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Posted: Sat Dec 17, 2005 3:52 pm
by Paul Stevens
The source code for CSBwin has been freely available
at dmweb.free.fr since about 2001. You can also get it
via the 'back door' at my site dianneandpaul.net/CSBwin
in CSBsrc98.rar.

If you want to fix the 'Utility' code for the character
editor then that would be fine with me. That code
was produced by some weird language/compiler. It
is totally opaque to me. I don't quite know how I
got it to work well enough to run at all. It looks like it
may have come from some object-oriented language.
But even my attempts to think along those lines has
come up totally short. I wish you luck.

The export/edit/import paradigm is very simple and
straight-forward. That is why I suggested it.

Let me know what you are going to attempt. I can
supply test/debug data for the export/import case and
I can point to the code that needs tinkering if you want to
attempt the Utility upgrade.

Posted: Sat Dec 17, 2005 4:31 pm
by beowuuf
Note that DMute edits character saved games (just useless for CSBwin) but I'm not sure if that would give you a starting place for character editing stuff.

Posted: Sat Dec 17, 2005 6:43 pm
by Chewbacca
Paul Stevens wrote:You can also get it
via the 'back door' at my site dianneandpaul.net/CSBwin
in CSBsrc98.rar.
okay thanks
Paul Stevens wrote: If you want to fix the 'Utility' code for the character
editor then that would be fine with me. That code
was produced by some weird language/compiler. It
is totally opaque to me. I don't quite know how I
got it to work well enough to run at all. It looks like it
may have come from some object-oriented language.
But even my attempts to think along those lines has
come up totally short.
I have much more experience using object oriented paradigms than functional ones, maybe I can make some sense of it but not if it's already been compiled.... Can I grab that at the back door also?
Paul Stevens wrote: The export/edit/import paradigm is very simple and
straight-forward. That is why I suggested it.
Yes, but I can't really think of any other 'paradigm'...export/import can be save/load but that's just different names.
Paul Stevens wrote: Let me know what you are going to attempt. I can
supply test/debug data for the export/import case and
I can point to the code that needs tinkering if you want to
attempt the Utility upgrade.
Okay, point me at the code. I'll let you know more after I look at some code.

Posted: Sat Dec 17, 2005 8:18 pm
by Sophia
Chewbacca wrote:I can't really think of any other 'paradigm'...export/import can be save/load but that's just different names.
Sort of. Import/export, to me, suggests the ability to take a character out of a game, and edit him/her elsewhere, and then put that character back into the game-- or to put a completely different character into the game, really. Save/load would just load in the whole savegame. It's a little easier (no modificiation required to CSBwin itself), but less fun. :P

Import/export would be kind of cool anyway, since you could then swap characters around among different parties. :D

Anyway, I took a quick look at the source, I think the relevant struct is called "CHARDESC," in CSB.h.

Posted: Sat Dec 17, 2005 10:15 pm
by Paul Stevens
point me at the code
In case you came late and missed the start of CSBwin....
I took the Atari binary executable code and turned it
into a hundred thousand or so 16-bit integers.
I wrote a program to translate the integers to 68000
assembly language instructions. I translated those
instructions into C++ code. I left the original integers
and assembly language instructions mixed in among
the C++ code as comments.

The Utility functions are all contained in Chaos.cpp.
You will find a LOT of lines like this:

Code: Select all

NotImplemented();
Unfortunately, the original assembly code which used
to remain as comments has been removed by yours truely.
But there is an old version of Chaos.cpp in at
http://dianneandpaul.net/CSBwin
which has all the original code retained as comments.
You will want that because you want to 'tinker' with the
original code (that I left as 'not implemented') rather
than rewrite it from scratch (If I understand your
previous post correctly).

So what you should do if you want your new utility
functions to be included in the standard CSBwin release
is look at the old code, translate/tinker, and install your
changes into the new Chaos.cpp so that it can be released.

Sounds easy, huh?

Posted: Sun Dec 18, 2005 3:35 am
by rain`
Sounds like it would be easier to write an OS from scratch to me =]. If I were Chewbacca, I would think it would be easier to write a program that edits CSBWin dungeon.dat files (only the character information section) than to attempt to continue with the code from hell Paul Stevens has miraculously made sense of enough to port it to windows.

Then again, thats just me. But it really has worked well Paul, having orthogonal departments we all are working on (i.e. me focusing on graphics.dat while you completely ignore it!).

