left, and I cant see it particularly taking on a new fanbase!
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Re: The Amiga Bloodwych Editor
« Reply #6 on: September 15, 2009, 07:49:44 AM »

Thanks for info, i will wait for new editor verison. Yup i am familiar with Amiga and its Workbench and how setup custom tool types via icon. I had  Amiga 1200 in mid 90 and using WinUae there times. I am puzzled about TAG intentions with Bloodwych IP too. Well, we will see... i can imagine well working BLoodwych verison on mobiles. Do you have IPF miages of original Bloodwych disks or i dont need it for editor and can use cracked ones? (i think there is save error on cracked ones so if i nicely ask you about that perfect copy IPF images pretty please). I will try disassemble zx spectrum version to get game mechanics but i am not very happy to do it  :)
« Last Edit: September 15, 2009, 07:53:15 AM by ataribaby »
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Hungry Horace

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Re: The Amiga Bloodwych Editor
« Reply #7 on: September 17, 2009, 07:06:09 AM »

Hi again

I cant link to the IPF images, because the CAPS/SPS team are very protective of them, and I dont want to be seen to actively annoy them!

However, the only supported Bloodwych exe file with the editor is taken from the IPF image; Bloodwych_102.ipf  which as i can see, is the earliest version of the game. I've actually seen a couple of bugs in this which werent in my own original copy, so adding support for other versions into my Editor is something quite important to me!


if you are familiar with amiga workbench, you wont have a problem. I include the Bloodwych exe from that UPF image with the Editor anyway. Once edited, this can be launched with 'WHDload' which allows you to bypass the copy-protection and use multiple save-slots. I may, or may not, add support for cracked versions also... i dont know yet.

I'd be interested to know about the data structure of the ZX-Spectrum maps. I am going to guess it is the same data in the other 8-bit versios too... might be interesting to make an Editor for those as well.
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Re: The Amiga Bloodwych Editor
« Reply #8 on: September 23, 2009, 03:36:09 AM »

Hi again

I cant link to the IPF images, because the CAPS/SPS team are very protective of them, and I dont want to be seen to actively annoy them!

However, the only supported Bloodwych exe file with the editor is taken from the IPF image; Bloodwych_102.ipf  which as i can see, is the earliest version of the game. I've actually seen a couple of bugs in this which werent in my own original copy, so adding support for other versions into my Editor is something quite important to me!


if you are familiar with amiga workbench, you wont have a problem. I include the Bloodwych exe from that UPF image with the Editor anyway. Once edited, this can be launched with 'WHDload' which allows you to bypass the copy-protection and use multiple save-slots. I may, or may not, add support for cracked versions also... i dont know yet.

I'd be interested to know about the data structure of the ZX-Spectrum maps. I am going to guess it is the same data in the other 8-bit versios too... might be interesting to make an Editor for those as well.




ok i understand legal reasons. 8bit versions are same across platforms. Only ZX Spectrum version have smaller inventory slots per character due smaller screen res i believe. I think 2 less slots on ZX. Soon i want try look into it.
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Re: The Amiga Bloodwych Editor
« Reply #9 on: June 18, 2011, 05:06:49 PM »

all this BW hacking talk has got my blood pumping a bit!!

I think i am going to have a go at adapting the Amiga editor to work with more files (different binary versions, BEXT, savefiles etc) so that i can upload a standalone version for people to use.
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Re: The Amiga Bloodwych Editor
« Reply #10 on: June 18, 2011, 10:28:19 PM »

i've updated the editor to support SPS 439 and 1927 amiga versions.

here is a snippet of the code that defines the addresses used by this version:

Code: [Select]
BW_439_1927:

LOOKUPTOWER(0)=$EBBC : Rem -- mod0.map
LOOKUPTOWER(1)=$FFBE : Rem -- serp.map
LOOKUPTOWER(2)=$113C0 : Rem -- moon.map
LOOKUPTOWER(3)=$127C2 : Rem -- drag.map
LOOKUPTOWER(4)=$13BC4 : Rem -- chaos.map
LOOKUPTOWER(5)=$14FC6 : Rem -- zendik.map

LOOKUPSWITCHES(0)=$57F4 : Rem -- mod0.switches
LOOKUPSWITCHES(1)=$5834 : Rem -- serp.switches
LOOKUPSWITCHES(2)=$5874 : Rem -- moon.switches
LOOKUPSWITCHES(3)=$58B4 : Rem -- drag.switches
LOOKUPSWITCHES(4)=$58F4 : Rem -- chaos.switches
LOOKUPSWITCHES(5)=$5934 : Rem -- zendik.switches

