new AGDE editors
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new AGDE editors
I`ve been digging through graphics.dat items 560 and 562 and found some interesting stuff. I wonder if it might be included into ADGE as an additional editors? Hex editing of the raw .dat file is not very comfortable. I`ve been thinking for example of modifying
item560:
item560 030h (0048); "palette modifier to display items in action area editor" ( http://dmweb.free.fr/?q=node/1396 )
and item562:
offset 444-447; "character text palette editor" (descripted as i8 Byte1386[4]; ): Colour of the character text (ex. when reincarnating) PLUS colour of the character at top right section ( http://www.dungeon-master.com/forum/vie ... hp?t=27911 )
offset 464-479; "object in hand palette editor" (descripted as i8 Byte1382[16]; ): object in hand palette editor (when on viewport): it works exactly as the above (00-09: black, 0a-13: grey3, 14-1d: grey2 etc. ). Changes 16 actual colours to 16 new ones ( http://www.dungeon-master.com/forum/vie ... hp?t=27911 )
offset 448-463; "item shadow palette editor" (descripted as i8 Byte1366[16]; ): same as above, but applies to the shadow of the item, not the item itself, when displayed as a cursor. And, shadow is drawn on the whole screen, not only on the viewport. ( http://www.dungeon-master.com/forum/vie ... hp?t=27911 )
offset 1278-1533; "ingame palettes editor" (ingame palettes described in 6th post here http://www.dungeon-master.com/forum/vie ... hp?t=27911 )
offset 1244-1275; "monsters attacks ABCD positions priority editor": http://www.dungeon-master.com/forum/vie ... 2066#92066
Is adding minor tweaks to ADGE (small programs modifying specified bytes in item560 and item562) possible?
item560:
item560 030h (0048); "palette modifier to display items in action area editor" ( http://dmweb.free.fr/?q=node/1396 )
and item562:
offset 444-447; "character text palette editor" (descripted as i8 Byte1386[4]; ): Colour of the character text (ex. when reincarnating) PLUS colour of the character at top right section ( http://www.dungeon-master.com/forum/vie ... hp?t=27911 )
offset 464-479; "object in hand palette editor" (descripted as i8 Byte1382[16]; ): object in hand palette editor (when on viewport): it works exactly as the above (00-09: black, 0a-13: grey3, 14-1d: grey2 etc. ). Changes 16 actual colours to 16 new ones ( http://www.dungeon-master.com/forum/vie ... hp?t=27911 )
offset 448-463; "item shadow palette editor" (descripted as i8 Byte1366[16]; ): same as above, but applies to the shadow of the item, not the item itself, when displayed as a cursor. And, shadow is drawn on the whole screen, not only on the viewport. ( http://www.dungeon-master.com/forum/vie ... hp?t=27911 )
offset 1278-1533; "ingame palettes editor" (ingame palettes described in 6th post here http://www.dungeon-master.com/forum/vie ... hp?t=27911 )
offset 1244-1275; "monsters attacks ABCD positions priority editor": http://www.dungeon-master.com/forum/vie ... 2066#92066
Is adding minor tweaks to ADGE (small programs modifying specified bytes in item560 and item562) possible?
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- Artisan
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Re: new AGDE editors
hi, Adamo.
ADGE needs definition and reader/writer and editor of item562 for making editor.
i'll code item562 definition with Technical Documentation on DMEncyclopaedia (http://dmweb.free.fr/?q=node/1398).
then code reader/writer, then code the editor.
their processes take some while to implement.
palette modifier to display items in action area editor is implemented such as: screenshot
is it ok?
thanks!
ok. i'll try to support all of them.Is adding minor tweaks to ADGE (small programs modifying specified bytes in item560 and item562) possible?
ADGE needs definition and reader/writer and editor of item562 for making editor.
i'll code item562 definition with Technical Documentation on DMEncyclopaedia (http://dmweb.free.fr/?q=node/1398).
then code reader/writer, then code the editor.
their processes take some while to implement.
palette modifier to display items in action area editor is implemented such as: screenshot
is it ok?
thanks!
thanx Kentaro!
