Author Topic: Automapper Utility for Eye of the Beholder 1 & 2  (Read 2422 times)

Offline Ishad Nha

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Re: Automapper Utility for Eye of the Beholder 1 & 2
« Reply #15 on: January 31, 2017, 11:39:00 PM »
"Don't delete anything from that file. Otherwise settings will be read wrong."
It seems to work okay anyway. I delete the address but make sure to not delete the paragraph mark at the end of the line, thus correct line numbering is preserved for the following lines.
I can't tell the difference after deleting the address, except that ASE works and works properly.

Offline jhirvonen

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Re: Automapper Utility for Eye of the Beholder 1 & 2
« Reply #16 on: February 01, 2017, 03:24:11 PM »
Here's a new version:
http://personal.inet.fi/koti/jhirvonen/ase/ase.zip

There was a bug in the character name validation. Hopefully it works now.
Log.txt is generated in the ASE-folder. It shows some info about the search, character record addresses etc. info.

Offline Ishad Nha

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Re: Automapper Utility for Eye of the Beholder 1 & 2
« Reply #17 on: February 02, 2017, 01:50:49 AM »
The problem with line 9 seems to be fixed.

From Known bugs: part of ASE.txt:
"If you add or remove a party member, you should save the game and restart All-Seeing Eye, otherwise the characters might not be found."
Possibly have the ASE program check first at the address given in line 9, then again without reference to that line...
(Second check would act as though line 9 was empty.)
 
Character Editor, it seems poison can be cured.
An abolute offset # occurs at offset # in the save file.
A modulo offset # occurs at place # inside a given PC's record.
Modulo offset 1 is called "PC# Now In Party", for this offset, a value of 3 may be poison and 9 may be petrification.
If you need to heal poison or petrification reset this back to 1.

Offline jhirvonen

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Re: Automapper Utility for Eye of the Beholder 1 & 2
« Reply #18 on: February 02, 2017, 10:14:27 AM »
Possibly have the ASE program check first at the address given in line 9, then again without reference to that line...
Already does that, of course. If characters are not found from the last found address, it searches with full search range.

Offline jhirvonen

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Re: Automapper Utility for Eye of the Beholder 1 & 2
« Reply #19 on: February 24, 2017, 09:18:30 PM »
http://personal.inet.fi/koti/jhirvonen/ase3/

A very early version of an automapper for EOB3. Won't even display doors as the game engine is completely different from the previous titles.

Offline Ishad Nha

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Re: Automapper Utility for Eye of the Beholder 1 & 2
« Reply #20 on: February 25, 2017, 08:06:50 PM »
"The reason why this is separated from the ASE for EOBs 1 and 2 is that EOB3 uses a different game engine and there isn't that much known about it."
Actually, some research was done into the Aesop engine, check the topic "Eye of the Beholder III Hub" in the Hacking UA section. I don't know about doors and buttons though.
Dungeon Hack uses the same engine, this may have helped inspire interest in the nitty-gritty of the two games.

Offline Ishad Nha

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Re: Automapper Utility for Eye of the Beholder 1 & 2
« Reply #21 on: February 26, 2017, 02:22:54 AM »
Burial Glen, the automap really comes in handy, at a glance you can tell what is hackable and what is not.

"Unable to create directory"??
You get this message on start-up, fortunately it is a false alarm.

No equivalent of the ASE.dat file being created...
So you have to reset the directory every time.

Automaps are not being loaded when you reload a game.


UGE EoB3 module tells you which item number is used for a given item, it does not tell you the name of the item.

