Author Topic: Hacking FRUA for Newbs  (Read 5503 times)

Offline GoldBoxFan

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Hacking FRUA for Newbs
« on: December 17, 2010, 07:47:56 PM »
Where most editors refer to the final project as a Module, FRUA makes Games made of multiple modules. This game can consist of 4 overland modules and 36 dungeon modules. Overland modules use an overland map and a different system than dungeon modules. Dungeon modules can be above or below ground. A person can do a lot of work on modules on their own. These changes will be saved as .DAT files. At some point you may want to add other people's work to yur module and this is referred to as hacking.

There are two types of hacking, real and fake. Hacking is defined in FRUA as making changes to the game system using programs other than FRUA to do it. Fake hacking is changing the big or small pictures, combat icons, sprites and overland maps. Changes to these can be made by the FRUA editor using outside art. This art can be found at http://ua.reonis.com or http://frua.corhub.com. You edit these from the Art Gallery by placing the files in the \FRUA\ART folder and importing.

Big Pictures fill the whole viewscreen. They are used for large pictures and overland maps using BIGPICP0240.TLB to BIGPIC0252.TLB. Overland Maps are BIGPIC0240.TLB to BIGPIC0243.TLB and BIGPIC252.TLB. The rest are big pictured art.

There are 155 Small Pictures using PICA1002.TLB to PICA1076.TLB, PICB1080.TLB to PICB1137.TLB, PICC1138.TLB to PICC1163.TLB, PICD1164.TLB to PICD1192.TLB, PICE1193.TLB to PICE1226.TLB, PICF1227.TLB to PICF1331.TLB. Note: There are missing files for any creature which has a sprite or NPCs: like PICB1127.TLB and PICA1079.TLB.

There are 127 monster combat icons starting at CPIC1001.TLB to CPIC1127.TLB. These are what you see in combat. Note that monsters with # in front of them are NPCs only, and can't be used in any other capacity.

There are 37 sprites starting at SPRI0001.TLB to SPRI0100.TLB, using numbers 1, 10, 11, 13, 19, 22, 25, 32, 36, 37, 38, 40, 42, 43, 45, 48, 51, 52, 53, 59, 60, 63, 64, 66, 69, 72, 77, 82, 85, 86, 89, 90, 91, 93, 96, 100. The number probably corresponds with the monster data file.


Hacked files you may see in modules:

The ALWAYS.TLB changes the mouse pointer. Each mouse pointer has two images. Not sure if it does anything else.

The BACKDROP.TLB changes what Backdrops are available to be placed in a square. Up to 4 backdrops can be used a module. There are 16 slots for Backdrops which can be used in a game (actually 19 as 3 are day and 3 are night). Another way to hack them can be found at: http://ua.reonis.com/index.php?topic=1000.0

The CBODY.TLB lists the icons that can be chosen by player characters upon creation.

The COMSPR.TLB lists the second set of icons that go with the CBODY.TLB icons. Each player or creature has an at rest icon and an attack icon. When a creature/character attacks another creature it switches back and forth between these two icons.

The FONT.TLB changes how words are displayed on the screen.

The FRAME.TLB changes the screens which surround the images in the game.

The MENU.TLB seems to affect only the very top of the editor where menu catagories are shown.

The TITLE.TLB changes the screens that appear when you start FRUA from UAShell.

The 8X8DB.TLB and 8X8DC.TLB are for changing wallsets using an editor. There are 16 wallset rows with 3 slots for each wallset, or 48 possible wallsets total. Normally a wallset uses up all three slots, but there are reasons to use more than 16 wallsets in a game. Even if 3 different wallsets use the same row, only the first one will appear in the editor window when picking individual walls to place. And only 3 different wallsets can be used per module. Wallsets are the most complicated hack in the game, so it is advisable you use the following TLBs instead of doing it on your own: http://ua.reonis.com/index.php?topic=1000.0.

The DUNGCOM.TLB shows the five combat wall types used for interior combat: Adobe, Cave, Coral, Lava and Rock. If these are changed they will be done using this TLB.

The WILDCOM.TLB shows the four combat open wilderness maps used for outdoor combat: Forest, River, Swamp, Wasteland. If these are changed they will be done using this TLB.