I wrote detailed palette descriptions at http://www.dungeon-master.com/forum/vie ... 2097#92097
monster ABCD attack priority modifier is descripted here http://www.dungeon-master.com/forum/vie ... 2066#92066
palette modifier to display items in action area editor you`ve made is ok, but viewport palettes colours are coded by two bytes.
I wrote detailed palette descriptions at http://www.dungeon-master.com/forum/vie ... 2097#92097
monster ABCD attack priority modifier is descripted here http://www.dungeon-master.com/forum/vie ... 2066#92066
palette modifier to display items in action area editor you`ve made is ok, but viewport palettes colours are coded by two bytes.
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- Artisan
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hi Adamo.
thank you for very detail information! the development is progressing smoothly.
8 palettes. each palette has 16 colors.
the palette editor looks like screenshot.
thanks!
thank you for very detail information! the development is progressing smoothly.
it seems to be array of RGB palettes. here is an interpretation:offset 1278-1533; "ingame palettes editor" (ingame palettes described in 6th post here http://www.dungeon-master.com/forum/vie ... hp?t=27911 )
Code: Select all
0 1 2 3 4 5 6 7 8 9 a b c d e f
00 00 03 33 04 44 03 10 00 66 04 20 00 40 00 60 07 00 07 50 06 43 07 70 02 22 05 55 00 07 07 77
00 00 02 22 03 33 03 10 00 66 04 10 00 30 00 50 06 00 06 40 05 32 07 60 01 11 04 44 00 06 06 66
00 00 01 11 02 22 02 10 00 66 03 10 00 20 00 40 05 00 05 30 04 21 07 50 00 00 03 33 00 05 05 55
00 00 00 00 01 11 01 00 00 66 02 10 00 10 00 30 04 00 04 20 03 10 06 40 00 00 02 22 00 04 04 44
00 00 00 00 00 00 00 00 00 66 01 00 00 00 00 20 03 00 03 10 02 00 05 30 00 00 01 11 00 03 03 33
00 00 00 00 00 00 00 00 00 66 00 00 00 00 00 10 02 00 02 00 01 00 03 20 00 00 00 00 00 02 02 22
R GB R GB R GB R GB R GB R GB R GB R GB R GB R GB R GB R GB R GB R GB R GB R GB
the palette editor looks like screenshot.
thanks!
hi Kentaro!
Your editor looks very nice!
But I think, while viewport palette editors [32] interpretes bytes as 0R GB, that what other palette editors [16] does, is just replacing current viewport1 palette colours with new existing ones. So they might be sub-editors of viewport1 palette; for example when you change 1st colour of viewport1 palette, it would probably affect of ObjectInHandPalette editor for example.
Your editor looks very nice!
But I think, while viewport palette editors [32] interpretes bytes as 0R GB, that what other palette editors [16] does, is just replacing current viewport1 palette colours with new existing ones. So they might be sub-editors of viewport1 palette; for example when you change 1st colour of viewport1 palette, it would probably affect of ObjectInHandPalette editor for example.
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- Artisan
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hi Adamo.
thank you for detail feedback!
i'm redesigning the editor with your advice: screenshot
how would you think about editing RGB palette?
i assume you'll have actual viewport/entrance/credit images in 4bpp bitmap format.
in ADGE, import feature will extract palette from your image, then convert palette into item562 form. (mapping from 0-255 range into 0-7 range)
would it be enough for your editing?
thanks!
thank you for detail feedback!
i'm redesigning the editor with your advice: screenshot
how would you think about editing RGB palette?
i assume you'll have actual viewport/entrance/credit images in 4bpp bitmap format.
in ADGE, import feature will extract palette from your image, then convert palette into item562 form. (mapping from 0-255 range into 0-7 range)
would it be enough for your editing?
thanks!
Yes, that`s very good!