Keyboard Support, The following are the keyboard commands supported in the game:
C: Camp
Space: All Attack

Camp Menu Keys :
B: Break Camp (Return to game)
D: Drop a character
E: Exit the game
M: Memorize spells
P: Pray for spells
R: Restore (Load) a Save Game
S: Save current game
X: Exit the game
Esc: Break Camp (Return to game)

Keypad Keys:
7 Turn Left 8 Move Forward 9 Turn Right
4 Move Left 5 Move Backward 6 Move Right
1 All Attack 2 Move Backward 3 All Attack

Offline jhirvonen

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Re: Automapper Utility for Eye of the Beholder 1 & 2
« Reply #22 on: February 26, 2017, 12:15:23 PM »
http://personal.inet.fi/koti/jhirvonen/ase3/

Version 0.11 (26-February-2017)

  • When you set the game folder the settings are saved.
  • Inventory editing in "offline" mode. There are probably errors in the item names. I used a list from a EOB3 hex editing guide. Some items may crash the game. Some items are not visible until clicked on. Note that items
  • imported from EOB2 are not fixed numbers.
  • Included special resource tables from EYE.RES as text files.
Added a EOB3 hex editing guide (not by me) to the home page.

Programmatically parsed the EYE.RES resource file and parsed the special resource tables to text files (included in the ase3.zip archive in the Resources-folder)

The format is described here:
http://rewiki.regengedanken.de/wiki/EYE.RES


Offline Ishad Nha

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Re: Automapper Utility for Eye of the Beholder 1 & 2
« Reply #23 on: February 27, 2017, 02:37:49 AM »
This is wonderful, especially in the Burial Glen and the Forest Trail!

In situations where the map wraps around, it does not show the walls at the very edge of the map.
EoB3 Hex notes: Items with 900+ numbers probably vary from game to game.

To help with the decryption of item numbers I have uploaded a spreadsheet that can keep track of them.
You can paste in data from a save game and see what items have what numbers.
« Last Edit: February 27, 2017, 05:47:47 AM by Ishad Nha »

Offline Ishad Nha

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Re: Automapper Utility for Eye of the Beholder 1 & 2
« Reply #24 on: February 27, 2017, 08:35:05 PM »
"The search looks for the map data and party location. Sometimes several
  possible party locations will be found and a dialog pops up showing a list."
My understanding is that the name of PC1 occurs only once in the save game file:
   1  X Square                    252  1 byte         0 thru 255   
   2  Y Square                    253  1 byte         0 thru 255   
   3  Facing                      254  1 byte         0 thru 255   
   4  Map Number                  255  1 byte         0 thru 255   
  37  Char 01 Name                832  10 letters        TEXT       

 
252 + 580 = 832 hence 252 = 832 - 580. Simply locate name of first PC and then use that as a reference point.

ASE3 tends to drop out whenever you change levels, but the solution is simple:
Save Game in EoB3.
In ASE3: Refresh saved games
then Search

Playtester, "cheat", codes, as relayed at:
http://bitomoander.runboard.com/t660

Cheat mode :
At the DOS prompt, get to the game directory. Type set aesop_diag=1 then load the game.

Press the following keys during game play to enable the corresponding effect.
A Kill all visible monsters
T Enable text mode
I No clipping
X Gain a level
G Teleport
O New items

A = Armeggedon! Kills all enemies on screen
T = not sure what this does
I = gives X/Y coordinates on screen message per every square party steps
X= gain level, (one char at a time, press X multiple times for multiple char to level up)
O = not sure how this works

I = impedance on/off gives x/y coordinates AND alows turning on/off walk through walls.

Simeon Pilgrim did this for Gold Box games, see the topic "Gold Box games cheat codes":
http://ua.reonis.com/index.php?topic=1082.0
« Last Edit: March 01, 2017, 06:50:58 PM by Ishad Nha »

Offline Ishad Nha

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Re: Automapper Utility for Eye of the Beholder 1 & 2
« Reply #25 on: February 28, 2017, 11:30:55 PM »
Gog games, Eye.bat initally reads as:
@echo off
aesop eye start[]
[]
exit


alter Eye.bat to read as follows:
@echo off
set aesop_diag=1
aesop eye start[]
[]
exit


You should only need to do this once.
With impedance off, the coordinates are updated every step.
You can use a spreadsheet to record the coordinates of all major features on a given level. Then you can check the relevant level file for these coordinates.