I don't have a clue what the GEN.TLB is for. I would assume gender, but it is shown in a topic about Shopping without explanation.

The DIFF.TLB is changed by editing CKIT. Not sure what exactly is edited. But the password start-up can be removed by editing.

The SFXDQ.VOC file changes the sounds of special effects in the game.

Using a World Hack:
World hacks are generally set up as game files with all the tables, art and overland maps set up in advance. Copy the folder to \FRUA and rename it with .DSN at the end. It can't be more than 8 letters long before the .dsn. World hacks must be played through UAShell.

Hacking your own files:
The easiest way to hack files is to copy the files from someone else's design (unless they ask you not to). The other way is to use community-created tools. Most of these tools can be used by the UAShell program. You should read this and install UAShell first: http://ua.reonis.com/index.php?topic=464.0

To edit 8X8DB.TLB and 8X8DC.TLB: http://frua.rosedragon.org/pc/uashell/uashwall.zip
To edit ALWAYS.TLB: http://frua.rosedragon.org/pc/hacks/always.zip
To edit BACK.TLB: http://frua.rosedragon.org/pc/hacks/backedit.zip or http://frua.rosedragon.org/pc/hacks/backg.zip
To edit CBODY.TLB: http://frua.rosedragon.org/pc/hacks/cbedit.zip
To edit CKIT.EXE: http://frua.rosedragon.org/pc/uashell/uashckit.zip
         http://frua.rosedragon.org/pc/hacks/hackckit.exe
         http://frua.rosedragon.org/pc/hacks/it_batch.zip
         http://frua.rosedragon.org/pc/hacks/mbitems.zip
         http://frua.rosedragon.org/pc/hacks/mblevlim.zip
         http://frua.rosedragon.org/pc/hacks/rc_edit.zip
         http://frua.rosedragon.org/pc/hacks/spelled.zip
         http://frua.rosedragon.org/pc/hacks/spnameed.zip
         http://frua.rosedragon.org/pc/hacks/textedit.zip
To edit COMSPR.TLB: http://frua.rosedragon.org/pc/uashell/uashart3.zip
To edit DUNGEON.TLB: http://frua.rosedragon.org/pc/uashell/uashdung.zip
To edit FONT.TLB: http://frua.rosedragon.org/pc/uashell/uashart3.zip
To edit TITLE.TLB: http://frua.rosedragon.org/pc/uashell/uashart3.zip
To edit WILDCOM.TLB: http://frua.rosedragon.org/pc/uashell/uashwild.zip
To edit music and sound: http://frua.rosedragon.org/pc/uashell/uashsnd.zip


IMPORTANT NOTE ABOUT DOSBOX: DOSBox apparently memorizes every file in the default directory (and subdirectories) on mount-up. If any new files are added or files or moved, DOSBox won't notice unless the program it is running moved or created the files. So you may need to shut down the UAShell, then DOSBox itself, and restart DOSBox before changes will appear in FRUA.

Offline Ben J

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Re: Hacking FRUA for Newbs
« Reply #1 on: December 18, 2010, 01:21:14 AM »
Great work putting this all into one text, GoldBoxFan.
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Offline GoldBoxFan

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Re: Hacking FRUA for Newbs
« Reply #2 on: December 18, 2010, 05:27:08 PM »
Great work putting this all into one text, GoldBoxFan.
I still don't know everything yet. So everybody feel free to fill in the gaps.

Offline GoldBoxFan

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Re: Hacking FRUA for Newbs
« Reply #3 on: December 28, 2011, 12:31:45 PM »
Interesting event happened while testing yesterday. We knew that where you were in a module could cause weird results in an overland map. But I've never heard of it happening in a transfer from one module to another. This may be because nobody uses zones for transfers. While transferring from Haptooth to the Tower I got into a battle with people in another room because they were using the same zone color in the new area as I was in the old.

This does present certain other possibilities for fixing the overland execute than making sure the starting and ending location are the same. You could put the starting transfer and the overland execute event in different locations but in the same zone. I haven't tested this out yet, but from weird things that happened in A Parody I'm sure this will work. I might try this in Blight on the Barrow which had two overland map events which needed executing on entering.