I think that editing the "main" viewport1 palette will also affect already existing ADGE palette swappers: (doorD2, doorD3, monsterD2, monsterD3, ItemsOnFloorD2, ItemsOnFloorD3, WallDecsD2 and WallDecsD3 palette editors).
I`m not sure how does they works. Does they take data from the "graphics.dat item562, offset 1278-1309" and swap it? Or did rain` hardcoded the main viewport1 palette colour order to manipulate?
BTW, monster palette editors and door decs editor works nice, but when I try to edit wall decs palette editor (in Wall Decoration Graphic Info Editor), there occurs a message:
When I try to edit palettes on Floor Item Graphics Info, there occurs an error:
I think that editing the "main" viewport1 palette will also affect already existing ADGE palette swappers: (doorD2, doorD3, monsterD2, monsterD3, ItemsOnFloorD2, ItemsOnFloorD3, WallDecsD2 and WallDecsD3 palette editors).
I`m not sure how does they works. Does they take data from the "graphics.dat item562, offset 1278-1309" and swap it? Or did rain` hardcoded the main viewport1 palette colour order to manipulate?
BTW, monster palette editors and door decs editor works nice, but when I try to edit wall decs palette editor (in Wall Decoration Graphic Info Editor), there occurs a message:
Code: Select all
************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at ADGE.CustomPaletteEditor.init()
at ADGE.WallDecorationGraphicInfoEditor.PaletteInfo_ClickEvent(Object eventSender, EventArgs eventArgs)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
Code: Select all
************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at ADGE.CustomPaletteEditor.init()
at ADGE.FloorItemGraphicInfoEditor.PaletteInfo_ClickEvent(Object eventSender, EventArgs eventArgs)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
Last edited by Adamo on Mon Dec 15, 2008 5:38 pm, edited 1 time in total.
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- Artisan
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hi Adamo.
but it'll be easy to apply palette from "graphics.dat item562, offset 1278-1309" to ADGE's editors. ADGE has good codes to manage palettes.
about editor problems, i could locate and fix them. next test release'll be available soon!
thanks!
ADGE's palettes are hardcoded.I think that editing the "main" viewport1 palette will also affect already existing ADGE palette swappers: (doorD2, doorD3, monsterD2, monsterD3, ItemsOnFloorD2, ItemsOnFloorD3, WallDecsD2 and WallDecsD3 palette editors).
I`m not sure how does they works. Does they take data from the "graphics.dat item562, offset 1278-1309" and swap it? Or did rain` hardcoded the main viewport1 palette colour order to manipulate?
but it'll be easy to apply palette from "graphics.dat item562, offset 1278-1309" to ADGE's editors. ADGE has good codes to manage palettes.
about editor problems, i could locate and fix them. next test release'll be available soon!
thanks!
-
- Artisan
- Posts: 178
- Joined: Wed Dec 17, 2003 1:39 am
- Location: Osaka, Japan
- Contact:
hi Adamo.
i hope you'll like it..
executable files
http://kkdf2.sakura.ne.jp/DM/ADGE.net/A ... 081218.rar
ADGE.net source code (VB 2008 express)
http://kkdf2.sakura.ne.jp/DM/ADGE.net/s ... 8-2008.rar
CHANGES; DEMO dec 18, 2008
* imp: Palette modifier to display items in action area (Bytes20194Editor) implemented.
* imp: Ingame Palettes Editor Main implemented ([Ingame Palettes Editor Main] in [Editors] menu).
* imp: Ingame Palettes Editor Sub implemented ([Ingame Palettes Editor Sub] in [Editors] menu).
* fix: Edit Palette in Wall Decoration Graphic Info Editor will now work.
* fix: Edit Palette in Floor Item Graphic Info will now work.
* imp: item562 offset 1278-1533; "ingame palettes editor" will affect editors' palettes, except on Main Title's palette.
thanks!
i hope you'll like it..
executable files
http://kkdf2.sakura.ne.jp/DM/ADGE.net/A ... 081218.rar
ADGE.net source code (VB 2008 express)
http://kkdf2.sakura.ne.jp/DM/ADGE.net/s ... 8-2008.rar
CHANGES; DEMO dec 18, 2008
* imp: Palette modifier to display items in action area (Bytes20194Editor) implemented.