900 series items have their details stored where? Save files?
« Last Edit: March 01, 2017, 06:34:40 PM by Ishad Nha »

Offline Ishad Nha

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Re: Automapper Utility for Eye of the Beholder 1 & 2
« Reply #26 on: March 03, 2017, 09:42:06 PM »
Adobe Reader sometimes crashes when using the Pdf files for Gold Box games. So I made a text backup of the EoB3 Cluebook. The text file can also serve as a basis for Hints in ASE3.
Initial file is full of typographical errors?! Was it made by an OCR program? A lot of the errors remind me of the varieties found in the OCR-created EoB2 hints files.
Why bother with an inferior quality OCR when the program can easily read the Pdf files? If the Reader displayed Pdf files like this, Adobe would go bust.

I spent hours fixing the errors as best I could...
A rough draft is found below, I also added files that dealt with only one given level. Coordinates can be added to their entries later on.

Offline Ishad Nha

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Re: Automapper Utility for Eye of the Beholder 1 & 2
« Reply #27 on: March 05, 2017, 02:55:42 AM »
Level 1 file, LVL01_00.BIN, has 12,514 bytes
It has 1,000 entries, numbered 1,000 through 1,999. My understanding is that 769 entries are pro-forma, basically blank, while 231 have an actual meaning. Each entry starts with its number.
« Last Edit: March 06, 2017, 08:04:48 PM by Ishad Nha »

Offline Ishad Nha

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Re: Automapper Utility for Eye of the Beholder 1 & 2
« Reply #28 on: March 06, 2017, 08:22:05 PM »
In Lvl 1, in a second array, all 1,000 entries are sorted by columns P and Q, the presumed major coordinates. This may speed up decryption.

All 14 levels have had their level files unpacked, one line per entry.
I think the lists are mostly accurate but where to place an Enter was sometimes not clear, so it came down to a judgement call by me.

Data is included in the spreadsheet now found in the latest post.

Early results, first two numbers are the slot number, going from #1,000 through #1,999.
Third number seems to say what type of function this is: upstairs, downstairs, fire trap...
Fourth number may or may not be relevant here.

160 is for doors, numbering is from 0 to 25.
Offset 2 is always 160.
As always, offsets 10,11 give the x,y coordinates.
Offset 13 decides if door goes N:S (value = 5) or E:W (value = 10).
Offsets 21,22 handle locked doors, if values are not both 255, door is locked. It seems they direct to another line where the locks are found?

The surprise is that levers, fire traps and so on, they are considered to be located inside an impassable square of wall. From the PC's perspective at 9,30 in level 1, there is a fireball trap on the west side of the square. However the game regards that trap as being at 8,30!

We don't need encyclopedic knowledge of the workings of the level files, all we really need is enough understanding to place icons on the map.
« Last Edit: April 01, 2017, 09:45:07 PM by Ishad Nha »

Offline Ishad Nha

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Re: Automapper Utility for Eye of the Beholder 1 & 2
« Reply #29 on: March 09, 2017, 06:52:17 AM »
Can't find any trace of the item records in the Lvl files.
(Itm files?)
So far everything is working out well. I will need to check all level data to make sure I have given correct lengths for all "Ecls". This will take a few days.
Any function can occur on any line, I was expecting distinct sections for monster, items and whatever, but that is not the case.
Some functions have different meanings in different levels, 199 is usually for levers but in level 3 it is for Grave Mists.

Here is an early list of length, offset 2, offset 3 and description of some Ecls:
25        0         Stairs down
25        3         Stairs up
25       18         Invisible teleporters
25       21         Invisible teleporters
21       24  8      Arrival points
25       24  9      Departure points
21       30         Spiked trap
25       48         Exit out
23      100         Fireball trap
38      112  7      Monsters
21      112  8      Locked door
38      115         Monsters
26      160         Door
25      187         Pressure plate
25      190         ??
22      199         Levers
21      205         Signs
22      211         Bone Levers
21      220         Door
21      226         Button walls
22      238         Movable walla
25      241         Pit
26      244         Teleporters
21      253         Burial Niches


I took the floor/wall maps from Eye.res and pasted them into a spreadsheet. This will make it easy to draw up coordinates for the hints.
« Last Edit: April 01, 2017, 09:46:13 PM by Ishad Nha »

 

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