ADGE!

Use this forum to discuss dungeon editors and other tools, like DMute (by George Gilbert, also working for RTC dungeons), DM Builder (by Sphenx), and ADGE by `rain. Includes DM editing tips and tricks.
Forum rules
Please read the Forum rules and policies before posting.
User avatar
rain`
Artisan
Posts: 164
Joined: Sat Feb 19, 2005 11:44 pm

Post by rain` »

Nice work kentaro, that is definately a very nice addition to ADGE.

There is one issue, your compiled ADGE executable has broken editors, some of the graphics for the background of the editors (like the walls being shown while editing wall decorations) don't work anymore. This was entirely MY fault as I forgot to include a few files into the source. You may have noticed these errors but heres a fix for it, these 4 files were missing in the source (Note i have already reuploaded a new version of the source).

But kentaro, for you're work you can probably just extract the fix into the source directory and re-compile it and it should work, unaffecting your changes.

http://www.qwplayers.org/~rain/adgev02b1sourcefix.zip

-rain`
kentaro-k.21
Artisan
Posts: 178
Joined: Wed Dec 17, 2003 1:39 am
Location: Osaka, Japan
Contact:

Post by kentaro-k.21 »

*** ADGE special version is no longer available ***
Last edited by kentaro-k.21 on Sun Apr 10, 2005 8:09 am, edited 1 time in total.
User avatar
Gambit37
Should eat more pies
Posts: 13714
Joined: Wed May 31, 2000 1:57 pm
Location: Location, Location
Contact:

Post by Gambit37 »

`rain wrote:If you still need to hex edit and don't want to wait for version 0.2b, the only way I see to do it is to export file 0558 as hex, edit that, import it, and save
I have downloaded ver 0.2b1 which is another great step forward. But I can't see a way of changing monster names. Is this possible?
`rain wrote:Would you be referring to some sort of "re-import all the graphics in this folder into the graphics.dat file upon saving"?
That would be fantastic! Although ADGE is very powerful, it is a lot, lot, lot, lot slower than DMextract if you want to quickly import a large number of modified images.

Could you remove the warning "Loading xxxxx.bmp into Graphic" when importing a new image -- it's another mouse click to OK it and slows things down. It appears to be redundant.
`rain wrote:I have noticed that there are a few people who have edited the first few graphics in the file (main title, main menu, and credits). I tried looking into the palettes that are used for those graphic files but I could not find them nor re-create them. If anyone can post the palettes for each graphic I'll see about putting them into ADGE appropriately.
I don't know the exact palettes used, but have made close approximations in Photoshop with colours at the correct indexes -- would that help? (It took lots of trial and error!)
User avatar
Gambit37
Should eat more pies
Posts: 13714
Joined: Wed May 31, 2000 1:57 pm
Location: Location, Location
Contact:

Post by Gambit37 »

OK, some more issues with ADGE:

I can't import my new image #6 (dungeon entrance) because it uses a different 16 colour palette and ADGE maps it to the normal DM palette.

I tried to use DMExtract to extract my graphics.dat into a new folder. This would allow me to export all my new ADGE changes to 0558.dat *AND* then overwrite #6.bmp with my new dungeon entrance. I would then rebuild the graphics.dat using DMextract as it doesn't remap palettes. But this doesn't work because DMEXTRACT 1.01 fails to extract any items past item #6.

Can you either:

a) Update DMextract with the changes you made to handle large encoded images so that it will extract properly, or

b) Change ADGE so that you can choose to remap palettes when importing or to ignore different palettes, or

c) Implement custom palettes for those screens that use them (best solution)

Here's my examples of how the palettes look. I've successfully used these in Photoshop to get the title screens and dungeon entrance looking correct (although they looked messed up when viewed after extracting because of the default DM palette, they look great in game)

Image

Notes:

The colours in the Hint Oracle palette shown here are correct as I calculated them directly from the extracted data file. You just need to divide the RGB value by 32 to get the 4-bit value.

Colours in the other palettes are close, but have been taken from screen grabs. This means the RGB values are not divisable by 32 -- you'll have to use values that come close.

The palette for the Title "zoooom" is purely guessed at -- some colours are probably wrong as they are either not used or used for special effects (fading for example).
`rain

Post by `rain »

User avatar
Gambit37
Should eat more pies
Posts: 13714
Joined: Wed May 31, 2000 1:57 pm
Location: Location, Location
Contact:

Post by Gambit37 »

Whoah! That was quick! It seems to work pretty well too -- haven't noticed any problems inporting my main menu image.

Having said that, I think you could change the brown before the red -- it's come out a strange colour (144,108,108) -- I think it should be 144,108,64.

