FRUA & DUNGEON CRAFT Community Forums

Hacker's Hideout => Hacking UA => Topic started by: Ishad Nha on April 30, 2010, 07:42:10 AM

Title: Dark Queen of Krynn Hub
Post by: Ishad Nha on April 30, 2010, 07:42:10 AM
I am now attempting to decrypt the files of The Dark Queen of Krynn.
This game is particularly interesting because it is very similar to FRUA in its graphics system. Apparently FRUA uses the DQK engine.
In theory, decrypting the Ecl.glb and Geo.glb files could enable the game to be used as a Dragonlance Unlimited Adventures. This is technically possibly illegal, but both games are abandonware. Make it quite clear that you respect the intellectual property of the late SSI company. This approach could also be used for Spelljammer: Pirates of Realmspace.
You would need an editor for this if it were possible, but there are or were good programmers in this community.

Geo.glb contents:
16 byte header
88 bytes table of contents, 22 long (four byte) offsets for the start of records
82 bytes, (41 * short numbers, means 20 pairs of records)
Start of Caergoth town records…

I have also started to decrypt the save files, which is straightforward for the most part. Remove Character from Party will create a qch file, this is the DQK version of a cch file.
Edit:
For an understanding of the table of contents, see my topic in this forum.

Template for DQK has been moved to here, it only works for DCv1.01.
Title: Re: Dark Queen of Krynn Hub
Post by: Ben J on April 30, 2010, 08:55:27 AM
Apparently FRUA uses the DQK engine.

Yes it does, although there are also many remnants of older GoldBox games in the code (like the strings for "Cute Yellow Canary" and "Boulder" from Secrets of the Silver Blades).
I don't know how SSI went about this. Maybe they built each subsequent game on top of the others.

"Pool of Radiance" and "Curse of the Azure Bonds" have already been converted fro FRUA. I suppose this will be a similar project?
Title: Re: Dark Queen of Krynn Hub
Post by: Ishad Nha on April 30, 2010, 07:10:16 PM
Cute Yellow Canary featured in only one game, Secret of the Silver Blades. It was of course relevant in the mines there, and relevant absolutely nowhere else. 
???
I will be looking at a port, if I can find the time. Then I could use DQK as a Dragonlance Unlimited Adventures, if someone can write an editor. I should get an understanding of how features of DQK wound up in FRUA.
Graphics in FRUA come from DQK, as anyone who played the latter will be able to see immediately. Graphics in these two games aren't found in earlier Gold Box games.
As for decrypting Caergoth, the cluebook map has no coordinate grid for starters. Then it is not wholly accurate, it has an excess row above the gates to the town.
Title: Re: Dark Queen of Krynn Hub
Post by: DesertScrb on April 30, 2010, 08:41:05 PM
That's great.  There are some designs set in Krynn, but it would be fun to play a new game with Draconian death explosions and the kender taunting ability.
Title: Re: Dark Queen of Krynn Hub
Post by: Ray on April 30, 2010, 08:49:00 PM

I've always been curious about how FRUA fell in the "pecking order" of things.  It definitely seems like FRUA was made from DQK, and it always seemed to me that Pools of Darkness was the game built to show us what FRUA could really do...since Heirs to Skull Crag failed so miserably.  I know the release dates defy that logic, but I remember playing through Pools of Darkness, counting the steps of whatever quest event chain I was playing through...   ;)
Title: Re: Dark Queen of Krynn Hub
Post by: nologgie on April 30, 2010, 09:07:15 PM
There are neat things from both DQK and PoD I'd like to be able incorporate into FRUA. Good luck with this!
Title: Re: Dark Queen of Krynn Hub
Post by: Ishad Nha on April 30, 2010, 10:03:39 PM
Looking at the DAX viewers help files it seems that Pools of Darkness and Treasure of the Savage Frontier are VGA graphics, as opposed to the EGA of the earlier Gold Box games. But all these games use a different format to that employed by DQK and FRUA, a format I still don't understand. (Each graphic is made up of pieces?)
As for the actual game mechanics, I don't know how PD, DQK and FRUA compare, that may become clear.
A guess as to the structure of the town records part of the Geo.glb file, length of each record is: 8 + (4*H*W).
Edit:
Walls in Secret of the Silver Blades were recorded as wedges. The format is: each square is divided into (a north and east wedge) and (a south and west wedge). The N,E half of each square is listed in a group, then comes the group of S,W listings. There are an awful lot of wall types too. If a square has nothing in its N or E sides it is type 0 when classified by its N,E side, regardless of what is in its S,W side. A wedge may have one of its two walls blank, non-existent.
In SSB the complication is that if you have two or more instances of the same terrain type occurring in a row, you don't use the usual notation. Say you have three squares in a row where the terrain is type x, you don't see "x,x,x". Instead you see "(256-3),x,(some number)" in other words "253,x,#". This is apparently done to save space, in the top line eleven instances of type 32 walls can be written as "245,32,1". As for saving space, a lot of repetitions occur in pairs, so they finish up one behind.  As for the third number I don't know what it does. If you have two repetitions occurring one after another, the first repetition may lack its third number.
In DQK there is no special notation for the repetition of the same wall type. It is one square, one wedge in both the N,E and S,W groups.
(In FRUA the structure is explained in Geogrids.txt.)
I am looking at what each wall looks like, I altered Geo.glb to include an array showing the first fifth of the wall types.


00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 01 00 01 00 01 00 01 00 01 00 01 00 01 00 01 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 01 00 02 00 03 00 04 00 05 00 06 00 07 00 08 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 09 00 10 00 11 00 12 00 13 00 14 00 15 00 16 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 17 00 18 00 19 00 20 00 21 00 22 00 23 00 24 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 25 00 26 00 27 00 28 00 29 00 30 00 31 00 32 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 33 00 34 00 35 00 36 00 37 00 38 00 39 00 40 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 41 00 42 00 43 00 44 00 45 00 46 00 47 00 48 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 49 00 50 00 51 00 52 00 53 00 54 00 55 00 56 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
Title: Re: Dark Queen of Krynn Hub
Post by: Ben J on May 01, 2010, 05:10:50 AM
That's great.  There are some designs set in Krynn, but it would be fun to play a new game with Draconian death explosions and the kender taunting ability.

It would be cool to have these things in FRUA.
Title: Re: Dark Queen of Krynn Hub
Post by: Ishad Nha on May 01, 2010, 10:05:07 AM
Draconians really enliven combat when they die.
State of play:
Each town has an eight byte header that lists: the height and width, the three wall sets and three unknown bytes. Yes it has FRUA style wall art sets, they have the same graphics for each set too. Each of the wall types can be given a guide number from 0 thru 15.
Looking at the first 50-odd wall types, the pattern becomes obvious:
(16*Guide number for N wall) + Guide number for E wall.
Converting walls between DQK and FRUA is quite straightforward.
Title: Re: Dark Queen of Krynn Hub
Post by: Ishad Nha on May 02, 2010, 03:01:48 AM
Latest news:
I can now easily port the walls of a town to a FRUA design. Zones and backgrounds I don't properly understand as yet.
Not so good news: any design can have no more than 576 squares in a town. Most DQK towns are larger than this, maximum size is 784.  Hopefully some of this excess will be empty space, certainly Caergoth had plenty to spare. If that is not the case I will need to trim the size of the town or split it into two.
Title: Re: Dark Queen of Krynn Hub
Post by: Ben J on May 02, 2010, 03:28:51 AM
Latest news:
I can now easily port the walls of a town to a FRUA design.

Cool.  :)

Quote
Not so good news: any design can have no more than 576 squares in a town. Most DQK towns are larger than this, maximum size is 784.  Hopefully some of this excess will be empty space, certainly Caergoth had plenty to spare. If that is not the case I will need to trim the size of the town or split it into two.

Some of the maps in the original Goldbox games are much larger than what FRUA allows. The mines in "Secret of the Silver Blades" were huge.
Title: Re: Dark Queen of Krynn Hub
Post by: Ishad Nha on May 02, 2010, 04:06:53 AM
Looking at the Dungeon Craft Editor, I note that it says: "Max Height: 50" and "Max Width: 50". Decryption requires that I be able to see the entire town at once. This may be the ticket. I am hex editing my translations into the relevant Geo0##.dat file of the FRUA design, once I have it processed by my spreadsheet I can just copy it all in one go.
I can figure out how the DC Editor records levels then I am set.
Edit:
I was able to create town #2, Draconian Caves, in a Dungeon Craft design. As far as I can tell, each square in a DC design is represented by a 15 Byte record, which consists of: 1x0, 4xBackdrops, 1xZone, 1xEvent, 4xWalls, 4xBlockage. All directions go: N,S,E,W.

Title: Re: Dark Queen of Krynn Hub
Post by: Ishad Nha on May 03, 2010, 09:01:39 PM
SSB Ruins area would have to be broken down into individual town areas.
I have ported the walls of a few towns, the first seven. Two I can't identify in the Cluebook. (Towns never implemented in the released game?)
(Dungeon Craft design file has been moved to the latest post.)
Edit:
I have ported the walls of all the twenty towns, and the walls only.
Title: Re: Dark Queen of Krynn Hub
Post by: Ishad Nha on May 04, 2010, 09:01:10 PM
I have ported the walls of all the twenty towns, and the walls only. A lot of the background has been done.
Ecl.glb contains a lot of compressed text. It looks like game notes in the first 10,000 bytes. An example at random:
"NOTE: YOU SHOULD NOT GET SELIAS FROM THE FRIENDLY NPC MENU AS HE IS FOUND IN THE INN OF THIS ECL.A4B0SBRD(00GOING TO THE CITY OF KRISTOPHAN IN ECL38?"
Title: Re: Dark Queen of Krynn Hub
Post by: Ishad Nha on May 10, 2010, 07:14:06 AM
Each section has an eight byte header listing the height, the width, the three wall sets and three unknown bytes. Logically the last three bytes should be the background sets. However it is not so simple in practice. I keep altering the three bytes in the Caergoth record, this has no effect on the outdoor mud graphics in the town proper. But it does effect the forest and the three intact buildings.
List of numbers and their corresponding backgrounds:
0   (Disk Error)
1   Stone Floor     
2   Marble         
3   Cave           
4   Forest         
5   Coral           
6   Lava           
7   Adobe           
8   Wood           
9   Bricks         
10   Fire Bricks     
11   (Hole in Lava)
12   Swamp           
13   (Chest, Stone Floor)
14   Dark Coral     
15   Wasteland       
16   (Disk Error)
32   Outdoor Grass   

Backgrounds 11,13 are unique to DQK, they can be retrieved with the TLB2BMP program.
Here is the Dungeon Craft design file. It uses the graphics found at:
http://frua.rosedragon.org/dc/art/walls/DC_FRUA-Walls.zip
I have been able to add blockage to the first few towns, as well as event markers, but not the events themselves.
Title: Re: Dark Queen of Krynn Hub
Post by: Ben J on May 10, 2010, 07:37:42 AM
Will the whole DQK game fit into the size limits of FRUA (text, events, number of maps)?
Title: Re: Dark Queen of Krynn Hub
Post by: Ben J on May 10, 2010, 01:42:05 PM
Ecl.glb contains a lot of compressed text. It looks like game notes in the first 10,000 bytes. An example at random:
"NOTE: YOU SHOULD NOT GET SELIAS FROM THE FRIENDLY NPC MENU AS HE IS FOUND IN THE INN OF THIS ECL.A4B0SBRD(00GOING TO THE CITY OF KRISTOPHAN IN ECL38?"

