new AGDE editors

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Adamo
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new AGDE editors

Post by Adamo »

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:

:arrow: item560 030h (0048); "palette modifier to display items in action area editor" ( http://dmweb.free.fr/?q=node/1396 )

and item562:

:arrow: 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 )
:arrow: 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 )
:arrow: 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 )
:arrow: offset 1278-1533; "ingame palettes editor" (ingame palettes described in 6th post here http://www.dungeon-master.com/forum/vie ... hp?t=27911 )
:arrow: 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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kentaro-k.21
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Re: new AGDE editors

Post by kentaro-k.21 »

hi, Adamo.
Is adding minor tweaks to ADGE (small programs modifying specified bytes in item560 and item562) possible?
ok. i'll try to support all of them.

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!
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Post by Adamo »

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.
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Post by kentaro-k.21 »

hi Adamo.
thank you for very detail information! the development is progressing smoothly.
offset 1278-1533; "ingame palettes editor" (ingame palettes described in 6th post here http://www.dungeon-master.com/forum/vie ... hp?t=27911 )
it seems to be array of RGB palettes. here is an interpretation:

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
8 palettes. each palette has 16 colors.

the palette editor looks like screenshot.

thanks!
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Post by Adamo »

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.
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Post by kentaro-k.21 »

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!
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Post by Adamo »

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:

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)
When I try to edit palettes on Floor Item Graphics Info, there occurs an error:

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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Post by Roquen »

Adamo:

The "exception text" portion will generally contain all the info that kentaro will need (at least from the dump).
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Post by Adamo »

ok, post edited.
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Post by kentaro-k.21 »

hi Adamo.
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?
ADGE's palettes are hardcoded.
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!
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Post by kentaro-k.21 »

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!
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Post by Adamo »

Thanx for update Kentaro! But it hangs on item562:

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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Post by Adamo »

Except for some graphics.dat files, it works perfectly well! Thank you!
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Re: new AGDE editors

Post by zoom »

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 )
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Re: new AGDE editors

Post by kentaro-k.21 »

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!
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Re: new AGDE editors

Post by kentaro-k.21 »

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!
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Re: new AGDE editors

Post by zoom »

just wanting to state the obvious, because I gave no feedback yet :oops:
The above version is working 100% ok! :)
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