Search found 56 matches

by mmtool
07 Mar 2009, 10:24
Forum: Might and Magic
Topic: Might & Magic 10; been in development for years + teaser
Replies: 829
Views: 383068

Agreed. I'm too think that option number one is mostly probable (~99%). By whatever reason this is not mentioned openly, so that other options can be suspected. But if MMX uses .exe-files of MM6-8, all other completly clear. This is automaticaly means usage of MM6-8 engine and technically similar gr...
by mmtool
07 Mar 2009, 09:48
Forum: Might and Magic
Topic: MM6,7,8 executable files (versions and sizes)
Replies: 10
Views: 6285

I wrote own .exe protector/cryptor several years ago, so .exe-approach is not a big problem :) But may be I'm change my mind on this in future. Currently (for resolution task) i'm not need additional storage for external code, because all code changes reside in places of original code.
by mmtool
06 Mar 2009, 21:41
Forum: Might and Magic
Topic: Might & Magic 10; been in development for years + teaser
Replies: 829
Views: 383068

It essentially means the graphics will be the same as the previous games MM6, MM7, and MM8. What means "graphics will be the same" in this case? 256x256 textures and sprites? 640x480 resolution? Software Rendering as in MM6-8 and/or D3D as in MM7-8? And very sorry, but I'm not understand ...
by mmtool
06 Mar 2009, 20:12
Forum: Heroes I-IV
Topic: Russian Heroes
Replies: 11
Views: 5291

At first half of 90th most IBM-compatible computers in Universities of post-USSR countries was domestic clones of IBM PC/XT with CGA graphic. And almost on any of them was installed "King's Bounty" (original). It was VERY popular among students. As HOMM later on better computers. Why? I th...
by mmtool
06 Mar 2009, 18:45
Forum: Might and Magic
Topic: Might & Magic 10; been in development for years + teaser
Replies: 829
Views: 383068

After reading all this theme I'm not yet understand, what means "MMX uses MM6-8 engine". It will need .exe file from one of that games? Or it will have own .exe with parts of engine-related code, somehow ripped from original .exe files?
by mmtool
06 Mar 2009, 08:46
Forum: Might and Magic
Topic: MM6,7,8 executable files (versions and sizes)
Replies: 10
Views: 6285

Btw, is GrayFace patch for MM7 and MM8 even exists? Searched web and found patch for MM6 only. And Mok's patches support only English versions seems, no other official localizations.
by mmtool
05 Mar 2009, 13:59
Forum: Might and Magic
Topic: MM6,7,8 executable files (versions and sizes)
Replies: 10
Views: 6285

No, I have not any sources or other info. I'm using .exe to figure out, how things work, as any other author of patches. And this is pretty easy in case of MM6-8 because of relative engine simplicity (good old times). About .dll and patches of others... I hope to do pretty big modernization of MM6-8...
by mmtool
05 Mar 2009, 08:35
Forum: Might and Magic
Topic: MM6,7,8 executable files (versions and sizes)
Replies: 10
Views: 6285

Thanks. In case of version I mean "Version" value in "Properties" dialog window of .exe file (can be shown via popup menu). But 1,069,056 of size has original 1.0.0.1 version, so no need it in this case :) It is already one of the primary target of my patches and supported alread...
by mmtool
05 Mar 2009, 04:50
Forum: Might and Magic
Topic: MM6,7,8 executable files (versions and sizes)
Replies: 10
Views: 6285

MM6,7,8 executable files (versions and sizes)

Hello All. In order to make my (ongoing) patches as universal as possible I'm need some information about various versions of .exe files of MM6,7,8 games. May be somebody can check and post here version (from it "Properties") and size of his/her executables (mm6.exe, mm7.exe and/or mm8.exe...
by mmtool
27 Feb 2009, 22:33
Forum: Might and Magic
Topic: Better textures for MM7 in D3D mode
Replies: 10
Views: 27035

Several 3D-only (without interface) screenshots of MM7, natively rendered in 1024x768 resolution in D3D Mode, i.e. with hardware acceleration (.gif in .zip)

Harmondail.zip
TForest.zip
Deija.zip
Tatalia.zip
Barkada.zip
Erathia.zip
Erathia2.zip[/url]
by mmtool
23 Feb 2009, 21:13
Forum: Might and Magic
Topic: Better textures for MM7 in D3D mode
Replies: 10
Views: 27035

I'm interested in HWL format. Looks like you know more about it. Can you share it please? Sorry, forgot to answer this. I will publish complete .hwl format description as part of documentation of MMResTool v.0.3 (which will have support of packing/unpacking of .hwl files from/to .bmps and support o...
by mmtool
22 Feb 2009, 17:30
Forum: Might and Magic
Topic: Better textures for MM7 in D3D mode
Replies: 10
Views: 27035

But D3D mode has better potential, imho. As example (.gif in .zip):

PreScreen1024x768.zip[/url]
by mmtool
21 Feb 2009, 18:01
Forum: Might and Magic
Topic: Better textures for MM7 in D3D mode
Replies: 10
Views: 27035

Small note (if somebody did not know :) Do not forget forget to _force_ maximal levels of antialiasing and anisotropic filtering for Direct3D mode (in 3D Graphic Accelerator settings in Windows or such). Because MM7 engine don't know about them (at it's time). So playing MM7 in D3D mode with its &qu...
by mmtool
21 Feb 2009, 15:58
Forum: Might and Magic
Topic: Better textures for MM7 in D3D mode
Replies: 10
Views: 27035

Thanks! About different colors of creatures.. Software engine used for each creature 8-bit picture from 4 (for monsters) to 10 (for citizens) palletes. This allow it to show creatures with various color of clothes, skin etc. Hardware engine uses 15-bit pictures without support of palletes. So to min...
by mmtool
21 Feb 2009, 15:19
Forum: Might and Magic
Topic: Better textures for MM7 in D3D mode
Replies: 10
Views: 27035

I'm seems can not attach anything here, even pictures. Can send some samples by e-mail, if it is really needed. Because better to try and see. All differences must be quite visible (if it work with your version of game, I mean). Mail me to mmtool@mail.ru if something not work (or simply to report if...
by mmtool
20 Feb 2009, 23:49
Forum: Might and Magic
Topic: Better textures for MM7 in D3D mode
Replies: 10
Views: 27035

Better textures for MM7 in D3D mode

If somebody interesting, I'm made console tool to convert textures and sprites from software mode files ("bitmaps.lod" and "sprites.lod") to hardware accelerated mode files ("d3dbitmap.hwl" and "d3dsprite.hwl"). This can be useful to provide better image quali...

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