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| asterix15 Peasant

 | | Joined: 17 May 2007 | | Posts: 94 | | Location: Holland |
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CH - Hex Editing Example by Big Daddy Jim Posted: Fri Oct 05, 6:09 Post subject: Hex Editing Example by Big Daddy Jim |
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Hi guys
Big Daddy Jim has posted this yesterday at mm7tavern. I think it can be usefull because if you know how to hexedit you can edit/mod everything
in the might and magic games.
Quote:
I have posted a .PDF file the provides a 'crude' step-by-step Hex editing example (case-specific) for MM7 'moding' at the link provided. Some might find the example of assistance.
The file
http://rapidshare.com/files/60203576/MM7HexEx.pdf.html
EDITED MESSAGE
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Quote:
Big Daddy Jim writes:
Bingo!!
Got it!
Got what??
Why the answer; that's what.
So, pay attention Matt, and anyone else interested in 'moding'.
Events.lod, dsft.bin, offset 0x2A controls the scale, or display size or each sprite. To make the goblin “Titan-size”, **all** 21 sprite sets (set 859 thru set 879), **all** ‘.m246xx’ entries (which is the sprite index for the Goblin) must be set to “5”.
Now this is an all-or-nothing deal. Once you do it, every encounter on all maps/dungeons will have Titan-sized Goblins. There is a way around this all-or-nothing, though. Generate an 'alias' set of the sprites, re-index them, and ....
I'm sure you can figure out the rest of the process.
Happy 'moding' ...
BDJ ...
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| Big Daddy Jim Hunter

 | | Joined: 29 Oct 2007 | | Posts: 519 | | Location: The Coding Fortress |
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CH - Hex Editing Example by Big Daddy Jim Posted: Mon Oct 29, 16:12 Post subject: Re: Hex Editing Example by Big Daddy Jim |
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asterix15 wrote:
Hi guys
Big Daddy Jim has posted this yesterday at mm7tavern. I think it can be usefull because if you know how to hexedit you can edit/mod everything
in the might and magic games.
Hey all,
Just noticed this post concerning Hex editing and it’s ‘purported capabilities’. There are many thing that you can accomplish towards game mods by simply 'pushing bits' around, using the existent file structure; re - change placement of items, contents of chests, level of treasures awarded ... stuff like that. This is a simple find-and-replace mechanic that can be quite effective. However, if you want to **add** more items, custom creatures and whatnots, you've got to be extremely careful to locate and modify the entry 'header' to indicate the increase in map items, creatures, spawn points or whatever. This can be somewhat 'tricky'. Plus there are the 'self-imposed' game/map limitations that you have to discover and avoid, modify, or program 'around'.
However, to make any significant game changes, you've gotta be able to analyze, parse, and modify the event syntax and sequences. This is probably better left to those who have several years of assembly-language or machine-code level programming experience.
For what it is worth ….
BDJ _________________ "BDJ the Coding Wizard has moved out of the Coding Fortress, has retired from Might & Magic game modification, and now lives a peaceful life in Alto Lino, Republic de Panama. |
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| Edwardas 3 Peasant

 | | Joined: 26 Jan 2008 | | Posts: 87 | | Location: Stockholm |
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CH - Hex Editing Example by Big Daddy Jim Posted: Tue Jan 29, 1:37 Post subject: |
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I went through tutorial and managed to create huge goblins.
Yet there also changes in dfst.bin which Asterix help me with info:
*Events.lod, dsft.bin, offset 0x2A controls the scale, or display size or each sprite. To make the goblin “Titan-size”, **all** 21 sprite sets (set 859 thru set 879), **all** ‘.m246xx’ entries (which is the sprite index for the Goblin) must be set to “5”.
Now this is an all-or-nothing deal. Once you do it, every encounter on all maps/dungeons will have Titan-sized Goblins. There is a way around this all-or-nothing, though. Generate an 'alias' set of the sprites, re-index them, and ....*
It is hugely fun and now I'm going to learn how to give monsters new abilities
not exactly new but those they didn't have : Rogues can throw knives-axes(like goblins)
and Bandits have fire-ranged attack(like fire-rats)
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| asterix15 Peasant

 | | Joined: 17 May 2007 | | Posts: 94 | | Location: Holland |
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CH - Hex Editing Example by Big Daddy Jim Posted: Tue Jan 29, 8:49 Post subject: |
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I have also changed their height
The Goblin is “Titan-size now!
I havent changed the hobgoblins values so you can see the difference.
[/img] |
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| Edwardas 3 Peasant

 | | Joined: 26 Jan 2008 | | Posts: 87 | | Location: Stockholm |
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CH - Hex Editing Example by Big Daddy Jim Posted: Tue Jan 29, 12:09 Post subject: |
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When they are so big the arrows fly between their boots and don't wound them.
I think Goblins must get to scale three(not 5 is too big) and make some new monster type:
Ogres for example ,maybe with poison attack and 400 HP  |
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| asterix15 Peasant

 | | Joined: 17 May 2007 | | Posts: 94 | | Location: Holland |
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CH - Hex Editing Example by Big Daddy Jim Posted: Tue Jan 29, 14:47 Post subject: |
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Quote:
When they are so big the arrows fly between their boots and don't wound them.
I think Goblins must get to scale three(not 5 is too big) and make some new monster type:
Ogres for example ,maybe with poison attack and 400 HP
Agreed.
Alright this is scale 2.
Maybe a scale of 2 or 2.5 would be even better?
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| Edwardas 3 Peasant

 | | Joined: 26 Jan 2008 | | Posts: 87 | | Location: Stockholm |
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| Apeman Peasant

 | | Joined: 06 Jan 2006 | | Posts: 74 | |
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CH - Hex Editing Example by Big Daddy Jim Posted: Mon Feb 04, 15:25 Post subject: |
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Question:
Is it then, in theory possible, to replace one monster on the map into mini-dragons. If you do can you still have big dragons through another monster type? |
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| Edwardas 3 Peasant

 | | Joined: 26 Jan 2008 | | Posts: 87 | | Location: Stockholm |
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| jianliang_84 Leprechaun

| | Joined: 08 May 2008 | | Posts: 6 | |
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