World of Xeen modding and bux fixing

The role-playing games (I-X) that started it all and the various spin-offs (including Dark Messiah).
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Rune_Caster
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World of Xeen modding and bux fixing

Unread postby Rune_Caster » 10 Oct 2014, 15:00

Such as the code for the six potions in Sandcaster that if you click on them then press Esc it will still use one of the potion uses, all it needed was another check to see if you clicked on a character or not, if you press Esc or exit out from drinking the potion(s) it goes to line 6 and exits.(XeenIndoorMapEditor)

0 X Y 08 9,0,4
1 X Y 01 3
2 X Y 09 44,1,3
3 X Y 18
4 X Y 32 2,57
5 X Y 09 4,0,7
6 X Y 18
7 X Y 08 9,0,16
8 X Y 08 9,0,15
9 x Y 12 0,0,46,10
10 x Y 01 58
11 X Y 09 44,1,11
12 X Y 34 0,100,100
13 X Y 24 0,0
14 X Y 18
15 X Y 24 8,0
16 X Y 24 7,0
17 X Y 12 0,0,46,10
18 X Y 01 58
19 X Y 09 44,1,20
Last edited by Rune_Caster on 24 Jul 2019, 18:05, edited 1 time in total.

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Unread postby Xfing » 10 Oct 2014, 17:26

Ok, and how do you apply it? I would be interested, as I'm starting on WoX now :P

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Unread postby Rune_Caster » 10 Oct 2014, 23:38

Trial and error...

I seem to have had the same issue as before... as in if it isn't coded right it doesn't seem to work and loops the thing...

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Unread postby Rune_Caster » 12 Oct 2014, 07:51

I have been using the XeenIndoorMapEditor to re-write the coding... example of bark's potion code (re-write)

00 X Y 08 9,0,4
01 X Y 01 17
02 x Y 09 44,1,3
03 X Y 18
04 X Y 32 2,10
05 X Y 09 4,0,7
06 X Y 18
07 X Y 08 9,0,16
08 X Y 08 9,0,15
09 X Y 12 0,0,45,5
10 X Y 01 18
11 x Y 09 9,0,12
12 X Y 34 X,100,00
13 X Y 24 0,0
14 X Y 18
15 X Y 24 8,0
16 X Y 24 7,0
17 X Y 12 0,0,45,5
18 X Y 01 18
19 X Y 09 44,1,20

This code will grant the best bows (which the game never seems to drop due to a bug in the coding )
0 X Y 08 9,0,3
1 X Y 25 42,42,1
2 X Y 18
3 X Y 32 0,6
4 X Y 45 31
5 X Y 20 66,7,0,0,0,0
6 X Y 24 0,0

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Unread postby Rune_Caster » 15 Oct 2014, 17:40

00 x Y 32 X,Y (who Will)
01 X Y 08 9,0,4 (If SP =>0, go to line 4, if Esc or SP<0 then go to line 3)
02 X Y 18 (Exit)
04 X Y 08

This seems to work to correct the bug of pressing esc when you select a who will action then press esc...

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Unread postby Xfing » 17 Oct 2014, 12:37

Ok, and are you planning on making some patching executable so that all of us can apply these patches?

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Unread postby GreatEmerald » 10 Nov 2014, 18:02

Wow, this code looks eerily similar to ERM...

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Unread postby cedfoo7 » 15 Dec 2014, 05:06

Rune_Caster wrote:00 x Y 32 X,Y (who Will)
01 X Y 08 9,0,4 (If SP =>0, go to line 4, if Esc or SP<0 then go to line 3)
02 X Y 18 (Exit)
04 X Y 08

This seems to work to correct the bug of pressing esc when you select a who will action then press esc...
A) How is the map editor working for you?
B) Let me know when you get some fixed EVT files -- I can help writing a patching utility.

-Cedric

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Unread postby Rune_Caster » 12 May 2015, 14:20

cedfoo7 wrote:
Rune_Caster wrote:00 x Y 32 X,Y (who Will)
01 X Y 08 9,0,4 (If SP =>0, go to line 4, if Esc or SP<0 then go to line 3)
02 X Y 18 (Exit)
04 X Y 08

This seems to work to correct the bug of pressing esc when you select a who will action then press esc...
A) How is the map editor working for you?
B) Let me know when you get some fixed EVT files -- I can help writing a patching utility.

-Cedric
It works for all maps but the maps for Castle Alamar, when ever I try editing the Xeen Power Water events when I try to save I get a error.

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Unread postby Rune_Caster » 13 May 2015, 20:07

cedfoo7 wrote: A) How is the map editor working for you?
B) Let me know when you get some fixed EVT files -- I can help writing a patching utility.

-Cedric
https://www.dropbox.com/s/lu0a1v8qpggoo ... g.png?dl=0

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.OverflowException: Arithmetic operation resulted in an overflow.
at XeenIndoorMapEditor.WriteFiles.RebuildMapText()
at XeenIndoorMapEditor.WriteFiles.WriteFiles()
at XeenIndoorMapEditor.Form1.SaveMe()
at XeenIndoorMapEditor.Form1.btnSave_Click(Object sender, EventArgs e)
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)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5485 (Win7SP1GDR.050727-5400)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
XeenIndoorMapEditor
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///D:/Powell/Might%20and%20Magic/Wox%20Files/XeenIndoorMapEditor/XeenIndoorMapEditor.exe
----------------------------------------
Microsoft.VisualBasic
Assembly Version: 8.0.0.0
Win32 Version: 8.0.50727.5483 (Win7SP1GDR.050727-5400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5485 (Win7SP1GDR.050727-5400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5483 (Win7SP1GDR.050727-5400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5483 (Win7SP1GDR.050727-5400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Runtime.Remoting
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5488 (Win7SP1GDR.050727-5400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Runtime.Remoting/2.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
System.Xml
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5485 (Win7SP1GDR.050727-5400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.

