Search found 558 matches

by Sphenx
Sun Mar 10, 2024 11:46 pm
Forum: Creative Endeavours
Topic: Dungeon Master II VGM Cover
Replies: 4
Views: 672

Re: Dungeon Master II VGM Cover

Right on schedule ! (almost...) I thought I could have done something much more orchestral, but after listening to the original many times, it felt right to retain its primarily piano essence. That allowed me to link with some other DM2 music parts and get orchestration more subtly. I hope you'll li...
by Sphenx
Sun Mar 10, 2024 11:35 pm
Forum: Dungeon Master (DM)
Topic: Dungeon Master Music
Replies: 50
Views: 19041

Re: Dungeon Master Music

A step aside into DM2 : Endless Endless Rain.
Because one loop of this music is not enough ;)
by Sphenx
Sun Mar 03, 2024 11:02 am
Forum: Editors and Tools (DMute, DM Builder, ADGE, etc.)
Topic: Working on a new Data Viewer like ADGE
Replies: 32
Views: 976

Re: Working on a new Data Viewer like ADGE

Regarding random ornaments on floors and walls, you can check function F0170_DUNGEON_GetRandomOrnamentOrdinal (both its content, and where it is called from). This is all in file DUNGEON.C in the ReDMCSB source code. Thanks for the info, I have checked this code is also existing in DM2, but for som...
by Sphenx
Sat Mar 02, 2024 2:40 pm
Forum: Editors and Tools (DMute, DM Builder, ADGE, etc.)
Topic: Working on a new Data Viewer like ADGE
Replies: 32
Views: 976

Re: Working on a new Data Viewer like ADGE

What is the location of that fountain ?
by Sphenx
Sat Mar 02, 2024 8:59 am
Forum: Editors and Tools (DMute, DM Builder, ADGE, etc.)
Topic: Working on a new Data Viewer like ADGE
Replies: 32
Views: 976

Re: Working on a new Data Viewer like ADGE

Wall ornates and Floor ornates work the same. There are either "randomly" set (from the random ornament count list) or "explicitly" set using actuator/sensor objects through the gfx id within. So if you have: RandomWallOrnamentCount: 4 WallOrnamentCount: 14 only the first 4 ornat...
by Sphenx
Sun Feb 18, 2024 9:19 pm
Forum: Creative Endeavours
Topic: Dungeon Master II VGM Cover
Replies: 4
Views: 672

Re: Dungeon Master II VGM Cover

Definitively working on it ! I think I can have it done in one week or so.
by Sphenx
Thu Feb 01, 2024 11:58 am
Forum: Creative Endeavours
Topic: Dungeon Master II VGM Cover
Replies: 4
Views: 672

Re: Dungeon Master II VGM Cover

That is a nice rendition you've done ! It would fit to play this back at a tavern after a busy day of exploration at Skullkeep surroundings ;-) Good selection of champions !
I know there are other remakes of "Endless Rain" out there; I will probably do one myself some day ...
by Sphenx
Thu Jan 25, 2024 7:56 pm
Forum: Editors and Tools (DMute, DM Builder, ADGE, etc.)
Topic: Amiga editor for Dungeon Master/CSB available
Replies: 7
Views: 819

Re: Amiga editor for Dungeon Master/CSB available

You'll find the main load function in SkWinCore.cpp GAME_LOAD(). Basically, the DM2 dungeon structure is like a DM1 dungeon.dat. Savegame is : some header, then dungeon.dat, then global variables and data tables (ingame flags, party info, spell effects, timers). While the dungeon.dat is the same str...
by Sphenx
Sun Dec 31, 2023 11:54 pm
Forum: Creative Endeavours
Topic: Dungeon Entrance wallpapers
Replies: 20
Views: 10741

Re: Dungeon Entrance wallpapers

... I think this game is MSB : Midjourney Strikes Back.
by Sphenx
Sun Nov 26, 2023 10:31 am
Forum: Creative Endeavours
Topic: Dungeon Master Construction Kit (working title)
Replies: 25
Views: 11526

Re: Dungeon Master Construction Kit (working title)

For the current status: im still thinking about the placement of the objects on floor and how i store them in memory. at first i did some array with ne/se/sw/nw. but im afraid this will make thinks on mobile awful. (assuming 4* 4bytes * 32 * 32 = 16kb of Zeros per level). Have you figured out somet...
by Sphenx
Sun Sep 24, 2023 7:20 am
Forum: Editors and Tools (DMute, DM Builder, ADGE, etc.)
Topic: Technical Questions to the Game
Replies: 42
Views: 45340