Offline Ishad Nha

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Re: Hacking FRUA for Newbs
« Reply #4 on: December 29, 2011, 09:07:46 AM »
"I don't have a clue what the GEN.TLB is for. I would assume gender, but it is shown in a topic about Shopping without explanation."
Tlb2Bmp showed a gray marble-like graphic. Looks like it came from Dark Queen of Krynn.

Offline GoldBoxFan

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Re: Hacking FRUA for Newbs
« Reply #5 on: December 29, 2011, 10:11:59 AM »
"I don't have a clue what the GEN.TLB is for. I would assume gender, but it is shown in a topic about Shopping without explanation."
Tlb2Bmp showed a gray marble-like graphic. Looks like it came from Dark Queen of Krynn.
I'm guessing GEN means GENERAL as the Gen Sets on CORHUB are images like bamboo, marble, blood cells and stripes. I think it is used with frames and menus to fill in empty space. Frame edit has a template for it.

Offline nologgie

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Re: Hacking FRUA for Newbs
« Reply #6 on: December 29, 2011, 10:22:15 AM »
ALWAYS.TLB contains the mouse pointers, overland marker, scroll arrows, and radio buttons.

FRAME.TLB, MENU.TLB, and GEN.TLB are the three files that make up the frame set.

COMSPR.TLB contains the combat sprites for missiles, effects, highlighting, and downed or petrified characters.

The DIFF.TBL (not .TLB) is a text format byte-level listing of changes to ckit.exe (the main executable), and is applied by UAShell.
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Offline hans

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Re: Hacking FRUA for Newbs
« Reply #7 on: December 29, 2011, 06:33:19 PM »
"I don't have a clue what the GEN.TLB is for. I would assume gender, but it is shown in a topic about Shopping without explanation."
Tlb2Bmp showed a gray marble-like graphic. Looks like it came from Dark Queen of Krynn.
 

It's art used during the GENeration screens (GENesis? GENeric?), as the background image behind the buttons in the main UA menu and also in the Play menu.  Some designers in the past have replaced UA's Frame, but ignored this image, as it is never seen during actual mod play. 

Offline Nol Drek

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Re: Hacking FRUA for Newbs
« Reply #8 on: December 30, 2011, 12:18:19 PM »
Interesting event happened while testing yesterday. We knew that where you were in a module could cause weird results in an overland map. But I've never heard of it happening in a transfer from one module to another. This may be because nobody uses zones for transfers. While transferring from Haptooth to the Tower I got into a battle with people in another room because they were using the same zone color in the new area as I was in the old.

This sounds like a familiar old bug. It's #52 on the bug list. A transfer module event from one module to another should not be set up as a zone event, if the same zone is used in the destination module as well. Zone information does not get updated until after the party is in the new module, causing zone events in the destination module to execute unexpectedly.

Quote
(From: Narsham@aol.com)
52.    In my newest mod, I set up a Give Treasure event to happen on
the first step in a particular zone.  When testing the mod, I stepped into
a Transfer Module event from another map to the map with the Give
Treasure event.  The Module was NOT set to execute event at
destination. The destination point was (originally) an entry point
which was on the same square as a Transfer Module event which
returned the party to the original dungeon map.
  Upon transferring, I was given two sets of treasures (one from the
zone event, and one from an event set in an entirely different square),
and then asked if I wanted to leave the map (i.e. it executed the
Transfer Module at the destination point).  I proceeded to move the
entry point off the square of the Transfer Module event, and after
doing so, I only got the zone event treasure (it should be noted that
neither square happened to be in that particular zone).  I had to remove
the zone event treasure and set it up as a regular square event.
  This happened transferring into map 7.  I don't know if it's one of
those ultra-unique bugs, or if it's more common...
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Offline bakacowboy

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Re: Hacking FRUA for Newbs
« Reply #9 on: August 21, 2013, 05:28:30 PM »
To GoldboxFan, I have big ideas, but little ability to get them done. I want to change almost all the sprites in the Goldbox Game--Treasures of the Savage Frontier. I also want to change the names of the monsters used in the commentary and big pictures as well. Do you know where I can begin to read and study how to do this. I have been looking at text editors and other stuff but have no idea where to start. Cliff or bakacowboy@yahoo.com

 

anything