Are these notes left by the programmers? A kind of walkthrough hidden in the game code?
Title: Re: Dark Queen of Krynn Hub
Post by: Ishad Nha on May 10, 2010, 08:57:30 PM
Text size fitting FRUA constraints, I don't know about that, ditto number of events per level. Decryption has not gone that far.
Map size, most DQK maps are too big to meet the 576 square limit imposed by FRUA. That is why the first version was ported to Dungeon Craft, the maps all fit in a DC design. However, looking at the table below you can see that many of the DQK maps are composed of individual floors. For example, all twelve floors of Luminari Lighthouse are contained in the Luminari map below. FRUA has 36 town maps, though the last one is buggy. So with a bit of subdivision of maps you should be able to make it. If there are any problems with too much text or events that should reduce them.


 #: H*W = H*W = Name
 1: 100 = 10 * 10 = SSI Playtester Town
 2: 289 = 17 * 17 = Caergoth
 3: 784 = 28 * 28 = Draconian Caves
 4: 780 = 39 * 20 = Naulidis
 5: 176 = 16 * 11 = Hizden
 6: 648 = 27 * 24 = Luminari
 7: 256 = 16 * 16 = ???
 8: 484 = 22 * 22 = Hulderfolk Wood
 9: 784 = 28 * 28 = New Aurim
10: 784 = 28 * 28 = Palace of the Thenol King
11: 780 = 20 * 39 = Kristophan
12: 784 = 28 * 28 = The Tombs
13: 783 = 27 * 29 = Hawkbluff
14: 783 = 27 * 29 = Hawkbluff2
15: 784 = 28 * 28 = Blackwater Glade
16: 483 = 23 * 21 = Bai'or
17: 784 = 28 * 28 = Aldinanachru
18: 784 = 28 * 28 = Tower of Flame
19: 144 = 12 * 12 = Tower of Flame Finale?
20: 748 = 22 * 34 = The Abyss


As for Ecl.glb, it sure is interesting. The text I uploaded looks like designer's notes alright, there is a lot of it, along with all the text you read in the game. It is in a compressed form, 3 bytes = 4 four letters. I need a proprietary spreadsheet to read it. Currently the spreadsheet is adequate but could do with improvement. It has to make allowance for any given byte being in any of the three possible positions in the triplet of bytes.

Title: Re: Dark Queen of Krynn Hub
Post by: Ishad Nha on May 11, 2010, 09:47:42 AM
Decrypting save game files, current town.
Relevant offset bytes: 18,21,197.
Edit:
Town numbers, used by the game itself:
 2 SSI Playtester Town
 4 Caergoth
10 Draconian Caves
14 Naulidis
18 Hizden
22 Luminari
24 - ???
26 Hulderfolk Wood
30 New Aurim
34 Palace of the Thenol King
38 Kristophan
42 The Tombs
46 Hawkbluff
47 - Hawkbluff2?
50 Blackwater Glade
54 Bai'or
58 Aldinanachru
62 Tower of Flame
63 - Tower of Flame Finale?
66 The Abyss
Simply enter these numbers into the offsets concerned and you will move to the relevant town.
Edit:
Towns with question marks, (24,47,63) can't be accessed by this method or by the Playtester mode.
Title: Re: Dark Queen of Krynn Hub
Post by: Ben J on May 11, 2010, 03:17:19 PM
As for Ecl.glb, it sure is interesting. The text I uploaded looks like designer's notes alright, there is a lot of it, along with all the text you read in the game. It is in a compressed form, 3 bytes = 4 four letters. I need a proprietary spreadsheet to read it. Currently the spreadsheet is adequate but could do with improvement. It has to make allowance for any given byte being in any of the three possible positions in the triplet of bytes.

If you could find a way to print out these notes in their entirety, that would be very cool. (If it's not too much work)

Perhaps these notes could also give us some new insights about the workings of the FRUA engine, which is based on DQK.
Title: Re: Dark Queen of Krynn Hub
Post by: Ishad Nha on May 11, 2010, 10:10:42 PM
I might upload the spreadsheet so that anyone who wants to look at the text of a Gold Box game can do so. Not only Gold Box games, but any program that uses this compression scheme.
File Ecl.glb is 446KB, my spreadsheet can handle 12KB of input at most. (This will lead to 16KB of output.) To achieve this requires a spreadsheet that is all of 16.8MB in size.
My understanding of this file is not all that great. My guess is that the text is spread throughout the file, along with the data that describes each event. I imagine that DQK events are recorded in this file. Thus there is a lot of text and a lot of other stuff.
Below is a fairly typical specimen of what I see. There is a line "BP~N…" that seems to have no text in it. The at @ signs separate the three columns, they don't occur in the original text.

ON.~GQJ~K6S5@:8~{{{D(~/YOU @ A4R B=$=VAL
XD2C58BBSXEB@SHOW HIM THE@ ={{{~ $6AP V~
AXCAUEAT(A$#@ LETTER FROM@0UQPUJ~YH<6~
3XC~UT S X~T@ LAURANA AS @0EUHD8F~EN~
8BAX~#548D!T@HE BOWS RESP@V~H={{{NAHUM~T
4AP5A%SCF{{{(~@ECTFULLY. ~I@MPYT01&:~~$~

BP~N~S$~DX~7@~~8ANP~Q C{{{{{{@C D9~AF~M95B

' THE GENERAL@P V~{{{T8UHD2A@AXA1S!T SHD!
 REQUESTS YO@HUETUMQNA$=U@TUQT5D8FS5T(
UR PRESENCE @JAAHULT8LV~E@DD!T1S 1X~UH
AT THE PALAC@RAP VA~D0DLV@EBAXD~S~P1{{{H
E, AT YOUR C@2~ERA$=UJ~L<@~UHFS5T(~33%


(Here  a tilde means 0, and a triple brace {{{ means a character from 27 thru 31, these are my own private symbols.)

That spreadsheet can be compressed to a reasonable length, around 600KB when I use a few tricks.
Edit:
The string length of a string seems to be the number that immediately precedes it. String length measures the compressed length of the string, not the plain language form.
Spreadsheet was less than 400KB in length and was uploaded to the Decrypting Gold Box Games topic.
Title: Re: Dark Queen of Krynn Hub
Post by: Ishad Nha on May 19, 2010, 09:50:12 PM
I have yet to address the issue of secret, locked and false doors. Ditto, backgrounds are yet to be decrypted.
Each town record has five sections:
(1) an eight byte header.
(2) a listing of the N,E walls for each square.
(3) a listing of the S,W walls for each square.
(4) events and backdrops for each square.
(5) not clear, seems to include door information, may include any zones too.

(4) seems to be (0 + event number) or (128 + event number). In the former case, the backdrop is one that has a day/night cycle. In the latter case, backdrop depends upon the wall type on the square.

Decrypting event information in Ecl.glb, one trick is to look for stairways with known destination coordinates.
Edit:
Updated version of Template has been posted, shows the correct backgrounds in New Aurim and Kristophan.
Edit:
Backdrops may depend upon zones, I don't know.
Title: Re: Dark Queen of Krynn Hub
Post by: Ishad Nha on May 22, 2010, 07:44:09 AM
Latest guess is:
if (4) is less than 128, the square concerned has an "outdoor" background type, as seen in Caergoth, Hizden, Kristophan, New Aurim, Hawkbluff, Blackwater Glade and Bai'or. Exact background type is determined by bitwise manipulation of the relevant number in (5), the 2 and 8 bits are the ones associated with backdrops. It may be zones not just backdrops.
It is possible for a town to have four background types, Kristophan for one has that. It has both DQK outdoor background types, mud and grass. Then it has two indoor ones, stone and wood. Now the header for any DQK town only has room for three background types. Kristophan has a header that lists: Wood, Bricks, Outdoor Grass. Thus the outdoor mud must be a default background type that does not need to be listed in the header.

I still don't know how the game files record locked doors. It may happen by placing of events, this would require a locked door event. I think I have figured out the walls, backdrops and blockages, that leaves everything else.

In summary, the backdrops are functions of both (4) and (5). Now I am working on an FRUA translation which will require breaking most of the towns up into bits. I will match the events in the squares of Caergoth with what I am reading in the decryption of the ECL file.
Title: Re: Dark Queen of Krynn Hub
Post by: Ishad Nha on May 25, 2010, 08:59:59 AM
One pattern I have noticed, in the file Ecl.glb, before a block of text you usually find this sequence:
9 0 0 1 57 0 18 128 45
Most strings have this but not all do. There may be variations like the 18 being replaced by a 17. Last number is the length of the following string, the length in the compressed form, which is 75% of the length in normal form.
Edit:
I think I have decrypted more of the Palanthas/Caergoth town record. In particular, the table of contents for the events.
   Offset   Three Bytes         Short   Length      Placed
0   15,207   1   42   140   35,882   1      0
1   15,210   1   43   140   35,883   151      1
2   15,213   1   194   140   36,034   0      14
3   15,216   1   194   140   36,034   1      0
4   15,219   1   195   140   36,035   621      1
5   15,222   1   48   143   36,656   123      2
6   15,225   1   171   143   36,779   71      3
Offset: Starting at the start of the file, not the start of the town record for Palanthas/Caergoth
Three  Bytes:Bytes are presented in triplets, for reasons to do with the way text is compressed.
Short: A short number, equals 256 x third byte + (second byte)
Length: Length of the event record.
Placed: Number of times this event was placed in the town map. Not all events are placed.
There seem to be 48 events in total.
Offset   Length   
212   190   Numerical array
402   9,340   Game editor notes and functions.
9,742   1,434   Game editor notes and functions.
11,176   1,348   Game editor notes and functions.
12,524   10,100   Palanthas/Caergoth
22,624   11,874   Taladas Overland
34,498   2,020   Text from the Demo
36,518   11,886   Draconian Caves
48,404   11,924   Naulidis/Celanost
60,328       


        
Short numbers are interesting, I don't think they should be taken literally, for obvious reasons. Those offset numbers are found in the Demo and Draconian Caves sections.

Title: Re: Dark Queen of Krynn Hub
Post by: Ishad Nha on May 28, 2010, 07:46:00 AM
A few towns in DQK meet the 576 square limit imposed by FRUA, they have been ported to an FRUA design. (The events are still missing, decryption has not gone that far.) Design is found below.
Title: Re: Dark Queen of Krynn Hub
Post by: Ishad Nha on June 11, 2010, 09:04:17 PM
As for a Dragonlance Unlimited Adventures, you could use the FRUA editor to place the walls and backgrounds. Then use a proprietary spreadsheet to convert this into a form that the DQK program can use. Events are the problem, so far my understanding of the Ecl.glb files is not so great.
Title: Re: Dark Queen of Krynn Hub
Post by: Ishad Nha on June 14, 2010, 03:42:43 AM
Ecl.glb has around 446KB, here is a spreadsheet decrypting the first 60KB. It is 4.3MB when expanded. My understanding of how things are recorded is still imperfect, hence I have to show all three possible meanings for each group of bytes. A lot of the numbers are simple numbers, not encrypted text.
Edit:
Here is the spreadsheet, I forgot to upload it.
Title: Re: Dark Queen of Krynn Hub
Post by: Ishad Nha on July 05, 2010, 09:15:24 PM
Death Knights of Krynn upload has been moved to its own thread. I have not found time to adapt appropriate DKK graphics.
Title: Re: Dark Queen of Krynn Hub
Post by: manikus on July 07, 2010, 04:11:46 PM
Okay, because of your work, and the fact that DQK was the last GoldBox game, I've downloaded DQK to play, and eventually grab any art from that does not appear in FRUA. :)
Title: Re: Dark Queen of Krynn Hub
Post by: Ishad Nha on July 07, 2010, 06:08:00 PM
FRUA art is mostly DQK art and vice versa. Except for the last Fire Brick door and a couple of DQK backgrounds.
Title: Re: Dark Queen of Krynn Hub
Post by: manikus on July 08, 2010, 03:15:49 PM
FRUA art is mostly DQK art and vice versa. Except for the last Fire Brick door and a couple of DQK backgrounds.