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Unread postby cedfoo7 » 14 May 2015, 02:51

Does it happen with the latest build (6/6/14)?

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Unread postby Rune_Caster » 14 May 2015, 03:57

Success!

00 X Y 08 1 9,0,4
01 X Y 01 1 16
02 X Y 09 1 44,1,3
03 X Y 18 1
04 X Y 32 1 2,0
05 X Y 08 1 9,0,7
06 X Y 18
07 X Y 08 1 9,0,16
08 x Y 08 1 9,0,15
09 x Y 12 1 0,0,64,5
10 x Y 01 1
11 x Y 09 1 44,1,12
12 X Y 34 1 0,100,100
13 x Y 24 1 0,0
14 x Y 18 1
15 X Y 24 1 8,0
16 X Y 24 1 7,0
17 X Y 12 1 0,0,64,5
18 X Y 01 1 1
19 x Y 09 1 44,1,20

Xeen power juice 52: Castle Alamar Dungeon basement no longer gives me an error message when trying to save.

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Unread postby Rune_Caster » 15 May 2015, 14:24

cedfoo7 wrote:
A) How is the map editor working for you?
B) Let me know when you get some fixed EVT files -- I can help writing a patching utility.

-Cedric
Hey Cedric could you include XeenSGE Darkxx.WOX to the Xeen save files, currently you have to search manually to open a safefile to edit save games. Another note, where is the starting data for Word of Xeen Characters?

I will have to edit a new copy of World of Xeen because I made some changes to stat gains etc...

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Unread postby Rune_Caster » 16 May 2015, 22:42

Rialdo the Ranger "I will teach anyone pathfinding for 2,500 gold." in Vertigo only charges 2000 gold for pathfinding... Is this a bug? or a mistake?

00 25 26 60 0 60 17,102,2,38,4
01 25 26 01 0 05 10,11,16,2
02 25 26 09 0 32 6,43
03 25 26 08 0 08 9,0,5
04 25 26 01 0 18
05 25 26 09 0 34,208,7,0,0,0,0
06 25 26 09 0 0,0,13,11

Seems like it should read 05 25 26 09 0 34,196,9,0,0,0,0

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Unread postby GrayFace » 19 May 2015, 10:53

Definitely reminds me of MM6-8 EVT files.
My patches: MM6 MM7 MM8. MMExtension. Tools. Also, I love Knytt Stories and Knytt Underground. I'm also known as sergroj.

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Unread postby cedfoo7 » 19 May 2015, 19:37

Rune_Caster wrote:
Hey Cedric could you include XeenSGE Darkxx.WOX to the Xeen save files, currently you have to search manually to open a safefile to edit save games. Another note, where is the starting data for Word of Xeen Characters?

I will have to edit a new copy of World of Xeen because I made some changes to stat gains etc...
File MAZE.PTY (0xEE5C) @ 0x377D
The SGE has a major flaw in that it always looks at offset 0x377D for the character information -- it should be searching thru the ToC for the offset, as unpacking/repacking can change the offset.

SGE2 has been on my radar for awhile, but little progress has been made.

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Unread postby Rune_Caster » 20 May 2015, 06:41

I added the tavern and blacksmith in Lakeside (I tested them they seem to work with out any bugs) So you won't get the messages "These stairs once led to a tavern, but it was destroyed long ago." and "These stairs once led to a blacksmith shop, but it was destroyed long ago." anymore.

I am thinking about adding a If statement to magic wells to prevent + 25, + 50, + 100 etc to non magic using characters - Barbarians, Knights, Thieves and Ninjas so all they will get is a refreshing message.

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Re: So i figured out how to correct a bug in World of Xeen

Unread postby Rune_Caster » 04 Oct 2015, 14:38

Adding four lines to temp magic point wells will add a check to see if the character is a knight, robber, ninja or barbarian and will display "The water is cool and refreshing." just like if you had gray magic points, otherwise it will continue with some minor code changes...

00 X Y 32 2,3
01 X Y 40 2
02 X Y 09 5,0,12 Class is 0=Knight
03 X Y 09 5,5,12 Class is 5=Robber
04 X Y 09 5,6,12 Class is 6=Ninja
05 X Y 09 5,7,12 Class is 7=Barbarian
06 X Y 09 81,0,12 (go to line 12)
07 X Y 12 0,0,9,250
08 x Y 01 4 + 250 Spell Points
09 x Y 09 44,1,10
10 x Y 12 0,0,103,19
11 x Y 18
12 X Y 01 5 The water is cool and refreshing.
13 x Y 09 44,1,14

0x05 Class
5,0,12 0=Knight
5,5,12 5=Robber
5,6,12 6=Ninja
5,7,12 7=Barbarian

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Re: So i figured out how to correct a bug in World of Xeen

Unread postby Talin_Trollbane » 09 Nov 2015, 18:09

Alright, get a general patch out and we will happily play it.
Ultima, Elder Scrolls and Might and Magic Veteran.

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Re:

Unread postby GreatEmerald » 10 Nov 2015, 23:17

Rune_Caster wrote:I added the tavern and blacksmith in Lakeside (I tested them they seem to work with out any bugs) So you won't get the messages "These stairs once led to a tavern, but it was destroyed long ago." and "These stairs once led to a blacksmith shop, but it was destroyed long ago." anymore.
Curious, is there any game code that sets the blacksmith items to some particular values unique to Lakeside, or does it use the item pattern of some other town?


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