Wow
Edit: VORTEX.LBX has major palette corruption. Basically the rainbow effect of your earlier post.
Edit: VORTEX.LBX has major palette corruption. Basically the rainbow effect of your earlier post.
As a French person I feel like it's my duty to explain strikes to you. - AdrienIer |
Master of Orion 1 unofficial patch
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Wow
Edit: VORTEX.LBX has major palette corruption. Basically the rainbow effect of your earlier post.
I'm currently working on code that will repackage the images into a LBX file. As feared, it's providing me some major challenges. I'm leaving it for now, got a busy weekend. Unless someone want to do it for me?
Dominus Galaxia, a Master of Orion inspired game I'm working on.
what can I say, Zeraan? good work there, of course, could be more code styling, but that is when everything will be finished
Zeraan Wrote:Ah, I see. As a programmer, I'm curious on how it works But unfortunately my reverse-engineering skills are nil lol - thought I remembered you saying this! Made a liar out of yourself, haven't you? I'd say it's a pretty good reverse engineering job you've done here! What environment are you using? I tried loading it into VS2008, so I assume you're using VS2010 and 4.0 framework. Unfortunately I'm working on a project using 2008 and 3.5. I'm wary about loading anything else on my dev machine because I have had trouble in the past getting VS to pay attention to the target framework/platform! It kept compiling for .x64 despite the platform being set to x86... The results you've had are great! A lot further than I ever anticipated going. Stepping back, I have a question. Originally, the idea was to change the '1.3' on the splash screen to 1.4 so it would be apparent if you were running Kyrub's patch. Do you have enough knowledge of the graphics format to go in and tweak a few bytes to change that? Zeraan Wrote:So I added "padding" on right so the image would always be divisible by 4, and presto! It fixed the problem! So the images had to be nibble aligned? Programmers did a lot of strange things in the name of conserving space back then. Guiness Wrote:lol - thought I remembered you saying this! Made a liar out of yourself, haven't you? I'd say it's a pretty good reverse engineering job you've done here! Reverse engineering a data file and reverse engineering an assembly file are two very different things Quote:What environment are you using? I tried loading it into VS2008, so I assume you're using VS2010 and 4.0 framework. Unfortunately I'm working on a project using 2008 and 3.5. I'm wary about loading anything else on my dev machine because I have had trouble in the past getting VS to pay attention to the target framework/platform! It kept compiling for .x64 despite the platform being set to x86... You can delete the solution files (.sln and .proj files), create new one, then import all the .cs/.resx files, and you should be set to go. Quote:The results you've had are great! A lot further than I ever anticipated going. Stepping back, I have a question. Originally, the idea was to change the '1.3' on the splash screen to 1.4 so it would be apparent if you were running Kyrub's patch. Do you have enough knowledge of the graphics format to go in and tweak a few bytes to change that? Yes, I know how MoO 1 graphics format works very well The problem with "tweaking" 1.3 to be 1.4 is that it would most likely require a complete new LBX file with the headers updated. I'm currently working on "Import" function. So when that's done, all you need to do is to open the respective frames, edit it in Paint or some other image editing software that supports 256 color palettes, then "Import" the frames back in, it will make a new LBX file for you. Maybe next week I will have that done. All of this work to just change 1.3 to 1.4
Dominus Galaxia, a Master of Orion inspired game I'm working on.
Guiness Wrote:So the images had to be nibble aligned? That's for the Bitmap class only, MoO don't have this problem obviously.
Dominus Galaxia, a Master of Orion inspired game I'm working on.
Glad to see you're around.
Zeraan Wrote: Reverse engineering a data file and reverse engineering an assembly file are two very different thingsPotato Potatoe! I assume then, that you don't want to help me with a CRC calculation that doesn't match the spec in the original design document??? I've got the machine code from the eproms!!!! Quote:You can delete the solution files (.sln and .proj files), create new one, then import all the .cs/.resx files, and you should be set to go. Ok, I did that and it worked. The directory structure is a little different in 2010. It also didn't complain about needing 4.0 framework the way it did when I tried to run the binary. Will that cause a problem? Quote:The problem with "tweaking" 1.3 to be 1.4 is that it would most likely require a complete new LBX file with the headers updated. That would be the complete solution, and much more useful going forward. I was thinking along the lines of editing the .lbx with a binary editor. I'll have a look. Quote:Maybe next week I will have that done. All of this work to just change 1.3 to 1.4 Obviously, you're heading well beyond that. There are a lot of other little improvements that could be made. One thing that comes to mind when I'm reading about the palatte's is to change some colours on the map screen; I've always found the purple and white to be too similar. It would be nice to change to something more contrasting. |