Thanks for the info. Maybe I can find some "bonus" art. I think each of the games has a couple of extra (or more) images that they didn't take out, but didn't use. Of course, it could be that I just haven't played the games thoroughly enough. :)
Title: Re: Dark Queen of Krynn Hub
Post by: Ishad Nha on July 08, 2010, 10:27:26 PM
As DQK uses FRUA-style TLB graphics, Tlb2Bmp can be used for a batch conversion. It seems to show no bonus, unused, art. All of the bitmaps seem to represent graphics that occurred at least once in the game itself, I just glanced through them.
As for the other Gold Box games that use dax graphics, you might find something bonus with the dax viewing programs.
Title: Re: Dark Queen of Krynn Hub
Post by: manikus on July 09, 2010, 02:54:59 PM
I used Dan Autery's "Show" program to look at the tlb files this morning. As I haven't played the game, I don't really know what's used or not, but I do know what is not in FRUA. :)

Obviously the title screens are different, and the finale screens (which aren't supported in FRUA). There are 2 backdrops not in FRUA, close to a dozen sprites, one big pic, about 2 dozen small pics and close to 40 icons. :D

I'll start a DQK art thread in the DC art forum to post what I've pulled.

Edited to add:

Here's (http://ua.reonis.com/index.php?topic=1069.new#new) the art thread for DQK.
Title: Re: Dark Queen of Krynn Hub
Post by: Ishad Nha on July 09, 2010, 08:36:45 PM
A lot of FRUA art comes from DQK and a lot comes from other sources. The underwater graphics are from Naulidis/Celanost. If you do the batch conversion of FRUA graphics and the batch conversion of DQK graphics, you will see many that occur in both games.
Title: Re: Dark Queen of Krynn Hub
Post by: manikus on July 10, 2010, 03:16:55 PM
If only FRUA had used more of the art from DQK, or less. :) There are several icons in DQK that did not make it into FRUA, but their small pcs did.

I'm almost done with the art conversion for this and hope to post all of it on Monday.
Title: Re: Dark Queen of Krynn Hub
Post by: Ishad Nha on July 15, 2010, 07:54:17 PM
As for printing out the notes in the Ecl file, that now may be possible. The Curse of the Azure Bonds game has been given a somewhat buggy remake at Sourceforge. Said remake uses the original files, hence the open source code found at Sourceforge would tell you how all the CAB files actually work. Details are found in the Savage Frontier Hub.
Title: Re: Dark Queen of Krynn Hub
Post by: Nol Drek on August 03, 2010, 11:44:31 PM
In a combat event using DQK as the engine, the monsters are identified by number within each of the ECL files. The following is a list, which I believe to be complete, of the Monsters which you may fight. The number should be used twice within each combat event. Once referring to the monster data file MONS.DAX and once referring to the combat icon file CPIC.TLB.

Editing of the number of monsters, and the type of monsters occuring in a Combat Event in DQK is possible.


Dark Queen of Krynn Monsters:

  1 Black Pudding
  2 Boring Beetle
  3 Whisper Spider
  4 Beholder
  5 Enormous Spider
  6 Gas Spore
  7 Fire Gnt Mage
  8 Greater Otyugh
  9 Huge Bat
 10 Hydra
 11 Purple Worm
 12 Umber Hulk
 13 Fire Gnt Shaman
 14 Sea Dragon
 15 Eye of the Deep
 16 Giant Anemone
 17 Giant Squid
 18 Sahuagin
 19 Sea Snake
 20 Gorgon
 21 Spectral Minion
 22 Black Rogue
 23 Iron Golem
 24 Skel Warrior
 25 Spectre
 26 Thenol Fanatic

 27 Disk Read Error

 28 Thenol Priest
 29 Thenol Warlord
 30 Thenol Warrior
 31 Lich
 32 Vampire
 33 Vampire Cleric
 34 Vampire Mage
 35 Vampire Thief
 36 Wraith
 37 Zombie
 38 Mummy
 39 Shambling Mound
 40 Fireshadow
 41 Thenol Wizard
 42 2 Headed Troll
 43 Fire Elemental
 44 Death Dragon
 45 Red Dragon
 46 Black Dragon
 47 Ettin
 48 Minotaur Mage
 49 Minotaur
 50 Dark Wizard
 51 Zombie Minotaur
 52 Ghast
 53 Bakali Fighter
 54 Bakali Warlord
 55 Bakali Shaman
 56 Black Head
 57 Amphi Dragon
 58 Giant Troll
 59 Sahgn Priestess
 60 Prince Talhook
 61 Huge Crocodile
 62 Blue Head
 63 Wyndlass
 64 Sharkman
 65 Green Head
 66 Gnome Thieflord
 67 Red Head
 68 Gnome Warrior (Friendly)
 69 Gnome Tinker (Friendly)
 70 Fire Minion
 71 White Head

 72 Disk Read Error

 73 Salamander
 74 Chromatic Dragon

 75 GAME CRASHES

 76 Fire Giant
 77 Aurak Draconian
 78 Bozac Draconian

 79 Disk Read Error
 80 GAME CRASHES

 81 Sivak Draconian
 82 Blue Dragon
 83 Green Dragon
 84 Baldric (Friendly Silver Dragon)
 85 White Dragon
 86 Enchanted Traag
 87 Enchanted Baaz
 88 Enchanted Kapak
 89 Enchanted Bozak
 90 Enchanted Sivak
 91 Enchanted Aurak
 92 Greater Disir
 93 Disir
 94 Minotaur Champ

 95 Disk Read Error
 96 - 111 GAME CRASHES (Further Investigation Possible)

112 Captain Daenor (Friendly)
113 Grunschka (Friendly)
114 Selias (Friendly)
115 Tasslehoff (Friendly Sharkman Icon)
116 Baldric (Friendly Spider Icon)
117 Sir Discore (Friendly)
118 Elgynora (Friendly)
119 Dawnshine (Friendly)

120+ GAME CRASHES (Further Investigation Possible)
Title: Re: Dark Queen of Krynn Hub
Post by: Ishad Nha on August 04, 2010, 04:28:49 AM
As discussed in the topic
http://ua.reonis.com/index.php?topic=1053.0

A quick note on the format of the glb files used by both Dark Queen of Krynn and FRUA. They have a table of contents that works differently to the other Gold Box games. Format is as follows:

16 byte header:
offsets 7,8 are N + 1, where N is the number of records the file contains.
Offsets 12 thru 15 spell out DATA.

N + 2 long (four byte) offset addresses, showing where each record starts.
The last number is the size of the file.

First record is a table of contents showing which record is in what slot. Its numbering starts with 1 not 0. All numbers are short (two byte), first number says how many pairs of numbers are found here. In each pair the number of the record comes first, followed by the ordinal 1,2,3…
(Sounds.glb seems not to have this.)

Now comparing your notes with my examination of the table of contents, I come to the conclusion that when you report a crash/disk read error that is what should be happening. In the table there are 98 records that are numbered from 1 through 119, obviously there are some numbers that don't occur. Omissions start at record number 72.
These are the last numbers from the table:
71, 73, 74, 76, 77, 78, 81, 82, 83, 84, 85, 86, 87, 88, 89, 90, 91, 92, 93, 94, 112, 113, 114, 115, 116, 117, 118, 119.
Further investigation on your part should show this, alter the numbers in the table of contents.
Title: Re: Dark Queen of Krynn Hub
Post by: Nol Drek on August 04, 2010, 01:28:44 PM
Nice. This will save me the time it would take to hack events in DQK with monster numbers 95-111 and 120-255. I guessed that none of them were used, following the general FRUA rule for monster IDs.
Title: Re: Dark Queen of Krynn Hub
Post by: Ishad Nha on August 04, 2010, 08:29:19 PM
This applies to any Glb file, and only to them. The Item.dat and Items.dat files would presumably work much like their FRUA counterparts.
Items.dat:
128*16 = 2,048.

Item.dat
254*17 = 4,318.

This is the list of DQK items:
Updated list of DQK items, gained from decrypting the file Item.dat.
1: Arrow, 2: Battle Axe, 3: Hand Axe, 4: Composite Short Bow, 5: Composite Long Bow, 6: Long Bow, 7: Short Bow, 8: Club, 9: Light Crossbow, 10: Dagger, 11: Dart, 12: Flail, 13: Halberd, 14: Hammer, 15: Javelin, 16: Mace, 17: Morning Star, 18: Military Pick, 19: Awl Pike, 20: Bolt, 21: Scimitar, 22: Sling, 23: Spear, 24: Quarter Staff, 25: Staff Sling, 26: Bastard Sword, 27: Broad Sword, 28: Long Sword, 29: Short Sword, 30: Two-Handed Sword, 31: Trident, 32: Belt, 33: Boots, 34: Cloak, 35: Robe, 36: Banded Mail, 37: Chain Mail, 38: Helm, 39: Leather Armor, 40: Plate Mail, 41: Ring Mail, 42: Scale Mail, 43: Shield, 44: Elfin Chain, 45: Fine Long Bow, 46: Hoopak, 47: Dart Of Hornet's Nest, 48: Cloak Of Displacement, 49: Mirror, 50: Arrow +1, 51: Battle Axe +1, 52: Composite Short Bow +1, 53: Composite Long Bow +1, 54: Light Crossbow +1, 55: Dagger +1, 56: Dart +1, 57: Flail +1, 58: Hammer +1, 59: Javelin +1, 60: Mace +1, 61: Bolt +1, 62: Scimitar +1, 63: Sling +1, 64: Quarter Staff +1, 65: Staff Sling +1, 66: Long Sword +1, 67: Short Sword +1, 68: Two-Handed Sword +1, 69: Trident +1, 70: Cloak Of Prot +1, 71: Banded Mail +1, 72: Chain Mail +1, 73: Helm +1, 74: Leather Armor +1, 75: Plate Mail +1, 76: Ring Mail +1, 77: Scale Mail +1, 78: Shield +1, 79: Elfin Chain +1, 80: Arrow +2, 81: Battle Axe +2, 82: Composite Short Bow +2, 83: Composite Long Bow +2, 84: Light Crossbow +2, 85: Dagger +2, 86: Dart +2, 87: Flail +2, 88: Hammer +2, 89: Javelin +2, 90: Mace +2, 91: Bolt +2, 92: Scimitar +2, 93: Sling +2, 94: Quarter Staff +2, 95: Staff Sling +2, 96: Long Sword +2, 97: Short Sword +2, 98: Two-Handed Sword +2, 99: Trident +2, 100: Cloak Of Prot +2, 101: Banded Mail +2, 102: Chain Mail +2, 103: Helm +2, 104: Leather Armor +2, 105: Plate Mail +2, 106: Ring Mail +2, 107: Scale Mail +2, 108: Shield +2, 109: Elfin Chain +2, 110: Arrow +3, 111: Battle Axe +3, 112: Composite Short Bow +3, 113: Composite Long Bow +3, 114: Light Crossbow +3, 115: Dagger +3, 116: Dart +3, 117: Flail +3, 118: Hammer +3, 119: Javelin +3, 120: Mace +3, 121: Bolt +3, 122: Scimitar +3, 123: Sling +3, 124: Quarter Staff +3, 125: Staff Sling +3, 126: Long Sword +3, 127: Short Sword +3, 128: Two-Handed Sword +3, 129: Trident +3, 130: Cloak Of Prot +3, 131: Banded Mail +3, 132: Chain Mail +3, 133: Helm +3, 134: Leather Armor +3, 135: Plate Mail +3, 136: Ring Mail +3, 137: Scale Mail +3, 138: Shield +3, 139: Elfin Chain +3, 140: Arrow +4, 141: Footman's Dragonlance, 142: Staff Of Striking, 143: Composite Long Bow +4, 144: Light Crossbow +4, 145: Dagger +4, 146: Dart +4, 147: Flail +4, 148: Mace Of Disruption, 149: Javelin +4, 150: Mace +4, 151: Bolt +4, 152: Scimitar +4, 153: Sling +4, 154: Quarter Staff +4, 155: Staff Sling +4, 156: Long Sword +4, 157: Short Sword +4, 158: Two-Handed Sword +4, 159: Trident +4, 160: Cloak Of Prot +4, 161: Banded Mail +4, 162: Chain Mail +4, 163: Helm +4, 164: Leather Armor +4, 165: Plate Mail +4, 166: Ring Mail +4, 167: Scale Mail +4, 168: Shield +4, 169: Elfin Chain +4, 170: Arrow +5, 171: Battle Axe +5, 172: Composite Short Bow +5, 173: Composite Long Bow +5, 174: Light Crossbow +5, 175: Dagger +5, 176: Dart +5, 177: Flail +5, 178: Hammer +5, 179: Javelin +5, 180: Mace +5, 181: Bolt +5, 182: Scimitar +5, 183: Sling +5, 184: Quarter Staff +5, 185: Staff Sling +5, 186: Long Sword +5, 187: Short Sword +5, 188: Two-Handed Sword +5, 189: Trident +5, 190: Cloak Of Prot +5, 191: Banded Mail +5, 192: Chain Mail +5, 193: Helm +5, 194: Leather Armor +5, 195: Plate Mail +5, 196: Ring Mail +5, 197: Scale Mail +5, 198: Shield +5, 199: Elfin Chain +5, 200: Silver Shield +3, 201: Silver Shield +4, 202: Gauntlets Of Ogre Power, 203: Boots Of Speed, 204: Girdle Of Giant Strength, 205: Periapt Of Health, 206: Javelin Of Lightning, 207: Stone Of Good Luck, 208: Necklace Of Missiles, 209: Eyes Of Charming, 210: Bracers AC 6, 211: Bracers AC 4, 212: Bracers AC 2, 213: Long Sword +3 Dragon Slayer, 214: vorpal Long Sword, 215: Hoopak +2, 216: Hoopak +4, 217: Foethumper +4, 218: Solamnic Plate, 219: Eyes Of Petrification, 220: Eyes Of Petrification, 221: Fine Long Bow +2, 222: Long Sword Cursed -3, 223: Ring, 224: Ring Of Vulnerability, 225: Ring Of Prot +1, 226: Ring Of Prot +2, 227: Ring Of Prot +3, 228: Ring Of Prot +4, 229: Ring Of Prot +5, 230: Ring Of cold resistance, 231: Ring Of Electrical Immunity, 232: Ring Of Fire Resistance, 233: Ring, 234: Ring Of Invisibility, 235: Ring Of Free Action, 236: Ring Of Wizardry, 237: Ring Of Prot from evil, 238: Wand Of Ice Storm, 239: Wand Of Fireballs, 240: Wand Of Lightning, 241: Wand Of Magic Missiles, 242: Wand Of Paralyzation, 243: Potion Of Speed, 244: Potion Of Healing, 245: Potion Extra Healing, 246: Potion Of Invisibility, 247: Potion Of Giant Strength, 248: Elixir Of Youth, 249: Scroll Of Prot Dragon Breath, 250: Cleric Scroll 3 Spells, 251: Red Mage Scroll 3 Spells, 252: Red Mage Scroll 3 Spells, 253: White Mage Scroll 3 Spells, 254: White Mage Scroll 3 Spells.
255: (this seems to be another White Mage Scroll 3 Spells, but this not generated by Item.dat)

