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IMakeMaps

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  1. Decompiling the code. I don't think I could figure this out with just a hex editor. The hard part is that these are 16 bit applications, and support for 16 bit is not that great since it's not really used anymore.
  2. Exile 1 has a smaller set of attributes for the items compared to Exile 3+ (which makes sense since it was the 1st game). From what I can tell, it looks like Exile reused fields for different items. E.g. the damage field for a weapon seems to be reused for the defense value for shields. Many of these fields make sense, however some fields that should be apparent seem to be missing such as item value. I also wasn't able to easily identify the item levels. I'm assuming that somewhere in the item definition table there would be an index into another table that defined any special abil
  3. I put the initial dump of the towns in the link above. They show specials (in white) and monsters. Some monsters appear depending on special flags but are included in the town data (like the wandering wizard in Kriszan). The maps will show more monsters than you likely are used to because of this. Still a few things to resolve with the template towns - not sure why two towns have walls around them.
  4. Found the table of monster graphic numbers, so I made a new folder in the town link called WithMonsters so you can see the maps with the monsters placed in the towns. I underlined monsters in green if they are friendly and red if hostile. And yes the invisible enemies are shown in these maps - they are the empty squares with the red underlines. There are some weird things I don't understand, like in town_1 why the townsperson starts in the wall instead of inside the building, and in town_2 why the shopkeepers start in front of their tables instead of behind. Maybe there is logic to
  5. Yes I've been using the BOE source from SpidWeb as a reference for a lot of the structs that represent the monsters and towns. There are close, but not exactly the same. If E1 works the same as E3, then the monsters will be stored as a table in the binary somewhere, where the monster's ID serves as the index into the table, and the value at that index is the position in the monster BMP files. I believe the BMP order is column-major. The trick is just finding that table in memory so I don't have to painstakingly visit each town and check what monster goes where. I put th
  6. Hmm, I will have to see if I can find their graphics and drop them in. Might as well make them look as good as they can be. I'll have to check if E1 had those too
  7. @Personal Injury Doily just curious if you lifted this from the BOE source code or pulled it directly from Exile 1? The questions posed by @joleneth were the reason I started digging around in the old binaries, because I really wanted to know which items were better, or what they did exactly. Things like the rings of skill were somewhat of a mystery. Looking at the BOE source helps a bit, but things could have changed from the original game.
  8. Thanks for the pointer to the old code - the frills piece should be doable. I think Exile 3 has unique tiles for frills, so it's just a matter of checking neighboring tiles for the same type and swapping out the picture. The template towns are done and I should have all tiles mapped now. I need to better understand the logic for how the towns get destroyed to accurately display them in various states, as well dump their names. The major cities have unique maps for their various states of decay and are easy to draw. The template towns handle this differently. The final maps should i
  9. I didn't see any dumps of the maps from Exile III, so I started pulling those out of the game as well. No promises on when this will be complete, but here is a preview of things to come. The color scheme is mostly similar to the Exile I maps where yellow tiles indicate secret passages. Exile III is different in that certain secret passages are marked in the game using a special instead of a unique tile ID, so I've marked all tiles with specials as well in white. I need to add code to connect the roads, they seem to be procedurally drawn in the game. For now all roads are highlighted in green.
  10. @Ess-Eschasthanks for the backstory. I've never used imgur before, but I did reduce the size of the map by a factor of two so it would more easily fit on my screen. Plus I was forgetting to save the image using a compressed format, so the full size map was 80MB which is over the imgur limit. I put links at the end of this to the full size maps, compressed this time. I like the old graphics map, it looks like the author filled in the blank areas with cave walls to make it look nicer. I personally prefer the older graphics anyway as that was what I grew up with. For the t
  11. Thought some folks here would be interested in an outdoor map of Exile EFTP made from the game's data files. This map is different from the ones I have seen as it uses the tile set from the game instead of the minimap colors. Since this comes from the game's data files, I also highlighted special blocks like lava that is safe to walk on and secret passages in yellow. I have maps of towns as well that I could share if there is interest - especially the unmappable ones like Erika's Tower and the Gremlin Maze. https://imgur.com/a/i005YEU
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