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Real-Time Game Tweaker

*gets brain overload from all the x's and <>'s*
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Catwalk Wrote:*gets brain overload from all the x's and <>'s*

The way you say it, it looks like xoxo's (hugs and kisses), nerd style! lol
--I like ILSe
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Thanks, it works now.

It would be nice, as a next step, to add a graphical interface rendering the map and displaying cities, and units and the battle map.
The momem project has GPLv2+ Java source that can load LBXs and draw the main MoM screen and game creation screen which could be used for reference or even directly.
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Ayu Wrote:Thanks, it works now.

Thanks for the feedback. I'm glad that releasing a binary for Linux works!

Ayu Wrote:It would be nice, as a next step, to add a graphical interface rendering the map and displaying cities, and units and the battle map.
The momem project has GPLv2+ Java source that can load LBXs and draw the main MoM screen and game creation screen which could be used for reference or even directly.

That does sound nice. I've added it in the top post to the list of requests.
However, for now, my focus is more on going where no man has gone before, rather than recreating what someone else already did. Are you yourself perhaps interested in implementing such a thing?
--I like ILSe
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I like Serena Wrote:That does sound nice. I've added it in the top post to the list of requests.
However, for now, my focus is more on going where no man has gone before, rather than recreating what someone else already did. Are you yourself perhaps interested in implementing such a thing?

Perhaps, but I'm not going to make guarantees about it smile
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Here's my idea of a Build Queues dialog roughly based on ideas of lemom and kyrub.
The idea is that while the Tweaker is running, all cities that have a build queue assigned to it, will build whatever is specified.

Does anyone have any thoughts about it?

[ATTACH]1530[/ATTACH]

It show an overview of all your cities and each city is assigned a build queue optionally.
You can select from a list of build queues, or create new ones.
Each build queues is defined as a priority list of things to build, combined with conditions that apply.
Implicit conditions are:

  1. You're not building something else yet (other than Housing or Trade Goods).
  2. The building is present yet.
  3. You are allowed to build it.
  4. You have enough gold to buy it if so specified.
--I like ILSe
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I've uploaded 2 new versions: MomTweaker-0.1b-Linux.tar.gz and MoMTweaker-0.1b-Windows.zip.
They are at: http://www.xs4all.nl/~kaarsen/download/

New features are:
  • Fixed a couple of bugs and updated the buttons to work consistently
  • Extended the exposure of MoM data:
    • Difficulty Table (40 entries)
    • Races
    • Units: Unit Types, Hero Stats, Heroes Hired
    • Spells
    • Various names can now be changed as well

  • New dialog for Apply Build Queues (proof-of-concept, although Apply works).
--I like ILSe
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I've got a new puzzle .

When I'm looking at the memory of dosbox, I can see all the city names at some location in memory.
But when I start a battle, they're gone huh.

I've searched all memory of dosbox, but I can't find any city name anywhere in memory!
Only when I finish the battle, they pop back in their proper place.
But where did they go??? banghead

Does anyone have any thoughts?
--I like ILSe
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I like Serena Wrote:I've got a new puzzle .

When I'm looking at the memory of dosbox, I can see all the city names at some location in memory.
But when I start a battle, they're gone huh.

I've searched all memory of dosbox, but I can't find any city name anywhere in memory!
Only when I finish the battle, they pop back in their proper place.
But where did they go??? banghead

Does anyone have any thoughts?
Very interesting never noticed this before and it really does occur. Good finding! I investigated this for a while and noticed COMBAT.TMP is being created in Master of Magic folder when entering battle. The file at least contains full city data (20% of total file size). It is as if the game needs memory space for combat and decides to put city data (and something else) into temporary file. In file, city data starts at offset of 0x20 and contains all cities with size of 0x2C88. At first glance first 0x20 bytes and bytes after cities are unknown. Going to investigate it further.
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Jtm Wrote:Very interesting never noticed this before and it really does occur. Good finding! I investigated this for a while and noticed COMBAT.TMP is being created in Master of Magic folder when entering battle. The file at least contains full city data (20% of total file size). It is as if the game needs memory space for combat and decides to put city data (and something else) into temporary file. In file, city data starts at offset of 0x20 and contains all cities with size of 0x2C88. At first glance first 0x20 bytes and bytes after cities are unknown. Going to investigate it further.

Good call!
I totally missed that.

I've especially been wondering about swapping code and data in and out, because obviously it impedes the possibilities of changing numbers in memory.
Apparently most of the MoM code is overlay-code, meaning it is usually NOT in memory, but loaded from wizards.exe when needed....
--I like ILSe
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