Altering the file Item.dat I was able to draw up a list of naming elements that should be more accurate:
0: , 1: Battle Axe, 2: Hand Axe, 3: Club, 4: Dagger, 5: Dart, 6: Hammer, 7: Javelin, 8: Mace, 9: Morning Star, 10: Military Pick, 11: Awl Pike, 12: Bolt, 13: Scimitar, 14: Spear, 15: Quarter Staff, 16: Bastard Sword, 17: Broad Sword, 18: Long Sword, 19: Short Sword, 20: Two-Handed Sword, 21: Trident, 22: Composite Long Bow, 23: Composite Short Bow, 24: Long Bow, 25: Short Bow, 26: Fine, 27: Light Crossbow, 28: Sling, 29: Staff, 30: Arrow, 31: Leather, 32: Ring, 33: Scale, 34: Chain, 35: Banded, 36: Plate, 37: Shield, 38: Cleric, 39: Scroll, 40: Mage, 41: Helm, 42: Belt, 43: Robe, 44: Cloak, 45: Boots, 46: Ring, 47: Mail, 48: Armor, 49: Of Prot, 50: Bracers, 51: Wand, 52: Elixir, 53: Potion, 54: Youth, 55: Ruby, 56: Boulder, 57: Dragon Breath, 58: Displacement, 59: Eyes, 60: Drow, 61: Elfin Chain, 62: Ice Storm, 63: Saphire, 64: Emerald, 65: Wizardry, 66: Hornet's Nest, 67: Fire Resistance, 68: Stone, 69: Good Luck, 70: Flail, 71: Halberd, 72: Gauntlets, 73: Periapt, 74: Health, 75: Cursed, 76: Blessed, 77: Bundle of, 78: Ogre Power, 79: Girdle, 80: Giant Strength, 81: Mirror, 82: Necklace, 83: Dragon, 84: vs Giants, 85: vorpal, 86: cold resistance, 87: Diamond, 88: Lightning, 89: Fireballs, 90: Of, 91: Vulnerability, 92: Speed, 93: Silver, 94: Extra, 95: Healing, 96: Charming, 97: Fear, 98: Magic Missiles, 99: Missiles, 100: 1 Spell, 101: 2 Spells, 102: 3 Spells, 103: Paralyzation, 104: Invisibility, 105: Cute Yellow Canary, 106: AC 10, 107: AC 6, 108: AC 4, 109: AC 3, 110: AC 2, 111: +1, 112: +2, 113: +3, 114: +4, 115: +5, 116: -1, 117: -2, 118: -3, 119: Electrical Immunity, 120: Gaze Resistance, 121: Spiritual, 122: Gem, 123: Jewelry, 124: blinking, 125: from evil, 126: Hoopak, 127: Dragonlance, 128: Striking, 129: Disruption, 130: Dragon Slayer, 131: Foethumper, 132: Solamnic, 133: Petrification, 134: Free Action, 135: Footman's, 136: Red Mage, 137: White Mage, 138: Quarrel, 139: Cler, 140: MU Scroll, 141: Amulet, 142: Bag, 143: Solamnic Plate, 144: Proof vs Poison, 145: Elixir Of Youth,
146: Eyes Of Charming, 147: vs Reptiles, 148: Frost Brand, 149: Berserker, 150: Olin's,

Legacy Elements from Champions of Krynn and Death Knights of Krynn:
146: Eyes Of Charming, 147: vs Reptiles, 149: Berserker, 150: Olin's,
These may or may not be naming elements:
151: White, 152: Red, 153: Blank
Title: Re: Dark Queen of Krynn Hub
Post by: Nol Drek on August 13, 2010, 07:04:05 PM

I've done some more hacking of the DQK ECL.GLB file.

********

Starting at offset 15613, you will find the first combat the PCs are likely to encounter in the game (in decimal, not hex):

 11  0 82  0  2  0 82
 11  0 83  0  1  0 83

This sequence specifies a COMBAT EVENT:

2 Blue Dragons (DQK Monster #82)
1 Green Dragon (DQK Monster #83)

********

Starting at offset 444585, you will find one of the combats that happens much later in the game (in decimal, not hex):

 11  0 26  0 12  0 26
 11  0 30  0  9  0 30
 11  0 29  0  3  0 29
 11  0 41  0  2  0 41
 11  0 28  0  2  0 28
 11  0 91  0  1  0 30

This sequence specifies a COMBAT EVENT:

12 Thenol Fanatics (DQK Monster #26)
9 Thenol Warriors (DQK Monster #30)
3 Thenol Warlords (DQK Monster #29)
2 Thenol Wizards (DQK Monster #41)
2 Thenol Priests (DQK Monster #28)
1 Enchanted Aurak, disguised to look like a Thenol Warrior (DQK Monster #91, but using Icon #30)

********

In general, anytime you find the sequence: 11  0  X  0  Y  0  X, you have found a COMBAT EVENT where the PCs will fight Y of monster X. The first occurrence of X refers to the monster's stats, while the second occurrence of X refers to the combat icon used. These will almost always be the same, except in rare situations where the monster has some kind of illusion effect, as the Aurak above.

********
Title: Re: Dark Queen of Krynn Hub
Post by: SilentThief on August 13, 2010, 07:16:11 PM

Dark Queen of Krynn Monsters:

 27 Disk Read Error
 72 Disk Read Error
 75 GAME CRASHES
 79 Disk Read Error
 80 GAME CRASHES
 95 Disk Read Error
 96 - 111 GAME CRASHES (Further Investigation Possible)
 120+ GAME CRASHES (Further Investigation Possible)


While I cannot dispute anything you guys say about this (cuz I don't know anything about DQK hacking), but I SWEAR I've encountered these monsters in a few different programs in windows...

ST
Title: Re: Dark Queen of Krynn Hub
Post by: GoldBoxFan on August 23, 2010, 09:51:14 PM
27 should be Sahuagin Lord as listed in MONCHA.GLB

Since Prince Talhook is a sahuagin lord he might be the only one and the first instance removed, though left in moncha.glb.
Title: Re: Dark Queen of Krynn Hub
Post by: Ishad Nha on August 23, 2010, 09:59:20 PM
Those are Death Knights of Krynn monsters. As far as I know, DQK seems not to retain surplus/redundant monsters from earlier Krynn games.
Edit:
(In reply 42 GoldBoxFan mentioned a whole lot of Death Knights of Krynn monsters, then he corrected it).
Undead in DQK are more plain vanilla Gold Box varieties, the same from game to game.
Prince Talhook is type 60. I don't recall any Sahuagin Lords apart from him. Sahuagin are found only in the underwater and that one Hizden fight.
It seems that in the Gold Box games, if a monster has a distinct personal name in combat, he has a unique monster type.
Title: Re: Dark Queen of Krynn Hub
Post by: GoldBoxFan on August 24, 2010, 07:10:51 PM
I thought there was something wrong about my reply but the monsters on the list kept showing up too. I thought I was in the DKK forum not the DQOK forum. My bad. Won't happen again.

It's possible version 1.0 had Prince Tallhook as a generic sahuagin lord and a later version they changed it to Prince Tallhook but left it in for earlier saves. I have version 1.1.
Title: Re: Dark Queen of Krynn Hub
Post by: manikus on August 25, 2010, 03:22:01 PM
I thought there was something wrong about my reply but the monsters on the list kept showing up too. I thought I was in the DKK forum not the DQOK forum. My bad. Won't happen again.

No worries - talk about whatever you want, especially if it's on topic or close to topic. :)

I don't know about the different versions of DQK, but I know that there are some differences in versions of other SSI games, so likely this holds true here as well.
Title: Re: Dark Queen of Krynn Hub
Post by: Ishad Nha on September 06, 2010, 08:58:54 PM
A complete list of passwords for the three games is found in the Gold Box Copy protection codes topic.
As for the DQK ecl contents, I imagine it is much like the contents of the other games in the Gold Box series, but I don't know that. Glb files have a different table of contents but that is understood. All the other games have had their Ecls printed out, maybe one of our resident experts will get around to it.
Title: Re: Dark Queen of Krynn Hub
Post by: Ishad Nha on September 10, 2010, 06:30:43 AM
The problem in DQK with Paladins of level 19+ not receiving all their 4th level spells is found in the relevant table from Dqk.exe. It comes into play at offset 413,054. Here they reach maximum spell ability at level 18 rather than level 20.
I am not aware of any other bugs in the program.
Title: Re: Dark Queen of Krynn Hub
Post by: Ishad Nha on December 17, 2011, 08:57:35 AM
Currently I am working my way through the Ecl.glb file, section 3: Palanthas and Caergoth. It looks broady similar to the Ecl files for Curse of the Azure Bonds and Neverwinter Nights. I think I can understand a lot of it. There are also things that are not familiar:
1   42   140
1   43   140
1   194   140
1   194   140
1   195   140
1   48   143
1   171   143
1   242   143
1   58   144
1   58   144


Nol Drek thought that the initial Dragon combat in Caergoth was found at offset 15,613. See « Reply #40 on: August 13, 2010, 07:04:05 PM » on page 3 in this topic. Now this has been confirmed, I changed the monsters to a few Giant Anemones and a couple of Giant Squids. Original Blue Dragon sprite in the dialog screen was unaffected.