Thanks for responding so quickly. Great stuff!
User avatar
Gambit37
Should eat more pies
Posts: 13714
Joined: Wed May 31, 2000 1:57 pm
Location: Location, Location
Contact:

Post by Gambit37 »

I split this topic so that ADGE bug reports go into another thread.
This allows me to draw attention again to the above:
`rain wrote:Would you be referring to some sort of "re-import all the graphics in this folder into the graphics.dat file upon saving"?
Did you think anymore about this?

A tiny note too -- the latest version of ADGE still says v0.1b in the title bar.
User avatar
rain`
Artisan
Posts: 164
Joined: Sat Feb 19, 2005 11:44 pm

Post by rain` »

Yes, i did think about the re-import all the graphics in a folder type feature. I'm not really sure exactly how to create it. I can of course do it, its just the factor of HOW it should work.

I could make it so you designate certain graphics that are 'extracted' to a folder, then all reimported at the same time when saving or etc. The problem here is that you have to set which files to export and it wouldn't make anything easier when it came to mass-imports.

Another option I was thinking about was a quick-export and quick-import feature. When selecting a graphic for instance, quick-export would save it to a file (i.e. "graphic0121.gif"), and quick-import would reimport that. The advantage here would be a "quick import all" that would import all graphics with a filename of "graphicXXXX.gif" where XXXX is the appropriate number.

I'm not really sure exactly what you have in mind for how you want to use this feature, perhaps you have an idea on a better way to do it?

Also, ADGE v0.1b in the title bar eh? Oops! :P

-rain`
User avatar
Adamo
Italodance spammer
Posts: 1534
Joined: Fri Apr 22, 2005 11:59 am
Location: Poland
Contact:

Post by Adamo »

http://www.qwplayers.org/~rain/adgepics/
doesn`t work

sorry Trantor, I`ve corrected it
Last edited by Adamo on Tue May 17, 2005 4:45 pm, edited 1 time in total.
Spoiler
(\__/) (\__/) (\__/) (\__/) (\__/) (\__/) (\__/) (\__/) (\__/) (\__/) (\__/) (\__/)
Spoiler
(@.@) (@.@) (@.@) (@.@) (@.@) (@.@) (@.@) (@.@) (@.@) (@.@) (@.@) (@.@)
Spoiler
(>s<) (>s<) (>s<) (>s<) (>s<) (>s<) (>s<) (>s<) (>s<) (>s<) (>s<) (>s<)
User avatar
Trantor
Duke of Banville
Posts: 2466
Joined: Wed Mar 09, 2005 4:16 am
Location: Berlin, Germany
Contact:

Post by Trantor »

I was just about to post the same Adamo. Anybody know where ADGE can be found?
User avatar
Gambit37
Should eat more pies
Posts: 13714
Joined: Wed May 31, 2000 1:57 pm
Location: Location, Location
Contact:

Post by Gambit37 »

`rain's site seems to have disappeared. I have the zips at home, I'll host them somewhere and post a link later today.
User avatar
Gambit37
Should eat more pies
Posts: 13714
Joined: Wed May 31, 2000 1:57 pm
Location: Location, Location
Contact:

Post by Gambit37 »

You can now get all of rain's tools from my site:

http://www.resonantedge.com/downloads/rain/

The link is also in the drop down list at the top of the page.
User avatar
Adamo
Italodance spammer
Posts: 1534
Joined: Fri Apr 22, 2005 11:59 am
Location: Poland
Contact:

Post by Adamo »

Rain`, thanx for VERY usefull tool! That was the thing I was looking for!
I`m making new cutom graphics on GIMP graphical program, and currently adding it to graphics.dat using EDGE. I`ve allready did a lot, but there`s one little problem... missing graphics (?)
In the graphics.dat of the CSB`s I have changed, among other things:
0010 (Interface-Item Actions Area),
0011 (Interface-Spell Casting Area),
0013 (Interface-Movement Arrows),
0014 (Interface-Damage Done).
So, as you see, all interface graphs on the right of main screen.
But I cannot find an interface graphic in the file, which is responsible for the Items Action Area in "stable" state (showing a hand or a weapon). This is very important for me, because all these graphs (Items Actions Area, Spell Casting Area, Movement Arrows, Damage Done and these "hands") have to compose themselves, but without changing that graph they`ll not. Is there an some code for that state?

I`ll left my graphics.dat file here and if anyone could help me, I`ll welcome. Just run it with any game and see what I mean, (after picking any character, just push the "punch" or "kick" button).