* imp: Ingame Palettes Editor Main implemented ([Ingame Palettes Editor Main] in [Editors] menu).
* imp: Ingame Palettes Editor Sub implemented ([Ingame Palettes Editor Sub] in [Editors] menu).
* fix: Edit Palette in Wall Decoration Graphic Info Editor will now work.
* fix: Edit Palette in Floor Item Graphic Info will now work.
* imp: item562 offset 1278-1533; "ingame palettes editor" will affect editors' palettes, except on Main Title's palette.
thanks!
Thanx for update Kentaro! But it hangs on item562:
------------------------------------------------------------
edit:
Strange. Some graphics.dat files hangs up, some don`t. Maybe it depends where it was taken from (there were some minor changes in the DM graphics.dat comparing to that from CSB).
Code: Select all
************** Exception Text **************
System.IO.EndOfStreamException: Unable to read beyond the end of the stream.
at System.IO.__Error.EndOfFile()
at System.IO.BinaryReader.ReadByte()
at ADGE.file562.read()
at ADGE.Tgraphics.gread()
at ADGE.MainWindow.openfile(String fname)
at ADGE.MainWindow.Open_Click(Object eventSender, EventArgs eventArgs)
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
edit:
Strange. Some graphics.dat files hangs up, some don`t. Maybe it depends where it was taken from (there were some minor changes in the DM graphics.dat comparing to that from CSB).
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Except for some graphics.dat files, it works perfectly well! Thank you!
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Re: new AGDE editors
installed ADGE.net.bin.20081218 (version 1.4.1.0) with setup, but it hangs on item 562.
same problem like Adamo.
however the other, ADGE.net.bin.20080706 (version 0.4.1.0) runs fine,
found here:
http://www.dungeon-master.com/forum/vie ... 25&t=27687
though I used the setup of the previous version because I tried
newest version first.
error output, I sent to pm( kentaro )
same problem like Adamo.
however the other, ADGE.net.bin.20080706 (version 0.4.1.0) runs fine,
found here:
http://www.dungeon-master.com/forum/vie ... 25&t=27687
though I used the setup of the previous version because I tried
newest version first.
error output, I sent to pm( kentaro )
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- Artisan
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Re: new AGDE editors
hi, zoom.
sorry for late reply!
i received your exception report via pm.
it'll be fixed, and available soon.
it'll cause when lzw decompression is invoked. the file pointer stands on end of file when reading data!
thanks!
sorry for late reply!
i received your exception report via pm.
it'll be fixed, and available soon.
it'll cause when lzw decompression is invoked. the file pointer stands on end of file when reading data!
thanks!
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- Artisan
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Re: new AGDE editors
hi.
here is it!
executable files
http://kkdf2.sakura.ne.jp/DM/ADGE.net/A ... 090308.rar
ADGE.net source code (VB 2008 express)
http://kkdf2.sakura.ne.jp/DM/ADGE.net/s ... 8-2009.rar
CHANGES; DEMO mar 8, 2009
* fix: EndOfStreamException causes when reading item 562 on lzw compressed form. fixed by reseting file position after lzw decompression.
thanks!
here is it!
executable files
http://kkdf2.sakura.ne.jp/DM/ADGE.net/A ... 090308.rar
ADGE.net source code (VB 2008 express)
http://kkdf2.sakura.ne.jp/DM/ADGE.net/s ... 8-2009.rar
CHANGES; DEMO mar 8, 2009
* fix: EndOfStreamException causes when reading item 562 on lzw compressed form. fixed by reseting file position after lzw decompression.
thanks!
Re: new AGDE editors
just wanting to state the obvious, because I gave no feedback yet
The above version is working 100% ok!
The above version is working 100% ok!