Using Tlb2Bmp showed that SPRIT023.BMP was the sprite for the Blue Dragon. Hence I initially thought that the dragon would have a sprite icon number like 23 or 24. But actually reading the table of contents for Sprit.tlb showed that it would have a sprite number of 82, which is also its monster number. In the Ecl file the sprite for the dragon fight initial dialog is found at offset 15,433. This was confirmed when I altered the number and the sprite in the program changed as a consequence. This was the only change I made in the Ecl file.
Title: Re: Dark Queen of Krynn Hub
Post by: Nol Drek on December 18, 2011, 02:16:01 PM
I imagine that the ECL.GLB file starts with a table of offsets for ECL1, ECL2, ... and that each of those is similar in format to the ECL1.DAX, ECL2.DAX, ... found in earlier Gold Box games.
Title: Re: Dark Queen of Krynn Hub
Post by: Ishad Nha on December 18, 2011, 06:31:47 PM

Ecl  Start   Length  Description
     Offset

-        0       16   Header
-       16      196   49 long numbers: start of offset for each record
-      212      190   Numerical array, 95 short numbers, match record numbers to slot numbers
1      402    9,340   Game editor notes and functions.
2    9,742    1,434   Game editor notes and functions.
3   11,176    1,348   Game editor notes and functions.
4   12,524   10,100   Palanthas/Caergoth
5   22,624   11,874   Taladas Overland
6   34,498    2,020   Intro
7   36,518   11,886   Draconian Caves
8   48,404   11,924   Naulidis/Celanost


The table exists, it is somewhat different to the Dax variety. I decrypted it. For an understanding of Glb tables of contents, see the topic:
Glb Files - Table of Contents (http://ua.reonis.com/index.php?topic=1053.0)
It has forty seven distinct records, the first starts at offset 402.

I am quite sure that offsets 15,207 thru 15,348 are the table of contents for the placed specials in Caergoth. Not all specials seem to be actually placed.
Numbering used internally for the go to functions is roughly: relative offset number + 32,768. (Relative offset is numbering starting from the start of this Ecl record, not the start of the file.)
Like other individual Gold Box Ecl records that I have seen, it seems to start with a twenty digit header:
1   1   223   137
1   1   39   138
1   1   168   137
1   1   124   137
1   1   20   128
Which I understand as:
1   1   20   128   E   32,788   12,544   Start of record   
1   1   124   137   D   35,196   14,952   Resting   
1   1   168   137   C   35,240   14,996      
1   1   223   137   A   35,295   15,051      
1   1   39   138   B   35,367   15,123   Placed events   

Here "32,788" is the numbering used by the Ecl file while 12,544 is the real offset number. (This 32,768-based numbering may be done so many people can work on different Ecls all at the same time.)

This looks like another internal table of contents, presumably for Palanthas:
33,540   13,296   1   25   131
33,543   13,299   1   15   134
33,546   13,302   1   72   134
33,549   13,305   1   85   134
33,552   13,308   1   214   133
33,555   13,311   1   137   134
33,558   13,314   1   203   135

Offsets 13,194 thru 13,196: "14 0 150" means show graphic 150 this is the Palanthas picture from PicB.tlb. Numbering system in that file is something else.

Title: Re: Dark Queen of Krynn Hub
Post by: Ishad Nha on December 19, 2011, 08:21:18 AM
PicA.tlb: Tlb2Bmp
On the left side of the colon, record numbers used by the Tlb file itself. On the right, the sprite numbers generated by the Tlb2Bmp program. Some of the pictures are animated and have more than one frame, hence are represented by more than one bitmap when they are converted from Tlb format. These numbers have all been verified by replacing the existing Palanthas Bar graphic with them one at a time. This is found at offset 14,199.
5: 0,1,2
10: 3,4,5
14: 6,7,8,9,10,11,12
21: 13
23: 14,15,16
30: 17
32: 18
43: 19,20,21
44: 22
49: 23
64: 24
70: 25,26,27
74: 28
84: 29
90: 30
91: 31
112: 32
113: 33
114: 34
115: 35
116: 36
Playtester mode, BigPic, can be used too. Relevant numbers are found in table of contents of Glb files.

Offsets 13,701 thru 13,703: 31 0 54. This equates to "This is recorded as journal entry 54."
Title: Re: Dark Queen of Krynn Hub
Post by: Ishad Nha on December 21, 2011, 08:04:07 PM
All of the towns have been identified. That leaves the question of the outdoors, where are the outdoor specials found? Ecl 5 is known to be the outdoor record. Towards the end of that record, from offsets 33,245 to 34,384 I found what looked like the outdoors map:


J A A A A A A Q D D L W L 2 T T T T W W 2 W T L W Y Y R R R @ R R I G I I G
J A A A @ Z A A A A A L T 2 T L L W W W 2 W 2 L Y Y Y R R R I G G I G I I G
J A A L L Z D A A A A A A A T T W 2 W W A A A A A R R R R I G G G G G G G G
J A A T T Z D H D @ D D A A A A A Y Y Y A A A A A R R G G I @ I I I I I I G
J A A @ Z @ D D Q Q Q Q D D H D A Y Y Y A B A B A R G B R B B I G G G I G G
J A A A Z H H H X X Q D D D H D K H K K B B B B A A A B B P P I I I G G I G
J A A A D Q Q H Q X X D D H H K K K @ B B P P B B A A A B P P B G G I I G G
J A A A D X X H X X H H H D @ H K @ B B B @ B B B B A A A B B B I G I G I G
J A A H H H X H X X D D D D D D K B B B B B B B B B A A A B B B B I G G I G
J A A Q Q D H Q Q H H H H D D D H K K B @ B B P P B B A A A B P B B G I I I
J A A S S S S S S S D H @ H 8 8 H K K K K @ B B P P B A A A B B B P B B @ I
J A M M 4 M 3 B M S D H D H 8 8 H K K K K K B P P P B B B A A B B B B P B B
J A O O 4 O O B M S Q H D D D D H D K K K K B B B B B B B A A A B B B A B P
J A A O O O 4 B O M B L B B D D Q D K K K @ B B B B B B B B A A A A B A B B
J A A A 4 4 4 1 O O B L L B B Q D H K K C U B B B B B B B B B A A A A A A A
J A A A 3 1 @ 1 1 M B L L L L B B C C C C C C N F F B B B B B B A A A A A A
J A A A B B A T 1 1 B B B L T B B B C C C C F F U F F F B B B B B B A A B B
J A A A A B A 2 @ 3 B L M L L @ B B N C 6 F F F F U F F F B B B B B B B B B
J A A A A A A A 3 3 B B M L L L F B N N F 6 F F F U C N N N B B B B B B B B
J A A A A A A A A 3 O B B L L L F F F N N F 6 6 U C C C N N F F N N N N B B
J A A A A A A A A A A O S S S L F F F F N N C C 6 U C C C U C U E N E E B B
J A A A A A A A M M A A M 1 S B F F F F F N C C C U C C C U C E E E E E E E
J A A A A A A A A M M M O O M B B B F F F M @ C @ U C C C C E E E E E E E E
J A A A A A A A A A A A O M O O C B B F F @ C C C U C 7 7 E E @ E E E E E A
J A A A A A A A A A A M O M S C M O B B B B B B C 7 7 E E E @ E E E E E E A
J A A A A A A A A A A A A M M M M O M S T C C B N N N N B B B 5 5 E E E E Z
J A A A A A A A A A A A A A A A A A A A C C C C C C C N 5 E E E E E Z Z Z V
J A A A A A A A A A A A A A A A A A A A A A A A C C A C 5 5 5 A A A Z @ @ V
J A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A V V V V V V
J A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A A V V V V @


In the above graph, A is the most common byte (223) then Z and the numbers are the least common. An asterisk is a byte that only occurs once. This is a map 38 bytes wide and 30 high.

In the table below the straight terrain has been removed to highlight the town entrances and so on.  Meaning of E,G,H is not clear to me. Numbering system is different as explained in the list below the table.

-  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  W  -  -  -  -  -  -  -
-  -  -  -  Q  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -
-  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -
-  -  -  -  -  -  -  -  -  B  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  E  -  -  -  -  -  -  -
-  -  -  P  -  R  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -
-  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -
-  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -
-  -  -  -  -  -  -  -  -  -  -  -  -  -  A  -  -  S  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -
-  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -
-  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -
-  -  -  -  -  -  -  -  -  -  -  -  C  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -
-  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -
-  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -
-  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -
-  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -
-  -  -  -  -  -  G  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -
-  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -
-  -  -  -  -  -  -  -  H  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -
-  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -
-  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -
-  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -
-  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -
-  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  T  -  -  -  -  -  -  -  -  -  -  -  -  -
-  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  U  -  -  -  -  -  -  -  -  -  V  -  -  -  -  -  -
-  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -
-  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -
-  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -
-  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  Y  -  -
-  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -
-  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -


1  A  225  THE CITY OF TRILLOMAN   
1  B  226  THE CITY OF THERA       
1  C  227  THE CITY OF VINLANS     
1  E  229 
1  G  231 
1  H  232 
1  P  240  THE HAMLET OF HIZDEN.   
1  Q  241  TOWER OF LUMINARI
1  R  242  THE CITY OF KRISTOPHAN.
1  S  243  THERE IS A CLEFT IN THE STEEP HILLSIDE HERE.   
1  T  244  THE FORTRESS CITY OF NEW AURIM.
1  U  245  HAWKBLUFF
1  V  246  THE BLACKWATER GLADE.   
1  W  247  THE GNOME CITADEL OF ALDINANACHRU.     
1  Y  249  THE VILLAGE OF BAI'OR

Tower of Flame may have no outdoor entrance.

Anyway, switching offset 33,402 from a value of 242 to 226 meant that Thera appeared where Kristophan normally should be. This verified the guess that it was an outdoor map.
Title: Re: Dark Queen of Krynn Hub
Post by: GoldBoxFan on December 21, 2011, 08:42:05 PM
I think I have that map and scanned it. Unfortunately, I accidentally deleted all my map scans when I though I had them copied to DVD-ROM. I'll see if I can find it.

Here is the Taladas Map from the clue book if it helps:
Title: Re: Dark Queen of Krynn Hub
Post by: Ishad Nha on December 21, 2011, 10:34:41 PM
Looking at the map it is likely that Thera is at 9,3. I have a shortlist of possible town entrances, I can substitute them for Kristophan one at a time and see what then happens.
Title: Re: Dark Queen of Krynn Hub
Post by: Nol Drek on December 23, 2011, 12:04:20 PM
All of the towns have been identified. That leaves the question of the outdoors, where are the outdoor specials found? Ecl 5 is known to be the outdoor record.

The A's seem to be water.

The @'s seem to be the location of towns.
Title: Re: Dark Queen of Krynn Hub
Post by: Ishad Nha on December 23, 2011, 06:00:29 PM
At some point I can go through the file and see what each @ does. Switch them for Kristophan and see what then happens.
I am doing okay with decrypting the Ecl files, I have a new one-column spreadsheet that shows only one column of data. It is based upon a Text Reader that inserts paragraph marks whenever text starts. This does not handle menus yet.
Title: Re: Dark Queen of Krynn Hub
Post by: GoldBoxFan on December 23, 2011, 06:50:35 PM
Too bad I quit taking notes by the time I got to Krynn.