Big thanx for any possible help!!!!!!!!!
http://triox.neostrada.pl/graphics.dat

(in case your browser saves it as .html file, right click the above link, select 'save target as' and change the .html extension to .dat )
Spoiler
(\__/) (\__/) (\__/) (\__/) (\__/) (\__/) (\__/) (\__/) (\__/) (\__/) (\__/) (\__/)
Spoiler
(@.@) (@.@) (@.@) (@.@) (@.@) (@.@) (@.@) (@.@) (@.@) (@.@) (@.@) (@.@)
Spoiler
(>s<) (>s<) (>s<) (>s<) (>s<) (>s<) (>s<) (>s<) (>s<) (>s<) (>s<) (>s<)
User avatar
Adamo
Italodance spammer
Posts: 1534
Joined: Fri Apr 22, 2005 11:59 am
Location: Poland
Contact:

Post by Adamo »

can anyone help me please?
Spoiler
(\__/) (\__/) (\__/) (\__/) (\__/) (\__/) (\__/) (\__/) (\__/) (\__/) (\__/) (\__/)
Spoiler
(@.@) (@.@) (@.@) (@.@) (@.@) (@.@) (@.@) (@.@) (@.@) (@.@) (@.@) (@.@)
Spoiler
(>s<) (>s<) (>s<) (>s<) (>s<) (>s<) (>s<) (>s<) (>s<) (>s<) (>s<) (>s<)
User avatar
beowuuf
Archmastiff
Posts: 20687
Joined: Sat Sep 16, 2000 2:00 pm
Location: Basingstoke, UK

Post by beowuuf »

Afraid the file crashes CSBwin for me : (
User avatar
Adamo
Italodance spammer
Posts: 1534
Joined: Fri Apr 22, 2005 11:59 am
Location: Poland
Contact:

Post by Adamo »

<deleted>
Last edited by Adamo on Thu Jun 16, 2005 12:21 am, edited 1 time in total.
Spoiler
(\__/) (\__/) (\__/) (\__/) (\__/) (\__/) (\__/) (\__/) (\__/) (\__/) (\__/) (\__/)
Spoiler
(@.@) (@.@) (@.@) (@.@) (@.@) (@.@) (@.@) (@.@) (@.@) (@.@) (@.@) (@.@)
Spoiler
(>s<) (>s<) (>s<) (>s<) (>s<) (>s<) (>s<) (>s<) (>s<) (>s<) (>s<) (>s<)
User avatar
beowuuf
Archmastiff
Posts: 20687
Joined: Sat Sep 16, 2000 2:00 pm
Location: Basingstoke, UK

Post by beowuuf »

Still crashes, and as the dungeon.dat views perfectly through CSBuild, then I have to guess it isn't that the graphics.dat file is being messed about with.

The CSBwin.exe seems off too - it's only downloading a 200kb file for me, and even the old CSBwinOrig I have is 400kb
User avatar
Adamo
Italodance spammer
Posts: 1534
Joined: Fri Apr 22, 2005 11:59 am
Location: Poland
Contact:

Post by Adamo »

yeah, sometime it isn`t downloading fully from that server. My graphics.dat should have about 310 kb, and if it have less, means it didn`t downloaded fully.

Anyway, I showed it to Zyx (he replaced my graphics.dat file with the same file from one of the customs and run the game).
I think he explained me a problem:
-the action names are followed by spaces that erase the backgrounf
-the actions seem to erase the zone, then put dynmacally created masks of the items in hand (that mean there is no bmp copied to the viewport)
-when punching, the zone with the copied bmp is smaller than the zone presenting the 3 actions...

There's nothing I can do myself, because some zones are just not drawn using bmp.
Spoiler
(\__/) (\__/) (\__/) (\__/) (\__/) (\__/) (\__/) (\__/) (\__/) (\__/) (\__/) (\__/)
Spoiler
(@.@) (@.@) (@.@) (@.@) (@.@) (@.@) (@.@) (@.@) (@.@) (@.@) (@.@) (@.@)
Spoiler
(>s<) (>s<) (>s<) (>s<) (>s<) (>s<) (>s<) (>s<) (>s<) (>s<) (>s<) (>s<)
User avatar
beowuuf
Archmastiff
Posts: 20687
Joined: Sat Sep 16, 2000 2:00 pm
Location: Basingstoke, UK

Post by beowuuf »

Rain, can you clarify something?

