I was actually referencing that page while writing the program to decode this stuff. (In QBasic, not C. ) Obviously it was crucial, I would have been completely blind without it. Thank you though, it helps to know I'm not way off.
I've been trying to learn the dungeon.dat format and I'm good so far, except I don't quite know how the engine determines the first object on a tile. the "Hall of Heroes" is 18x19, 342 bytes, but according to the map offsets in the header its data block is only 357, and it isn't compressed either ...
Yeah, I'm the same one. I've never encountered another ArgentumLupus. Unfortunately I couldn't get into my account - I couldn't remember my password and none of my email addresses worked, so I don't know if something happened to my account (inactivity) or if I just forgot a password AND the email ...
Heh... geez. Whoopsie. :P That looks, much better, yes. I like the fixed-width too, I wish I'd noticed how to do that before. It looks a whole lot nicer. Anway, I don't really think this part needs to be included in the documentation:
Hopefully this is all accurate. Hopefully somebody can use ...
*facepalms* I was having trouble figuring out Encode4(). None of my calculations were working out, and it was REALLY hampering my attempts. All of a sudden, I glanced at the + 'A' part.
A=0
Damnit. I knew its binary code was 00000, but when finger-counting up to the letter I was getting the binary ...
It is perfectly safe. Neither has any explosives. But, once you edit it with CSBuild, you will never read it again with any other program except CSBwin.
Um, yeah. Thanks. o.o; *wonders idly what the emulator might do if he tried that* heh...
The source code for both CSBuild and CSBwin are ...
I looked through this whole section of the forum but couldn't find anything related, except one post that said nobody knew how to do this yet.
dmweb mentions on the file formats page that the champions' stats are stored in texts. But when it comes to the Champion Texts subsection of the Texts ...