BTW, Ishad, you are at 499 posts right now. 1 more and you get listed as a Hero Member.
Title: Re: Dark Queen of Krynn Hub
Post by: Ishad Nha on December 26, 2011, 12:17:06 AM
A quick update on decrypting the Ecls, now I am using single-column spreadsheets.

A new version, which includes the Taladas Outdoors and a draft version of the Demo.

Now I am going to try to understand one section in particular, Ecl1, the first part of the Playtester mode. One potential source of help is the frequent tables of contents found within this Ecl. Such tables tell me exactly where a particular routine actually starts.
Title: Re: Dark Queen of Krynn Hub
Post by: Ishad Nha on December 28, 2011, 07:46:20 PM
I understand a lot of the contents of Ecl 1, main playtester mode.

Programs: 56 0 #, where # is program number
0   Hall of Training
1   Gnome victory celebrations
2   Quit Program
3   Lead PC gets drained
4   None Known
5   None Known
6   None Known
7   None Known
8   None Known
9   The party makes camp
10   None Known
11   None Known
12   None Known

Shops: 60 0 #, where # is the shop number.
1      The usual weapons
2      clothes
3      armor
4      missiles
5      missiles
6      potions
7      scrolls
8      wands
9      weapons and armor
10      The usual weapons
11      The usual weapons

(Weapons and armor are all non-magical.)

Normal format, value is fixed by the Ecl script: 56    0    #.
There is also the format where the player chooses the value: 56    1    192    0.
191 is for letters?  One place the player chooses the input is in playtester mode.
This exists for Ecls, pictures, stores…

Dragonlance Unlimited Adventures would be possible after all. If someone can write an editor. I expect Dungeon Craft to be ready soon though.

List of items and item naming elements was corrected on page 3. I was able to alter Item.dat to create a sequential list of the elements.

38,926   1   1   198   138      
38,930   9   0   0   1   57   0
38,936   9   0   3   1   191   0
38,942   2   1   147   171      
38,946   22               
38,947   1   1   144   137      
38,951   9   0   4   1   191   0
38,957   2   1   147   171      
This code from Ecl10, Draconian Caves, checks for the presence of a Dwarf in the party, then his/her name is added to a text string. This has been verified in actual practice for both slots. 38,938 and 38,953                  
Title: Re: Dark Queen of Krynn Hub
Post by: Ishad Nha on December 30, 2011, 06:32:20 PM
This is a cleaned-up list of monsters based upon the file Moncha.glb:
1   Black Pudding
2   Boring Beetle
3   Whisper Spider
4   Beholder
5   Enormous Spider
6   Gas Spore
7   Fire Gnt Mage
8   Greater Otyugh
9   Huge Bat
10   Hydra
11   Purple Worm
12   Umber Hulk
13   Fire Gnt Shaman
14   Sea Dragon
15   Eye Of The Deep
16   Giant Anemone
17   Giant Squid
18   Sahuagin
19   Sea Snake
20   Gorgon
21   Spectral Minion
22   Black Rogue
23   Iron Golem
24   Skel Warrior
25   Spectre
26   Thenol Fanatic
27   Sahuagin Lord
28   Thenol Priest
29   Thenol Warlord
30   Thenol Warrior
31   Lich
32   Vampire
33   Vampire Cleric
34   Vampire Mage
35   Vampire Thief
36   Wraith
37   Zombie
38   Mummy
39   Shambling Mound
40   Fireshadow
41   Thenol Wizard
42   2 Headed Troll
43   Fire Elemental
44   Death Dragon
45   Red Dragon
46   Black Dragon
47   Ettin
48   Minotaur Mage
49   Minotaur
50   Dark Wizard
51   Zombie Minotaur
52   Ghast
53   Bakali Fighter
54   Bakali Warlord
55   Bakali Shaman
56   Black Head
57   Amphi Dragon
58   Giant Troll
59   Sahgn Priestess
60   Prince Talhook
61   Huge Crocodile
62   Blue Head
63   Wyndlass
64   Sharkman
65   Green Head
66   Gnome Thieflord
67   Red Head
68   Gnome Warrior
69   Gnome Tinker
70   Fire Minion
71   White Head
73   Salamander
74   Chromatic Dragn
76   Fire Giant
77   Aurak Draconian
78   Bozak Draconian
81   Sivak Draconian
82   Blue Dragon
83   Green Dragon
84   Baldric
85   White Dragon
86   Enchanted Traag
87   Enchanted Baaz
88   Enchanted Kapak
89   Enchanted Bozak
90   Enchanted Sivak
91   Enchanted Aurak
92   Greater Disir
93   Disir
94   Minotaur Champ

NPCs:
112   Captain Daenor
113   Grunschka
114   Selias
115   Tasslehoff
116   Baldric

NPCs from the Demonstration:
117   Sir Discore
118   Elgynora
119   Dawnshine
Title: Re: Dark Queen of Krynn Hub
Post by: Ishad Nha on December 31, 2011, 09:31:10 AM
48,283 is the Aurak group for the first fight.
48,313 is the Sivak group.
48,343 is the Bozak group, this was guessed by noting the interval of 30 between the Aurak and Sivak groups.
All these guesses were confirmed by turning the monsters into Gas Spores and other odd monsters.
Drunk Dracos fight, 48,284 for Sivaks and 48,314 for the Bozaks.
48,285,,48,315 and 48,345 are the groups for the event 6 at 8,17.
48,286,,48,316 and 48,346 are the groups for the fight to liberate the townspeople.
Actual numbers of each type of monster are found elsewhere.
Initially I could not find promising 11s for the Draconian Caves, so I went looking for the creature numbers instead, starting with 77 for Auraks. (In Caergoth, the dragon fight started with an initial 11 for each type of dragon.)

Text Reader, data is entered in one column. (This can be obtained from a spreadsheet of mine that has Assembler data input, those arrays can extended from the bottom downwards to a height of 750 rows. 12,000 = 16x750 and maximum Ecl size is 12,000 bytes. Then in Word, Replace All can turn all tabs into paragraph marks.) Data is then pasted into Text Reader. Default is that one line contains six bytes, this can be altered by columns K and L. Data is then pasted into Word, firstly paragraph marks are turned into tab stops. Then Replace is used with the following values:
Find what: ^t~
Replace with: ^p^t
Data is then entered into a one-column version of my Upload Gold Box Compressed Text v3.xls spreadsheet.

Edit:
Starting at offset 48,283 you have two 4x15 arrays. First lists monster type while the second lists the number of each monster type that is present. Each of the 15 fights can have a maximum of four monster types but none of them have more than three.
You also seem to have two such arrays above it, not clear what they do.
Title: Re: Dark Queen of Krynn Hub
Post by: Ishad Nha on January 05, 2012, 01:50:53 AM
Now I am going through the code for EclDump hoping it yields some inspiration.
I have uploaded the latest versions of the Text Reader and the Compressed Text One Column spreadsheets. They come in both full versions and reduced versions for slow connections.

From Ecl10, Draconian Caves:
9, 0, 11, 1, 52, 0
9, 0, 27, 1, 53, 0
9, 0, 0, 1, 17, 0
Now this means, X = 11, Y = 27, facing is North.

List of the DQK backdrops and wallsets, here I will be using the standard FRUA names.
Backgrounds[20]:   
1   Stone Floor
2   Marble
3   Cave
4   Forest
5   Coral
6   Lava
7   Adobe
8   Wood
9   Bricks
10   Fire Bricks
11   Lava, (Hole in Lava)
12   Swamp
13   Stone Floor, (Chest on Stone Floor)
14   Dark Coral
15   Wasteland
17   Darkness
32   Outdoor Grass (Day)
33   Outdoor Grass (Night)
34   Outdoor Mud (Day)
35   Outdoor Mud (Night)

Note: backdrop types 11 and 13 are found in DQK but not in FRUA.
   
Wallsets[17]   
1   Rock A
2   Rock B
3   Adobe
4   ??(All blank)??
5   Webs
6   Bricks
7   Cave
8   Wood A
9   Wood B
10   Wasteland
11   Marble
12   Trees A
13   Coral A
14   Coral B
15   Lava
16   Fire Bricks
17   Trees B

I am slowly updating the first set of Ecls to show events more clearly. It has a few glitches that need correcting.
Now I am slowly decrypting the outdoors
Title: Re: Dark Queen of Krynn Hub
Post by: Ishad Nha on January 10, 2012, 05:23:04 AM
A hopefully improved spreadsheet that will speed up the decryption of Ecls. It will enable removal of non-text junk from the text column. It will ensure that town events start on a new line.
It includes a specimen decryption, Ecl 15, the second Naulidis/Celanost Ecl.
Ecl 16 has been done, it is the third and last Ecl for the Naulidis/Celanost area.

Pasting from Excel into Word may lead to crashes or annoying slowdowns when it involves large amounts of data. One approach I suggested in the spreadsheet: use Paste All where the first item is the desired data and the second item is some brief unwanted stuff.
Another approach is to first paste into a program that has no provision for tables, Notepad or a script editor. The tables will be lost automatically, the data will be pasted as text immediately. Then copy the data again and paste into Word, this will be far quicker, and easier on your nerves, than pasting a large table directly into Word.

Ecl 18: Hizden done, now I might start to collect the text from each Ecl.

Text has been pulled from the following Ecls:
1: Game editor notes and functions, 2: Game editor notes and functions, 3: Game editor notes and functions, 4: Palanthas/Caergoth, 5: Taladas Overland, 7: Text from the Demo, 10: Draconian Caves, 14: Naulidis/Celanost, 15: Naulidis/Celanost, 16: Naulidis/Celanost, 18: Hizden, 22: Luminari, 23: Luminari, 26: Hulderfolk Wood, 27: Hulderfolk Wood, 28: Hulderfolk Wood, 30: New Aurim.

Zone decryptions for Ecls 1 thru 26 are uploaded. New version uploaded.

I am up to the second part of the Hulderfolk Wood.
Title: Re: Dark Queen of Krynn Hub
Post by: Ishad Nha on January 12, 2012, 07:59:14 PM
These numbers and names come from the first Ecl, the numbers seem to be used as "pronouns" for the NPC names:
RAISTLIN    129    14    2
GRUNSCHKA    129    185    1
TASSELHOFF    129    202    1
CAPTAIN DAENOR    129    219    1
SELIAS      129    236    1
BALDRIC_NAME    129    253    1

My approach will be to go through the Ecls quickly first to get the text then go back later to decrypt more thoroughly.

Found in DQK.exe at offset 439,176: names for 40 Special Items. Numbers to the left are the numbers used by the game itself.
111: Crylokon
112: Golden Key
113: Rusty Key
114: Ring of Deception
115: Iron Dragon Scale
116: Book of Amrocar
117: A Piece of the Oracle
118: Two pieces of the Oracle
119: Three pieces of the Oracle
120: Four pieces of the Oracle
121: The Oracle of Tengur
122: Circlet of Gold
123: Heart Shaped Key
124: Clay Pass
125: Keyhole Pass
126: Lantern Pass
127: Sword Pass
128: Quill Pass
129: Swamp Pass
130: Baton Pass
131: Incense Pass
132: Ziggurat Pass
133: Davik Release
134: Prison Keys
135: Signet Ring
136: Odd Contraption
137: Thenol Army Uniforms
138: Thenol Palace Uniforms
139: Big Grey Cat
140: Mislaxa Talisman
141: Item 30
142: Item 31
143: Item 32
144: Item 33
145: Item 34
146: Item 35
147: Item 36
148: Item 37
149: Item 38
150: Item 39

New Aurim first part has been finished, now I am about a third of the way through the Ecl file.