LOOKUPTRIGGERS(0)=$6CD2 : Rem -- mod0.triggers
LOOKUPTRIGGERS(1)=$6D52 : Rem -- serp.triggers
LOOKUPTRIGGERS(2)=$6DD2 : Rem -- moon.triggers
LOOKUPTRIGGERS(3)=$6E52 : Rem -- drag.triggers
LOOKUPTRIGGERS(4)=$6ED2 : Rem -- chaos.triggers
LOOKUPTRIGGERS(5)=$6F52 : Rem -- zendik.triggers

LOOKUPOBJECTS(0)=$FBBE : Rem --  mod0.ob +2 bytes ***
LOOKUPOBJECTS(1)=$10FC0 : Rem -- serp.ob +2 bytes
LOOKUPOBJECTS(2)=$123C2 : Rem -- moon.ob +2 bytes
LOOKUPOBJECTS(3)=$137C4 : Rem -- drag.ob +2 bytes
LOOKUPOBJECTS(4)=$14BC6 : Rem -- chaos.ob + 2 bytes
LOOKUPOBJECTS(5)=$15FB8 : Rem -- zendik.ob +2 bytes

LOOKUPHARDCODE1=$7350 : Rem -- woodtrap1.location  
LOOKUPHARDCODE2=$7368 : Rem -- woodtrap2.location  

LOOKUPGEMBLU=$578E : Rem -- gem-blu.locations
LOOKUPGEMTAN=$5776 : Rem -- gem-tan.locations

LOOKUPDUNGEONSTART=$7166 : Rem -- dungeon.entrances

LOOKUPKEEPFLOORSTART=$7048 : Rem -- keep.entrances
LOOKUPKEEPSTART=LOOKUPKEEPFLOORSTART+$6

LOOKUPMONSTERCOUNT=$171F4 : Rem -- monsters.totals

LOOKUPMONSTER(0)=$17200 : Rem -- mod0.monsters
LOOKUPMONSTER(1)=$17500 : Rem -- serp.monsters
LOOKUPMONSTER(2)=$17800 : Rem -- moon.monsters
LOOKUPMONSTER(3)=$17B00 : Rem -- drag.monsters
LOOKUPMONSTER(4)=$17E00 : Rem -- chaos.monsters
LOOKUPMONSTER(5)=$18100 : Rem -- zendik.monsters

LOOKUPCHAMPIONSTATS=$E7A6 : Rem -- champions.stats
LOOKUPCHAMPIONPOCKETS=$E9A6 : Rem -- champions.pockets

LOOKUPWALLSCROLLREF=$19F98 : Rem -- scrolls.block
LOOKUPWALLSCROLLTEXT=LOOKUPWALLSCROLLREF+$92


Rem --  internal data, reference only.

LOOKUPSPELLTEXT=$18400 : Rem --   spell names, armour terror etc
LOOKUPSPELLNAME=$19B0A : Rem -- maryhadalittlelaaneeitwerragudd
LOOKUPNAMES=$E05B : Rem -- champion names

Return

*** the address of mod0.ob would actually be $FBBC ... but due to the way i process the data, i only need the address 2 bytes in where the object list starts.


if i could be provided with  copy of the Atari ST game Binary, and (even more helpful) a copy of the above code with the correct addresses in it, I could add support for the ST version very quickly!


Edit: I also made some really good progress with adding support for The Extended Levels, and found a fair number of addresses that were needed. However, there are a just as many adaptations that will be needed to allow for Extended Levels editing, as there are some notable differences.
« Last Edit: June 19, 2011, 10:49:17 AM by Hungry Horace »
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Re: The Amiga Bloodwych Editor
« Reply #11 on: July 12, 2012, 12:08:21 PM »

i've a real itch to pick up development of this, and to use AMOS again right now.... only trouble is i've no time to do it!!!

I had a 5 minute play with the editor a few days ago, only to come to the conclusion that "i wish it had mouse control as well" .... definitely something i will consider if i do decide to have a go with it again.
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Re: The Amiga Bloodwych Editor
« Reply #12 on: July 13, 2012, 09:22:02 AM »

Good to hear :)

Work on my editor has stopped for the moment as my work just dropped a bomb on me telling me I need to try learn Java so all my time is currently looking at that (out side of my family life) hopefully though learning Java will help the editor and game better when I resume it.