Re: Technical Questions to the Game

The thing is, my code works like a popup card :lol: I think I was not following correctly your issue on that one. So now you have to write the manager code for these pink / blue / red / green balloons :wink: At some point, even for OO, some logic has to be coded, isn't it ? at least prepare some pa...
by Sphenx
Sat Sep 23, 2023 7:18 pm
Forum: Editors and Tools (DMute, DM Builder, ADGE, etc.)
Topic: Technical Questions to the Game
Replies: 42
Views: 45340

Re: Technical Questions to the Game

Im facing south, so all NE, NW are front and SE and SW are back, when im facing EAST -> SW and NW are front and SE/NE are back. This is something where i think i need modulo or? Ah yes. Considering your display viewport and viewer facing, yes, there is array transposition and modulo involved depend...
by Sphenx
Fri Sep 22, 2023 9:35 am
Forum: Editors and Tools (DMute, DM Builder, ADGE, etc.)
Topic: Technical Questions to the Game
Replies: 42
Views: 45340

Re: Technical Questions to the Game

Thanks for all these examples Cycl0ne, that's a good insight. I would definitively try more of these -- that might even help some works on DCS or SKWin .. @Sphenx: Can you give me please a peek into your flooritems calc/draw routine? ;-) im sitting here with paper and doing all stuff to convert my e...
by Sphenx
Fri Sep 22, 2023 7:26 am
Forum: Editors and Tools (DMute, DM Builder, ADGE, etc.)
Topic: Technical Questions to the Game
Replies: 42
Views: 45340

Re: Technical Questions to the Game

Have you ever thought putting parts of code into an AI and convert it to more readable C code? (Uhuh, knowing where it does come from, Christophe is crazier than your common AI :D) Not wanting to be off-topic, but are there AI that perform reverse engineering ? or somehow interpret/cleanup a whole ...
by Sphenx
Thu Sep 14, 2023 10:33 pm
Forum: Creative Endeavours
Topic: Dungeon Master Construction Kit (working title)
Replies: 25
Views: 11526

Re: Dungeon Master Construction Kit (working title)

Ah :) I was not focusing on procedural vs OO differences but rather on functional way of handling stuff.
I do get that; my own engine DCS is OO too.
I just wanted to get you to think about how you will handle the sensors and theirs actions.
What happen to a defined sensor that targets an empty tile ?
by Sphenx
Wed Sep 13, 2023 3:59 pm
Forum: Creative Endeavours
Topic: Dungeon Master Construction Kit (working title)
Replies: 25
Views: 11526

Re: Dungeon Master Construction Kit (working title)

Sensors ? that sounds weird to me after all these years :) yes, but here is already the difference between my version and DM. the whole dungeon is in the logic part of the game. so moving player, mobs, doing something, doors opening etc. is all handled by the logic part, wihtout anything doing in th...
by Sphenx
Wed Sep 13, 2023 12:56 pm
Forum: Creative Endeavours
Topic: Dungeon Master Construction Kit (working title)
Replies: 25
Views: 11526

Re: Dungeon Master Construction Kit (working title)

You can have several passes to get first the UID and location of all actuators, then set the targets by referencing these UID. Anyway, internally we always need UID for these objects. The activation method is different. Personally for DCS I have kept the DM behaviour, that is sending a message to a ...
by Sphenx
Wed Sep 13, 2023 11:56 am
Forum: Creative Endeavours
Topic: Dungeon Master Construction Kit (working title)
Replies: 25
Views: 11526

Re: Dungeon Master Construction Kit (working title)

OK I see now; the flashy color is certainly for transparency. I think its index is normally defined in the binary data of the image ? About the actuators, I am not sure to understand very well by "unique ID"; do you mean having several times an activator with the same ID ? (a duplicate one...
by Sphenx
Tue Sep 12, 2023 11:26 pm
Forum: Creative Endeavours
Topic: Dungeon Master Construction Kit (working title)
Replies: 25
Views: 11526

Re: Dungeon Master Construction Kit (working title)

You lost me, what precise # asset is this ? inventory or menu panels ?
by Sphenx
Mon Sep 11, 2023 11:52 pm
Forum: Creative Endeavours
Topic: Dungeon Master Construction Kit (working title)
Replies: 25
Views: 11526

Re: Dungeon Master Construction Kit (working title)

Done till last stairs. Though I am more used to numpad for moving around. -> biggest Issues i can forsee: the items on floor/touching them moving them around etc., still thinking about how i can solve this. Predefined rectangles coordinates/dimensions tell the different clicking zones; and you would...
by Sphenx
Mon Sep 11, 2023 7:26 am
Forum: Editors and Tools (DMute, DM Builder, ADGE, etc.)
Topic: Technical Questions to the Game
Replies: 42
Views: 45340