Pointers for spell names start at offset 417,772. Reading the four byte sequence as a short, two-digit number yields a value of 13,341. (Reading it as four byte yields a value of 841,888,797 which is impressive for a file that is only 449,664 bytes in length.) Now this pointer seems to refer to the text string "Bless" which starts at offset 421,437.
Hence the pointers seem to work much as they do in FRUA. Relevant adjustment is 421,437 - 13,341 = 408,096.
Title: Re: Dark Queen of Krynn Hub
Post by: Ishad Nha on February 07, 2012, 07:30:43 PM
To get EclDump to work on the Ecl.glb would require the Glb-style table of contents to be replaced with a Dax-style version. Each record would need to be given Run Length Encoding. Then an initial "88 13" would need to be inserted at the start of each record.
There may be problems with functions existing in DQK but not in Curse of the Azure Bonds.

How Gold Box variety of Run Length Encryption works:
N is the number being repeated.
R is the number of times it occurs in this repetition group.
S is the interval between repeating numbers.
Typical sequence is: (256-R),N,S - 1. Hence 244,0,5 means 0 is repeated 12 times, after the last 0 there are six numbers before the next repetition group.

There are occasions when two numbers recur, two repetition groups occur one after another. S will be missing from the first group.
 
R is always less than 128. It may happen that S is well over 128, hence way too large to be used by itself. In this case the interval is broken up into sub-intervals which are each less than 128.
 
Every record starts with a 1, this initial 1 is the first run length number. Hence there is an unbroken chain of run length numbers from the beginning to the end. That is how the program can tell a repetition sequence from a group of integers, none of which repeat.
Title: Re: Dark Queen of Krynn Hub
Post by: Ishad Nha on February 28, 2012, 07:37:26 AM
Now I am going through the Ecls again, trying to show the functions correctly: one per line.
So far I have done Ecls 1 through 16.

Second spreadsheet has been updated as best I know how.
Title: Re: Dark Queen of Krynn Hub
Post by: Ishad Nha on March 08, 2012, 11:03:09 PM
Now I have done up to Ecl 36, that means the first three spreadsheets are done.
At some point I will have to get a copy of Ida Pro and learn how to use it. In the meantime I am doing my best to figure out where one function stops and another starts.

Done up to Ecl 49.
Text has been pulled from each Ecl as it is decrypted. Currently it goes up to Ecl 54, Bai'or.

Now up to Ecl 58, Aldinanachru. Spreadsheets will be split into two groups, A (1 thru 43) and B and (46 thru 67).
Title: Re: Dark Queen of Krynn Hub
Post by: Ishad Nha on April 15, 2012, 04:23:40 AM
Here is the complete printout of the Dark Queen of Krynn text. Last four Ecls have not been decrypted, there I just extracted the text.
Simeon Pilgrim has many negative things to say about my use of spreadsheets but my text printouts are not full of gibberish and omissions. It only takes 30 to 60 minutes to produce a printout for each Ecl section. My printouts should basically be free of errors.
The last four town Ecls have been decrypted.
Title: Re: Dark Queen of Krynn Hub
Post by: blastradius on May 09, 2014, 01:42:10 AM
I've been trying to figure out how I might make an Iron Golem pet / player character. I figure a lvl 40 human Wizard should have the power to drag an Iron Golem around with him. Any ideas how I would do this? I've seen UA tools with settings for Iron Golem magic resistance, and the +3 or better setting for magic weapons immunity, so maybe (at least for the magic resistance part) there's a way to put this to an item? I have seen redeye's items, and I have a couple of my own odd items (32 bag bag rings that give -66 or so AC  :o and a dragonlance stone instead of a weapon haha) so I'm guessing that somewhere there is a magical effect that I could squeeze in there to emulate one or both of the Iron Golem's bonuses. I have a limited knowledge of hex editing, to where I could put the values in for the magic effect, but I don't know what the numbers might be. As FRUA is so close to DQK, I would guess the hex numbers could possibly be the same =)

Once I get that, then I'd just have to find out how to change the character's graphic to something more golemy, if not a golem. That sounds like it could be a lot more like work!
Title: Re: Dark Queen of Krynn Hub
Post by: Ishad Nha on May 09, 2014, 09:11:49 PM
You won't need an Iron Golem to win the DQK game, you will need a better-designed party than the Pregenerated one.
I know little about MonCha.glb, a file I have not examined much.

"I've been trying to figure out how I might make an Iron Golem pet / player character."
Joinable characters, are NPCs with their own individual monster type number:
112   Captain Daenor
113   Grunschka
114   Selias
115   Tasslehoff
116   Baldric

"As FRUA is so close to DQK, I would guess the hex numbers could possibly be the same =)"
That is what I thought too. Ecl.glb records contain the actual code for what happens during the DQK game, they are very different to what is found in the FRUA Lvl files. This is true even though they both use Glb file formats.
Download and read DQKECLA.zip and DQKECLB.zip, you can see how complex it is.

There is a Duckwalk.exe program that I can't get to run on Windows XP. See the topic  Request: Duckwalk.exe
http://ua.reonis.com/index.php?topic=1084.msg15232#msg15232 (http://ua.reonis.com/index.php?topic=1084.msg15232#msg15232)
Title: Re: Dark Queen of Krynn Hub
Post by: blastradius on May 09, 2014, 10:52:04 PM
"You won't need an Iron Golem to win the DQK game, you will need a better-designed party the Pregenerated one.
I know little about MonCha.glb, a file I have not examined much."

I'm not really trying to make an NPC, but more of a real character simulating one. I have no need to do this, I merely want to. I've beaten the game plenty without hacking, but being immune to petrification, disintegrate, and level drain would be so awesome.

I spoke to redeye, and his list of item magic effects fill a LOT of what I was looking for, but I was looking for just that next little tidbit of possibility. In the end, this is why we save often. LOL
I made his list an accessible link at my own repository: robertsnet.homenet.org/krynn (http://robertsnet.homenet.org/krynn/GBC/DQKitemEffects.txt)

There is a Duckwalk.exe program that I can't get to run on Windows XP. See the topic  Request: Duckwalk.exe
http://ua.reonis.com/index.php?topic=1084.msg15232#msg15232 (http://ua.reonis.com/index.php?topic=1084.msg15232#msg15232)
[/quote]
I made a virtual machine with Windows XP on it and duckwalk when run from a command line, killed the machine. I don't know what to tell you =p
Title: Re: Dark Queen of Krynn Hub
Post by: Ishad Nha on May 09, 2014, 11:27:24 PM
It is a tall order, if you want a PC, rather than a joinable NPC, to be a Golem. You would need to decrypt the save game file. That can be done in the case of PC records. We already know the way to alter the party's coordinates. You might or might not be able to add the appropriate abilities, as found in the MonCha.glb file entry for Iron Golem.
Title: Re: Dark Queen of Krynn Hub
Post by: blastradius on May 19, 2014, 03:51:57 PM
I don't know how to decrypt the moncha.glb to know if it follows the same format as the cch/qch format for abilities. The UAFAQ program (I run it in dosbox) has been very helpful in making a DQK module for Universal Game Editor, even though plenty of tools exist to do all these things normally. It isn't quite one for one, but I like UGE's decimal display better than the hex editor I was using before =p

I would guess that the entry to Iron Golem would include IRON GOLEM (strings of madness) all the way to just before the next entry, Skeletal Warrior? Using the notes in UAFAQ's monst.glb format under the hacking section have gotten me no where lol.

If it were like a cch from UA,
10 bytes:
0: code for ability
1: set to 0 for constant effect?
2 - 3: Duration of Rounds
4: Level of Effect 255=N/A
5: set to 0 for constant effect?
6 - 7: Counter (incremented by 10 from bytes 4 & 5?)
8: Set to 254 if another ability follows (0 otherwise)
9: Set to 104 if another ability follows (0 otherwise)

This is all well and good, and the number 254 does seem to appear at least once. Although this is the only real thing that may be consistent, and I do not know how to break it down enough to figure out what it means. I'll keep poking it at now and again, but for now I've hit a hex wall lol.
Title: Re: Dark Queen of Krynn Hub
Post by: Nol Drek on May 19, 2014, 08:24:41 PM
I don't know how to decrypt the moncha.glb to know if it follows the same format as the cch/qch format for abilities.

The Special Abilities in DQK are significantly the same as the ones in FRUA.

An Iron Golem should have the following SpecAbs:
  60 (Imm Weap <+3)
  79 (Iron Golem MR)
  24 (Sees Invisible)

These bytes can be found in the MONCHA.GLB at the following decimal locations:
  3466 (dec) 60
  3471 (dec) 79
  3476 (dec) 24

You will see a run of decimal bytes as follows:
0 60 0 0 255
0 79 0 0 255
0 24 0 0 255

The question is then, where in a QCH file are the SpecAbs located? Assuming that the QCH file format is very similar to the CCH file format, one could attempt to give the Iron Golem MR to a Player Character.

In particular, a Dwarf character should have the SpecAbs
  26 (Dwarf THAC0)
  47 (Dwarf AC Bonus)
  97 (Short Guy MR)

Changing those bytes to the SpecAbs for an Iron Golem would be an interesting experiment.
Title: Re: Dark Queen of Krynn Hub
Post by: blastradius on May 20, 2014, 12:39:58 AM
Nol Drek, you have provided what feels to be a most excellent missing piece of information. I'll have to add those things to a character and see what happens. First, by replacement and later by attempting to add new abilities  :D

As far as looking like an Iron Golem, it is not likely to happen.
I can make a character two squares tall, but it just makes them more annoying to move around and easier to hit. I think it sucks to be a big monster lol. The icons only stay one square in size though.
Title: Re: Dark Queen of Krynn Hub
Post by: blastradius on May 20, 2014, 11:00:41 AM
A brand new Dwarf took 0 damage from a Longsword +2 and was immune to magic! I had taken all of his gear away before adding MR and Immune to +2 etc. Now to see if he keeps his resistances after items are added / levels up. I would guess leveling up would change it back.
Title: Re: Dark Queen of Krynn Hub
Post by: blastradius on May 20, 2014, 11:20:01 AM
A brand new Dwarf took 0 damage from a Longsword +2 and was immune to magic! I had taken all of his gear away before adding MR and Immune to +2 etc. Now to see if he keeps his resistances after items are added / levels up. I would guess leveling up would change it back.

Well, I guessed wrong. After level up, and with items, he still retained his awesomeness. He took damage from Disintegrate though, but a delayed blast fireball healed him. I like it! LOL

Now to make something non-dwarf into awesomeness...
Title: Re: Dark Queen of Krynn Hub
Post by: Nol Drek on May 20, 2014, 07:58:06 PM
Well, I guessed wrong. After level up, and with items, he still retained his awesomeness. He took damage from Disintegrate though, but a delayed blast fireball healed him. I like it! LOL

I'm pleased that my untested theory turned out to be useful.

I'm tempted to create new characters and play through the game again.

If I did, I might take a Dwarf and give him the SpecAbs:
  73 (Immune to Drag Breath)
  84 (Dragon Fire Breath)

And set him to "Quick" mode.

I would team him up with another Dwarf who has the SpecAbs:
  79 (Iron Golem MR)
 193 (Immune all Weapons)
 141 (Immune Sleep/Charm)
 
Title: Re: Dark Queen of Krynn Hub
Post by: blastradius on May 21, 2014, 09:24:44 AM
If you are worried about balance, do not use my character below. He'll wreck everything in short order and walk away unscathed! He is not a thief, so make sure to add one if you are trying to make this guy beat the whole game by himself =p

One Golem, as the results of more than one person's efforts. He's a really small, robed Golem.
Title: Re: Dark Queen of Krynn Hub
Post by: Null Null on May 21, 2014, 12:52:00 PM
Hmmm...the special abilities in DQK are the same as in FRUA? Does that mean that, after all these years, if we guess the right number we can make exploding Draconians, or is that a bridge too far?
Title: Re: Dark Queen of Krynn Hub
Post by: hans on May 21, 2014, 02:41:12 PM
Hmmm...the special abilities in DQK are the same as in FRUA? Does that mean that, after all these years, if we guess the right number we can make exploding Draconians, or is that a bridge too far?
 