The version of ADGE on the DM encyclopedia (0.4b) should be latest version, while the ones hosted on gambit's filespace are older, right?
User avatar
zoom
Grand Master
Posts: 1819
Joined: Tue Sep 23, 2003 1:27 am
Location: far away but close enough

Post by zoom »

Well, the links do not work anymore (rain' 's).
also , I found that the encyclopedia does not
have the latest version of ADGE.
there was some issue with csbgraphic .dat I think
with that version, but I could be wrong.
Nevertheless, there are candy fixes around.
The latest version I have (and no idea where from) is:
ADGE v0.4b4.exe

ADGE_Candy04b_2x.exe
Reg_Candydll.bat
Unreg_Candydll.bat
---------------------------------------
ADGE v0.4b.exe(this is on encyclop. site)
----------------------------------------
following rather old, but I don't know whether you
could do the Candyfixes all with a later version or
whether there is a special order in which you have
to install or patch the .exe
ADGE.exe
ADGEv02bCandy1fix1.exe
ADGE_Candy1fix1.exe
ADGE_Candy1.exe
ADGE v0.2b1.exe

I would like to post links to all parts necessary for
ADGE on the dmwiki.
Can someone tell me where to get the latest files from?
User avatar
Zyx
DSA Master
Posts: 2592
Joined: Mon Jun 05, 2000 1:53 pm
Location: in the mind
Contact:

Post by Zyx »

I use version 4b4 which allows to create amg files (alternate monster graphic), I think it's the latest.
I had to install visual basic to make it work!
User avatar
Gambit37
Should eat more pies
Posts: 13714
Joined: Wed May 31, 2000 1:57 pm
Location: Location, Location
Contact:

Post by Gambit37 »

zoom wrote:Well, the links do not work anymore (rain' 's)

I would like to post links to all parts necessary for
ADGE on the dmwiki.
Can someone tell me where to get the latest files from?
I put them in the quick links ages ago! They are now hosted on here! Look at the drop down menu right at the top of every page.
User avatar
ChristopheF
Encyclopedist
Posts: 1537
Joined: Sun Oct 24, 1999 2:36 pm
Location: France
Contact:

Post by ChristopheF »

The entry in the Quick Links menu points to older versions (0.2x) that I thought would be superseded by version 0.4b that I have on the Encyclopaedia.
Are there features in these older versions of ADGE that are not present in the latest one?
If so, can someone describe why these versions would be useful so that I can add them to the Encyclopaedia with appropriate description?
User avatar
Gambit37
Should eat more pies
Posts: 13714
Joined: Wed May 31, 2000 1:57 pm
Location: Location, Location
Contact:

Post by Gambit37 »

Sorry, I wasn't paying attention, I didn't realise there was a newer version. :oops:
User avatar
zoom
Grand Master
Posts: 1819
Joined: Tue Sep 23, 2003 1:27 am
Location: far away but close enough

Post by zoom »

Gambit, it is a good thing you put the files
here with the quicklinks. I did not realise it.
You were right to point that out.

Christophe, I am not sure about any differences.

But the latest version is crucial to amg´s
(like ZYX wrote)
Chances are, it is no standalone file and that you
need some files from the earlier 4b...

I installed every version of ADGE and its
patches one after another. Probably that
does not matter, but probably you need
dlls or some files from an older version.
Some versions would hang others would
complain but continue loading..
well:
4b4. Where do we get it ??
User avatar
Zyx
DSA Master
Posts: 2592
Joined: Mon Jun 05, 2000 1:53 pm
Location: in the mind
Contact:

Post by Zyx »

give me your email and I'll send you mine
User avatar
zoom
Grand Master
Posts: 1819
Joined: Tue Sep 23, 2003 1:27 am
Location: far away but close enough

Post by zoom »

I think I have the latest version. Thanks.
I could compare your version to mine..
please check your pm ZYX
My concern:
Interested people won`t get
the latest version easily.

We really should add the latest package
(probably yours, ZYX)
to the quicklinks and the encyclopaedia.
asap

then I will put a link to the quicklinks and
the encyclopaedia in the dmwiki.
kentaro-k.21
Artisan
Posts: 178
Joined: Wed Dec 17, 2003 1:39 am
Location: Osaka, Japan
Contact:

Post by kentaro-k.21 »

hi.
i have received a topic reply notification for it. wow!

if you search for candy ver, ADGE_Candy04b_2x is the latest. download from my temporary file site.

candy extends following facets against original ver:
- test support for edit/play SND1 wave format.
- faster LZW decompression (written in C++).
- less GDI resource use. it may be useful for Win9x env.
- workable for CSBwin's graphics.dat. it may be part of classic DM1 from atari st ver. i modified file561.cls source file to allow reading it.
Post Reply

Return to “Editors and Tools (DMute, DM Builder, ADGE, etc.)”