Re: Technical Questions to the Game

I think not, unless someone builds a PC graphics.dat using 3.6 data.
by Sphenx
Sun Sep 10, 2023 11:53 pm
Forum: Creative Endeavours
Topic: SPX:Dungeon Crawler System for DM
Replies: 50
Views: 41969

Re: SPX:Dungeon Crawler System for DM

Thanks! (you got it). Yes, there is a plan to release the code at some point. But I would like to reach 2 steps before : 1 is to complete at least a fully playable DM dungeon, and 2 is to clean up the code ... this can be really messy as it is built over 20 years of code here and there ... Working w...
by Sphenx
Sat Sep 09, 2023 10:54 pm
Forum: Editors and Tools (DMute, DM Builder, ADGE, etc.)
Topic: Technical Questions to the Game
Replies: 42
Views: 45340

Re: Technical Questions to the Game

What i get: https://www.dropbox.com/scl/fi/lqcy8zm0fcxz6xwio7s5j/dm.png?rlkey=bd3e11xrdys0gln7smj1l3z2t&raw=1 Adge: https://www.dropbox.com/scl/fi/uvf2w1fk28uamy1iu4f81/dm_adge.png?rlkey=f4wq5r565qejhfrz7s1kven5s&raw=1 from my memories ages ago i would say it looked more like the adge versi...
by Sphenx
Tue Sep 05, 2023 6:13 pm
Forum: Creative Endeavours
Topic: Dungeon Entrance wallpapers
Replies: 20
Views: 10741

Re: Dungeon Entrance wallpapers

I like the most Black Crypt, Sewers of Waterdeep and of course the last one ! That could be very well the entrance for a new Dungeon Master adventure !
Personally I find these generators really interesting to boost inspiration.
by Sphenx
Tue Sep 05, 2023 10:50 am
Forum: Dungeon Master (DM)
Topic: Dungeon Master ... Again!
Replies: 20
Views: 12125

Re: Dungeon Master ... Again!

Some news here. "If you can't convert DM1 dungeon to DM2 ... then convert DM2 engine for DM1". As original DM2 is missing code for several actuators used in native DM1 dungeon, it appears difficult to figure out how to fully convert DM1 dungeon for DM2 engine and I'm still not sure if it i...
by Sphenx
Sun Aug 06, 2023 2:11 pm
Forum: Other
Topic: Dungeon Master II - Temple of Ra (Concept)
Replies: 4
Views: 2314

Re: Dungeon Master II - Temple of Ra (Concept)

https://dmbuilder.sphenxmusics.fr/dm2/images/TempleOfRa_20230806a.PNG I made some adjustments because a nasty creature/item stack was corrupting the savegames which could not load back ... Fixed now. I also now have a better control of wall texts / scroll texts and added back information and contex...
by Sphenx
Fri Jul 07, 2023 8:24 am
Forum: Other
Topic: Dungeon Master II - Temple of Ra (Concept)
Replies: 4
Views: 2314

Re: Dungeon Master II - Temple of Ra (Concept)

https://dmbuilder.sphenxmusics.fr/dm2/images/TempleOfRa_20230703a.PNG You can download the "dungeon" here : Temple of Ra (Concept) Just have in mind that this is a work-in-progress dungeon that I use to understand better DM2 mechanisms; hence there is stuff not working as expecting or beh...
by Sphenx
Sun Jul 02, 2023 5:50 pm
Forum: Other
Topic: Dungeon Master II - Temple of Ra (Concept)
Replies: 4
Views: 2314

Dungeon Master II - Temple of Ra (Concept)

I have ideas for DM2 custom dungeons since many years, but never got really far with these. Following my recent works on DCS/DM/DM2, I finally decided to make a step forward and develop some of these ideas. I wanted to explore more of the areas surrounding Skullkeep and imagined the Temple of Ra tha...
by Sphenx
Wed Jun 28, 2023 12:21 pm
Forum: Chaos Strikes Back (CSB)
Topic: New strategy for defeating Mongor discovered?
Replies: 7
Views: 3980

Re: New strategy for defeating Mongor discovered?

9,20,23 goes to 9,19,24.
9,27,35 goes into a wall at 7,30,21
by Sphenx
Mon Jun 26, 2023 9:37 pm
Forum: Dungeon Master (DM)
Topic: First solo win
Replies: 45
Views: 57328

Re: First solo win

And DM2 code has this:

Code: Select all

	glbPoisonAttackDamage = 0;
	Bit16u di = ref->EnergyRemaining();
	...
	if (recordLink == OBJECT_EFFECT_POISON_BOLT) {	// oFF86
		glbPoisonAttackDamage = di >> 1;
		return (di >> 4) + 1;
	}