Unfortunately, I believe that the exploding Draconians were only in the first two Krynn Goldboxes, CoK & DKK, and none in DQK (darn it!)... 
 :blob8:
Title: Re: Dark Queen of Krynn Hub
Post by: hans on May 21, 2014, 02:47:40 PM
As far as looking like an Iron Golem, it is not likely to happen.
 

I believe that all of the art in DQK is in the same *.tlb formats as UA, so our UA art hacks should be able to work for DQK art, too.  I think that we could easily replace all of DQK's art if we wanted.  What piece, specifically, were you wanting to replace?
Title: Re: Dark Queen of Krynn Hub
Post by: Nol Drek on May 21, 2014, 08:12:33 PM
Hmmm...the special abilities in DQK are the same as in FRUA? Does that mean that, after all these years, if we guess the right number we can make exploding Draconians, or is that a bridge too far?

More accurately, there is significant overlap between the SpecAbs in DQK and the SpecAbs in FRUA.

Auraks have the following SpecAbs:
  151
   24 (See Invisible)
  152
   56 (Invisible - Ring?)

Bozaks have the following SpecAb:
 154

The UAShell DOCS has the following to offer:
  144-157 -- Unknown effects

I guess that 151 and 152 are the "rises in a new form" and "explodes" SpecAbs. 154 is the Bozak's "explode" SpecAb.

I haven't tried giving these SpecAbs to a FRUA monster, yet...

I just tried giving SpecAbs 151, 152, and 154 to a FRUA monster, and there was no effect. I believe that the code which controls Draconian special abilities was removed from FRUA and that the existing FRUA SpecAbs were exhaustively researched years ago.

 
Title: Re: Dark Queen of Krynn Hub
Post by: Null Null on May 21, 2014, 08:35:24 PM
Ah well, thanks for trying. If anyone wants to try the other 10...

Hans: Oh, DQK had exploding draconians all right. They would explode with the force of an ice storm (Enchanted Bozaks) or meteor swarm (Enchanted Sivaks), and the Enchanted Auraks would do 16d8 damage to surrounding characters if you got caught next to them. Nasty!

(Pools of Darkness wasn't the only game to supercharge the D&D bestiary.)
Title: Re: Dark Queen of Krynn Hub
Post by: hans on May 21, 2014, 11:56:43 PM
Hans: Oh, DQK had exploding draconians all right. They would explode with the force of an ice storm (Enchanted Bozaks) or meteor swarm (Enchanted Sivaks), and the Enchanted Auraks would do 16d8 damage to surrounding characters if you got caught next to them. Nasty!
 

Oh, darn, I can't believe my memory is that faulty after only 10 years since I played it. :icon_pale:
Title: Re: Dark Queen of Krynn Hub
Post by: Ishad Nha on May 22, 2014, 03:57:29 AM
Another approach is to use DQK as a surrogate FRUA, here we really need someone like Simeon Pilgrim to properly decode the DQK variety of events.
Title: Re: Dark Queen of Krynn Hub
Post by: Null Null on May 22, 2014, 06:37:55 AM
Hans: I should probably be more humiliated that I can tell you the +5 weapons in Secret of the Silver Blades were on the body of the 16th-level Golden Warrior.
Title: Re: Dark Queen of Krynn Hub
Post by: Ishad Nha on September 25, 2015, 11:08:55 PM
List of the Ecls, once again using the game's own numbers:

1:  Editor
2:  Editor
3:  Editor
4:  Caergoth
5:  Taladas Overland
7:  Intro, Demo
10:  Draconian Caves
14:  Naulidis
15:  Naulidis
16:  Naulidis
18:  Hizden
22:  Luminari
23:  Luminari
26:  Hulderfolk Wood
27:  Hulderfolk Wood
28:  Hulderfolk Wood
30:  New Aurim
31:  New Aurim
32:  New Aurim
34:  Palace of the Thenol King
35:  Palace of the Thenol King
36:  Palace of the Thenol King
38:  Kristophan
39:  Kristophan
40:  Kristophan
41:  Kristophan
42:  The Tombs
43:  The Tombs
46:  Hawkbluff
47:  Hawkbluff
48:  Hawkbluff
49:  Hawkbluff
50:  Blackwater Glade
51:  Blackwater Glade
52:  Blackwater Glade
54:  Bai'or
55:  Bai'or
58:  Aldinanachru
59:  Aldinanachru
60:  Aldinanachru
61:  Aldinanachru
62:  Tower of Flame
63:  Tower of Flame
64:  Tower of Flame
65:  Tower of Flame
66:  The Abyss
67:  The Abyss

Editor is the SSI Playtester Town.

A new DC v1.01 Template has been uploaded to the first page and first post of this topic.
Title: Re: Dark Queen of Krynn Hub
Post by: Null Null on October 21, 2016, 10:41:40 PM
Silly question: the item list for DQK has a Foethumper +4. Has anyone ever gotten this?
Title: Re: Dark Queen of Krynn Hub
Post by: jhirvonen on October 22, 2016, 05:15:52 PM
Silly question: the item list for DQK has a Foethumper +4. Has anyone ever gotten this?

Haven't found it, but...

Quote
Journal Entry 51: The Foethumper

The Foethumper is the weapon of a minoi warrior," says Benikobawoni, "not as random or clumsy as a broadsword- a complicated weapon for a complex era.

and the cluebook lists journal entry 51 as false.

A quote from certain Obi-wan Kenobi:
Quote
Your father's lightsaber. This is the weapon of a Jedi Knight. Not as clumsy or random as a blaster. An elegant weapon... for a more civilized age.

Since they have the item data I wonder if this is again the case of cut content.

Minoi is a gnome subtype in Krynn:
http://dragonlancenexus.com/lexicon/index.php?title=Minoi (http://dragonlancenexus.com/lexicon/index.php?title=Minoi)

Honestly this is the first time I ever read that entry. Hmm... maybe there are other interesting bits in these false journal entries.

Edit:
I checked the item data. The item type points to record 104 in ITEMS.DAT. That record is all blank so there are no equipment slot, class usability or damage dice definitions for the weapon. I added it to a character and when tried to ready it the game just displays "wrong class". It's the only item that points to a blank ITEMS.DAT record.

Title: Re: Dark Queen of Krynn Hub
Post by: Ishad Nha on October 22, 2016, 08:51:07 PM
If you had the Foethumper, you would not want to use it anyway.
It is the technology of Krynnian Gnomes...
(Meaning it is plagued by a high chance of some form of mishap.)
Title: Re: Dark Queen of Krynn Hub
Post by: Null Null on October 23, 2016, 01:41:36 PM
Thanks a lot! My guess is they were originally going to program it in but ran out of space and/or time to incorporate the backfires.

Now here's an interesting question: FRUA supposedly has the code from DQK (though the special ability list and items seem pinched directly from Pools of Darkness. Anyone tried some of the DQK abilities to see if there are some FRUA abilities we never got to use? I know the Draconian explosions (sadly) don't work...
Title: Re: Dark Queen of Krynn Hub
Post by: Ishad Nha on November 01, 2016, 08:14:41 PM
When Pools of Darkness and FRUA both occur in the Forgotten Realms their item lists are likely to be similar.
As FRUA and Dark Queen of Krynn are found on separate worlds there will be some differences. Even so, of items 1 through 254, 235 are found in all three of DQK, PD and FRUA.

Differences are caused by
(1) Unique Krynn item:
Footman's Dragonlance
(2) Krynn having separate White and Red Robe Wizards:
Red Mage Scroll 3 Spells, Red Mage Scroll 3 Spells, White Mage Scroll 3 Spells, White Mage Scroll 3 Spells
(3) Krynn has no Drow, subterranean Elves. Forgotten Realms has no Kender, Tinker Gnomes or Solamnic Knights.

Item #222, all three are cursed, so differences in item type is not important.
DQK item 202: Gauntlets Of Ogre Power, is the same as FRUA item 233.
Title: Re: Dark Queen of Krynn Hub
Post by: SilentThief on November 02, 2016, 12:19:01 AM
I still want to create a "foethumper" item after reading the post about it. The name sounds like a dwarven hammer.

ST
Title: Re: Dark Queen of Krynn Hub
Post by: Dorateen on November 07, 2016, 08:39:36 AM
Speaking of missing items, one of the weapons I liked from the Krynn trilogy was the Mace of Disruption. I was surprised that I couldn't find it under special items in FRUA.
 
Title: Re: Dark Queen of Krynn Hub
Post by: RDarkfire on November 18, 2016, 03:19:29 PM
Just re-started playing DQK yesterday and just got to Naudilis.  Nostalgia reigns supreme in this game, such good times.  Wondering what happened to this project, did it make any headway?  Catching up on all of Ishad Nha's posts here, looks like he did such great work.  Did any Dragonlance-specific stuff actually get incorporated into DC/FRUA/anything else?

Cheers...
-RD.
Title: Re: Dark Queen of Krynn Hub
Post by: Ishad Nha on November 26, 2016, 08:17:45 PM
No progress was made towards a Dragonlance Unlimited Adventures game.
Rosedragon has a few designs set in the world of Krynn, I don't know how customized they are though.
Title: Re: Dark Queen of Krynn Hub
Post by: Ishad Nha on May 13, 2017, 04:18:39 AM
A quick Universal Game Editor module for the party aspects of a DQK save game, qsv, file.
It includes the Special Items that are found in the Inv list. One Special Item is recorded by a 2 not a 1: Iron Dragon Scale.

Num.  Variable name            OFFSET  VAR.TYPE         RANGE
===========================================================================
   1  Geo.glb                      18  1 byte         0 thru 255   
   2  Ecl.glb                      21  1 byte         0 thru 255   
   3  Outdoor X                    36  1 byte         0 thru 255   
   4  Outdoor Y Mod 15             37  1 byte         0 thru 255   
  45  Ecl/Geo                     197  1 byte         0 thru 255   
  46  Outdoor X                   272  1 byte         0 thru 255   
  47  Outdoor Y                   273  1 byte         0 thru 255   
  48  Indoor X                   1024  1 byte         0 thru 255   
  49  Indoor Y                   1025  1 byte         0 thru 255
   

Outdoor Y, there are two coordinates, first is the Y coordinate inside the North or South half of the outdoor map, while the second is valid for both halves of the map.
This module enables the party to teleport by altering indoor coordinates. In some towns the Gold Box Companion map will work properly instead.

Now, blastradius uploaded a UGE module for the record of an individual PC/NPC, see: Reply #73 on: May 20, 2014, 06:51:57 AM.
Remove Character from Party will create a qch file, this is the DQK version of a cch file. This can only be done at a Training Hall.  Note, this is not the Drop found in the Encamp menu.
Title: Re: Dark Queen of Krynn Hub
Post by: Ishad Nha on May 15, 2017, 09:21:39 PM
Simulating dual-classing in the Krynn series.

Krynn series lacks any capacity for dual-classing Humans, by the start of DQK this is a hassle. Warrior to Mage is a particularly useful dual class combination.
One basic approach is to create the PC as a member of the second class, features of the "first class" are then hopefully hacked into the PC.
Another approach is to create PC as member of the first class, then "dual-classing" is effected by hacking.
Gold Box Companion will need to be altered first to actually enact it.
Dark Queen of Krynn and FRUA have similar formats in character records, similar but not identical. I will see if the DQK program still has legacy code for Humans who are dual-classed.

Relevant offsets in DQK qch files:
146   Level in Former Class
172   Original Cleric Level
173   Original Knight level
174   Original Fighter Level
175   Original Paladin Level
176   Original Ranger Level
177   Original Magic-User Level
178   Original Thief Level
Remove Character from Party at a Training Hall, edit the resulting qch file to simulate dual-classing, then Add Character to Party.

GBC can handle things like creating spells for first class. I don't know if they are still castable.
Currently can't handle Turn Undead, Lay on Hands, Paladin Cure Disease or Thief skills

Using equipment from both classes is a good perk of dual-classing. Gold Box Companion enables you to set item usage for a given character...