There are times though were I thought about offering assistance to your endevours, but felt I was not dependable enough to work with you (And i still don't think I am). What I do enjoy is working with specifications you design (custom graphics engine and such). I really can't wait for you to see what will come of ADGE in relation to your implementations. In the future perhaps I can support you during development instead of weeks/months after release.

Posted: Sun Dec 18, 2005 12:19 pm
by Chewbacca
rain` wrote:Sounds like it would be easier to write an OS from scratch to me =]. If I were Chewbacca, I would think it would be easier to write a program that edits CSBWin dungeon.dat files (only the character information section) than to attempt to continue with the code from hell Paul Stevens has miraculously made sense of enough to port it to windows.
Of course, I agree. I originally thought he wanted someone to finish the utility portion of CSBWin.
However, not sure editing dungeon.dat is the desird functionality... sounds like people want to be able to edit their savegames. Either way, I have to understand how CSBWin stores the relevant data.

Conflux III : when ?

Posted: Wed Feb 08, 2006 8:28 am
by megar
Any progress report ?

Will Conflux III be released soon ? Weeks ? Days ??? Can you post one or two screenshots, just to show to the people how wonderful it will be ?

Posted: Wed Feb 08, 2006 10:24 am
by Zyx
maybe next week if Paul doesn't oppose.
no screenshots! this is a game of exploration, you'll have to discover it all by yourself!

Posted: Wed Feb 08, 2006 11:40 am
by beowuuf
What he means is the only screenshots would be of dead parties which might scare people

If only I took a screen shot of that 'dead bodies' bug that happened a while!

Posted: Wed Feb 08, 2006 5:05 pm
by Adamo
waiting for Conflux III is a real torture for us ;) (all we can do is to hibernate themselves and to be awaken by Zyx, when it`s finally released - that`s the only way to bear that) ;)

Posted: Wed Feb 08, 2006 6:01 pm
by Zyx
A bit of forewarning...
I tried to put more diversity in an attempt to struggle about the boredom caused by the same wallsets and creatures.
However it came at a cost: there are lots of minor imperfections in the graphics.
It's up to your imagination to fill the gaps left by my lack of artistic skills... as it should be!
That's the bargain.

Posted: Tue Feb 14, 2006 12:15 am
by Sera
hmm... so this is to be a new test in my skills... ill be interested to see what new things that can try and stop me... *laughs*

Posted: Tue Feb 14, 2006 12:21 am
by beowuuf
For a good test of skills and dungeon knowledge, try one curse, ressurected - fun times! : )

Posted: Tue Feb 14, 2006 12:54 am
by Sera
i really need to get links for these custom dungeons, speaking of dungeons, i still need to finish mine off o.o

Posted: Tue Feb 14, 2006 1:26 am
by Zyx
Welcome back Sera.
Conflux III is nearly done.
Are you looking for a challenge or what? CSBwin can playback a movie of your actions in the dungeon. Playing the maleficient guild with hell unleashed should break the most experienced into a frustrated, sobbing child.
I can defy you to send me a log proving I'm wrong, though. Should I do that?

Posted: Tue Feb 14, 2006 1:31 am
by Sera
i have nothing to fear from your inferior monsters ;) however i have the problem mispressing buttons, so the wall is going to be my enemy if i ever has to use a maleficient guildie :P

Posted: Tue Feb 14, 2006 2:21 pm
by Szopen
Hmm... I just can't stand waiting for the newest legendary Conflux... Adamo's idea of the hibernation seems so attractive now...And no screenshots allowed...And are the walls to be so tough to handle with? ;) And how about monsters then?

Posted: Tue Feb 14, 2006 3:41 pm
by Adamo
Zyx:
Conflux III is nearly done.
YES YES YESYES YES YESYES YES YES !!!!!! :D :D :D :D :D :D :D :D :D :D :D :D :D

Posted: Tue Feb 14, 2006 3:43 pm
by Adamo
NO NO NO NO NO NO NONO NO NO
It could destroy my personal "real" live !!!!!! :(

Posted: Tue Feb 14, 2006 10:36 pm
by Sera
calm down adamo :P

hmmm... like i said, monsters pose no threat, its those pesky walls and careless stamina drops of mine...

Posted: Wed Feb 15, 2006 12:26 am
by Ameena
Hmm, well, if the monster info Zyx gave me for the hints is anything to go by, some of them are at least pretty tough, if not invincible...