Also need to try finish off the website :(
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Re: The Amiga Bloodwych Editor
« Reply #13 on: April 09, 2014, 09:04:48 PM »

very odd... i have just been re-working on the code that make different versions of BW work, and i didnt see the code i pasted above in 2011... so i dont know what happened to that!!

anyway, i am hoping the system i am using will allow any BW file to be edited, as i am storing relative addresses in a "datamap" file. This should mean that a 'datamap' file could be created even for the ST binary (although not the PC, due to it's multiple-file usage) or Disk images etc.

It should even allow for BEXT editing to be a bit easier too.
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Re: The Amiga Bloodwych Editor
« Reply #14 on: April 10, 2014, 02:06:50 PM »

my 'datamap' system is working, now recognizing BW versions 439, 1927, 102

I have noticed that muy .ob files might be marginally different to the PC ones....  I might have to look into that a bit more.

I want to add the addresses for BEXT, but that will mean populating this table....

Code: [Select]
LOOKUPTOWER(0)=$ : Rem -- .map
LOOKUPTOWER(1)=$ : Rem -- .map
LOOKUPTOWER(2)=$ : Rem -- .map
LOOKUPTOWER(3)=$ : Rem -- .map
LOOKUPTOWER(4)=$0 : Rem -- n/a
LOOKUPTOWER(5)=$0 : Rem -- n/a

LOOKUPSWITCHES(0)=$57F4 : Rem -- .switches
LOOKUPSWITCHES(1)=$5834 : Rem -- .switches
LOOKUPSWITCHES(2)=$5874 : Rem -- .switches
LOOKUPSWITCHES(3)=$58B4 : Rem -- .switches
LOOKUPSWITCHES(4)=$0 : Rem -- n/a
LOOKUPSWITCHES(5)=$0 : Rem -- n/a

LOOKUPTRIGGERS(0)=$6CD2 : Rem -- .triggers
LOOKUPTRIGGERS(1)=$6D52 : Rem -- .triggers
LOOKUPTRIGGERS(2)=$6DD2 : Rem -- .triggers
LOOKUPTRIGGERS(3)=$6E52 : Rem -- .triggers
LOOKUPTRIGGERS(4)=$0 : Rem -- n/a
LOOKUPTRIGGERS(5)=$0 : Rem -- n/a

LOOKUPOBJECTS(0)=$FBBE : Rem --  .ob +2 bytes ***
LOOKUPOBJECTS(1)=$10FC0 : Rem -- .ob +2 bytes
LOOKUPOBJECTS(2)=$123C2 : Rem -- .ob +2 bytes
LOOKUPOBJECTS(3)=$137C4 : Rem -- .ob +2 bytes
LOOKUPOBJECTS(4)=$0 : Rem -- n/a
LOOKUPOBJECTS(5)=$0 : Rem -- n/a

LOOKUPHARDCODE1=$7350 : Rem -- woodtrap1.location 
LOOKUPHARDCODE2=$7368 : Rem -- woodtrap2.location 

LOOKUPGEMBLU=$578E : Rem -- gem-blu.locations
LOOKUPGEMTAN=$5776 : Rem -- gem-tan.locations

LOOKUPDUNGEONSTART=$7166 : Rem -- dungeon.entrances

LOOKUPKEEPFLOORSTART=$7048 : Rem -- keep.entrances
LOOKUPKEEPSTART=LOOKUPKEEPFLOORSTART+$6

LOOKUPMONSTERCOUNT=$171F4 : Rem -- monsters.totals

LOOKUPMONSTER(0)=$17200 : Rem -- .monsters
LOOKUPMONSTER(1)=$17500 : Rem -- .monsters
LOOKUPMONSTER(2)=$17800 : Rem -- .monsters
LOOKUPMONSTER(3)=$17B00 : Rem -- .monsters
LOOKUPMONSTER(4)=$0 : Rem -- n/a
LOOKUPMONSTER(5)=$0 : Rem -- n/a

LOOKUPCHAMPIONSTATS=$E7A6 : Rem -- champions.stats
LOOKUPCHAMPIONPOCKETS=$E9A6 : Rem -- champions.pockets

LOOKUPWALLSCROLLREF=$19F98 : Rem -- scrolls.block
LOOKUPWALLSCROLLTEXT=LOOKUPWALLSCROLLREF+$92


Rem --  internal data, reference only.

LOOKUPSPELLTEXT=$18400 : Rem --   spell names, armour terror etc
LOOKUPSPELLNAME=$19B0A : Rem -- maryhadalittlelaaneeitwerragudd
LOOKUPNAMES=$E05B : Rem -- champion names
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