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Ormus

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Everything posted by Ormus

  1. Quote: Originally written by Spidweb: Meh. Just make them. Copy-paste the function/procedure headers over and you got it. You're right! Sometimes the simpliest solutions are the hardest to imagine. Unfortunately, TOWNOUT.CPP doesn't exist, so I can't create appropriate header file for it. The Almighty Do-er of Stuff, I've changed the code responsible for color palette changes. Now the game should work without any problems. And now it works really fast (at least on my computer). Please, download the game from my makeshift website (link is in the signature).
  2. r.Q, thanks, I''ll check it. It would really help. The Almighty Do-er of Stuff, probably you don't have image files in right subfolder. Download this , unpack and run. Then tell me if you still have problems with colors and lagging. Now I'm porting Character Editor. I was planning to port Scenario Editor first, but it seems that some files are missing (again). I couldn't find "townout.h" and "tfileio.h". I hope that Jeff will find these ones too.
  3. You're right, Andrea, Windows versions of scenarios are corrupt. Unfortunately, I was disconnected from the internet so I couldn't read your post and I spend 8 hours looking for errors in code. Then I discovered that scenario editor couldn't open these scenarios and realized that something is not right with them. Great thanks anyway - it's nice to know that someone wants to help! After changing scenarios to the Mac ones I've fixed all code responsible for loading and saving save-games. Now it works correctly. At this time I have to test all the game mechanisms, check for bugs etc. Currently I can compile and run BoE, make nice group of adventurers, load scenario, talk with some NPCs, fight with someone. It all works. Links: source code , main executable Now I want to find out why the game runs so slow and I think it's necessary to tidy up the code.
  4. I don't see how using sizeofs could help. Could you explain it more, please? I've had a lot of problems because of their usage in BoE code, not because of lack of it. EDIT: I think that what could really help is good documentation of file formats, data structures and algorithms. Porting is always difficult but it could be less time consuming.
  5. Hi guys! I've managed to find source of my problems with loading BoE save-games. It took me a lot of time but I've found it. Compiler used by Jeff didn't align data in structures to memory addresses divided by 2 or 4 because it wasn't important years ago to do it. But my compiler does align data in structures and this changes values of all the sizeof's used to measure length of data blocks to read or write. I suppose that other modern compilers may do that. Unfortunately, I couldn't find how to turn off this thing, so I had to rewrite some portions of FILEIO.CPP in a very ugly way. Now it is loading save-games correctly. Still I haven't rewritten any other input-output functions at this time because there is another problem to deal with - something connected with placing PCs in scenario just after loading it. You can see it on screen capture . My source code is here . Frozen Feet, you want to compile BoE as 16 or 32-bit application? I suppose that as 16-bit application it should compile without any problems. But if you want to make it 32-bit then you should look at this PDF . It's about porting old Windows apps to 32-bit world and I've found it VERY useful. And there is one thing that isn't mentioned anywhere: on Win32 members of structure named RECT has changed its size.
  6. Quote: Originally written by r.Q: Hi:) If You want to make code more compatible with Win32, You should rewrite all file I/O functions. You should use CreateFile instead of OpenFile functions, SetFilePointer instead of _llseek, etc. Thanks for advice! I've just rewritten them! Unfortunately, it didn't help with the "no room for graphics" problem. I don't know how to fix it. I'll try to figure it out today. Are there any other people working on Win32 BoE? EDIT: I've just realised that savegames aren't loading properly.
  7. I've tried to port BoE to Win32 API and I encountered some problems I cannot bypass. You can see them HERE . Also see the SOURCE CODE . I've used Dev-cpp IDE which is based on GCC compiler. I'd be happy to get some help from someone experienced in Windows API. For those who try to solve some basic problems with code published by Jeff while messing with original code: 1) Some Win16 functions and macros are completely removed from Win32 and some are replaced with their extended versions. MoveTo() is to be replaced by MoveToEx(). Members of POINT structure changed their type, so you have to change some things. You can start with MAKEPOINT macro - write your own. Also replace GetWindowWord() with GetWindowLong() and delete MakeProcInstance() as it is obsolote now. 2) You should check whether DeleteDC() and ReleaseDC() are used to destroy right objects. In Jeff's code there are some places where HDCs are deleted by using DeleteObject() which resulted in unexpected behavior of my WinXP. And you have to change fry_dc() function because it calls ReleaseDC and DeleteDC on the same object. 3) You have to add "#include <windows.h>" on the beginning of GAMEDLOG.RC, if you get compilation error
  8. Hi all! I've tried to compile BoE Windows code release and a lot of errors showed up. I think that the problem is that some files are missing: "townspec.h", "town.h", "text.h", "specials.h" and maybe others. Jeff, can you check for these files in your archives?
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