ADGE v0.3b available

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rain`
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Joined: Sat Feb 19, 2005 11:44 pm

ADGE v0.3b available

Post by rain` »

http://www.uwm.edu/~pjgross/adgev03b.zip

Directly from the readme:

Code: Select all


Changes in v0.3b:
-Added import manager (See the import manager section for help)
-Added editor for most of the ingame rect's to display ingame graphics
-Added editor for all of the ingame clickable buttons
-Added a more advanced editor for creature group graphic info
-Added a more advanced editor for floor item graphic info
-Added a more advanced editor for wall decoration graphic info
-Added a more advanced editor for door decoration graphic info
-Added a "teleporter info" viewer.  These values are unknown yet intriguing!
-Sorted the graphic editing list to be more friendly
-Added palette editors for most graphic info editors, allowing to customize the 
custom palette of certain types of graphics at various distances (including 
monsters, floor decals, wall decals, and door decals)
-Added support to display all images in all editors with the custom palettes at 
various distances
-Fixed a few bugs involving overflowing of variables
-Fixed the bug where, upon exiting adge, the process continues to run but is 
invisible (hopefully)  If you notice this bug still exists, please inform me.  
The bug happens when you open certain windows and close them while running adge, 
try to narrow it down to the last remaining window that bugs the program if you 
find this bug again!

+-----------------------------------------------------------------------+
|                            CREDITS                                    |
+-----------------------------------------------------------------------+
In no particular order:

Paul Gross (me): For being me
Paul Stevens: For his unbelievable efforts in CSBwin and CSBuild.  For the 
inspiration, by porting CSB and cleaning up the source code, to make this 
editor.  For all the assistance and research put into CSB/DM.
Kentaro: For the sound import/export (I have not implemented them yet, but there 
is an ADGE release with the capabilities)
Zxy: For using my programs to create custom graphics in great custom dungeons, 
giving me a reason to continue.
PaulH: For hosting ADGE even after my my host went down without notice.
Gambit37: For using my programs to create custom graphics, even though his 
custom dungeon using the graphics has yet to come out, he still released a 
pretty awesome public set of graphics!
------
Credits from DMExtract, which was used as a base for ADGE.
ChristopheF: For the file-format document which helped greatly 
(especially the IMG1/2 format), the LZW decomprression code, and hosting the 
best DM/CSB website/forums.  Thank you very much!
Brian ???: The source code for DMDecode helped me in my initial attempts at 
extracting graphics from graphic.dat files

+-----------------------------------------------------------------------+
|                             TO DO                                     |
+-----------------------------------------------------------------------+
The list of tasks to accomplish in the future:
-Finish editors for the rest of files 558, 561, and all of 562
-Add a basic in-editor graphic editor for small changes.
-Add functionality to display all graphics while utilizing its transparency
-Optimize IMG1 encoding/decoding and implement fast importing of custom graphic 
file types.
-Add more documentation on various bits that are unused and features.
-Bug Paul Stevens about maybe* adding in implementations and features for some 
of the unused bits/bytes/words in the graphics.dat file (Such as the two unused 
bytes (32 bits!) in each combo!
-Add FONT import/export features
-Implement a "Creature exporter" which allows entire creatures to be easily 
transferred from one graphics.dat file to another, aside from static ingame 
abilities such as spells or the double swing?
-Bug Paul stevens to attempt to remove the static features of attacks and read 
the static feature from the graphics.dat file. (Remember, 32 bits of each combo 
is unused! Thats 32*44 = 1408 usable bits = 176 bytes!
-Add SND1 Import/exporters
-Add flexibility to load up graphics.dat files other than the atari versions 
with basic graphic import/export functionality.
-Continue to keep backwards compatibility with the atari version of dungeon 
master and chaos strikes back.
-Clean up the messy code.
-Add GUI features to easily access certain editors from other editors.
-Add mousewheel support to listboxes (No idea why mousewheel doesnt work)
-Fix remaining reported bugs.
-Add support for multiple MAP files and MAP file editors.
-Add support for custom item names, monster names, etc.

Please remember to backup all your files often, as this is a beta, and there may be devastating results to your work if you do not keep very recent backups at all times! (And please inform me if you find a work nuker)

Also, I noticed some people were dealing with new custom graphic engines in CSBWin and are creating some sort of set of 'graphics' as standards. I did notice they were talking about how they might not be perfect. If the graphic rect editor included is of any use, and you would like some sort of batch export of the values formatted in a certain way, I would be more then happy to create one. I could also do some sort of batch export of masks for all the dungeon graphics if need be.

-rain`
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Gambit37
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Post by Gambit37 »

Good to have you back!

I'm in the process of backing up and reformatting my PC. Once I've done this, I'll check out v03b -- it sounds wonderful!
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ChristopheF
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Post by ChristopheF »

Impressive work, as usual !

a few things:

- In the Import manager, if you select an item that you have not exported first, and click the "Import selected" button, you get a "Runtime error 380".

- Should'nt you call it 'Import/Export Manager' as it also allows exports ?

- The window with the progress bar that appears while you load a file does not always disappear after the file is loaded (in fact I tried many times, and it correctly disappeared only once)

- Can we have the source code ?
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