Issues building on Windows 10/7
maybe add known mods to moddb database
Enter castle crash (villain names)
Missing Free Data files
Thanks again! I've narrowed it down and left a comment explaining what's going on, in commit c2e5ee.
Workaround some free(name) vs KB_strlist_peek cases. Sigh.
ok, I've uploaded a reference land.org, and updated kbtmx.py to work with python3
Remove numpy from kbtmx.py, update it to handle python3.
Compile_OSX108
Use SDL_LoadBMP for 1-bit .bmp files, as SDL_Image works inconsistently across platforms.
Compile_OSX108
Add more missing files. Fix permissions for some files.
hmm, that sounds wrong. As far as I remember, yeah, everything should work more or less fine. I'll upload the generated land.org and will take a look at the script situation.
The land.org is also missing, I was able to create it from the python script. But it appears to not be working correct, as the landmass looks very wrong with some buildings placed in the ocean. Also the other ini files that it was supposed to create did not get created, just the land.org. Villages and castles did appear when I loaded the game, but they can not be interacted with. I am going to try and install some older versions of python to try and see if that might be causing the issue. Is the...
Thank you! I've added the missing files, hopefully it's all there now.
Add missing data files.
Add missing datafiles.
Missing Free Data files
E.g. Gitlab, Github
Please host this elsewhere than Sourceforge as well
Make minor adjustments to config reader.
Replace direct calls to SDL_Flip with KB_flip wrapper.
Slow down troop animation in archmage alcove (hacky).
Home
(Your message was stuck in sourceforge forum moderation limbo, terribly sorry for that) Thank you very much for you fix! It has been applied at https://sourceforge.net/p/openkb/code/ci/32c4d84c56daeec65aca643f02452e16df71642e/tree/src/play.c?diff=3f39eabe8e39d44dfb2749ba2ede9ef418f17593
Apply fix for "bury_scepter" by Anonymous contributor.
Fix continent names in free module.
Update free map, fill out all singposts, patch up kbmap tool.
Fix minor color bug in character view screen.
Fix villain description reading for DOS module.
Add ansi colors to stdout/stderr output.
Move "army_max_troop_count" to it's own function.
Allow savefiles to be overwritten. Finally!
Fix town/gate coordinates for free module. Fix gate spells.
Implement villain castle tracking and improve find villain spell.
Fix some typos in free data, remove unused code, minor reindent.
Fix ega pallete in kbview tool.
Fix replacement artifact tiles in free module.
Fix colorkey issues in elfs.png
Fix colors in spell selection dialog.
Handle Turn Undead spell filter correctly.
Identify and implement teleport sound.
Fix artifact order, powers and descriptions for free and dos modules.
Fix contract cycling in towns. TODO: align error response to DOS.
void bury_scepter(KBgame *game, int continent, word grass) { int i, j; word count = 0; for (j = 0; j < LEVEL_H; j++) { for (i = 0; i < LEVEL_W; i++) { if (game->map[continent][j][i] == 0x00 || game->map[continent][j][i] == 0x80) { if (count == grass) { game->scepter_x = i; **game->scepter_y = j;** return; } count++; } } } } Here was a bug, but i never worked with open source, so can't comit, getting error: error: remote unpack failed: unable to create temporary object directory To https://git.code.sf.net/p/openkb/code...
troops.ini, villains.ini, spells.ini files missing from the repo
Done, as of bf25cda492c1c7259261ba874da55a9d8086b44b.
Fix minimap legend colors in Free module.
Stop loading villain portrait every frame, use lazy loader.
Fix colors on the ending screen.
Fix "New Continent" command display and usage.
Fix map loading bug. TODO: move that code elsewhere.
Add code to read map data from Genesis ROM. Thanks, @fdde.
Stop doing unsafe strcpy onto itself after `getcwd`.
Adjust mask-loading login in kbview tool, add mask preview for VGA images.
Add 'force_transperancy' hack for endpic.256#4, as our raw-image loader
Fix mask-loading logic for DOS files.
Add '416.CC' as module slot for DOS-VGA, as that file contains endpic graphics.
Enable sound in default config.
Play victory tune after combat is won.
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Resources
Resources
Resources
Add final 9 villain portraits + descriptions.
Make multiple minor fixes.
Convert some free png files to 8-bit.
Add .wav and custom .ini sound support for free module.
Fix hotspot declarations.
Fix '/' twirl glyph in free font.
Update some villain descriptons.
Add villains.txt to free module.
Add curl support to vendor-drop script.
Remap Uint32 colors before doing SDL_FillRect.
Address #18, add troops.ini and spells.ini files.
Well, sourceforge itself is one such place, github is also a good (or even better) choice, and if you don't want to create a full repo, github has something called 'gists', for copy-pasting code bits quickly. Failing all that, pastebin.com, or some similar service, is also a nice way to go. Taken your map offset and incorporated into md-rom.c (to be commited soonish), thanks!
Hi, sorry for the late reply, as this is a semi-abandoned project, I don't check those forums often :( Anyways, would be happy to help, and would be very happy to get a proper stdint-based/endian-independant version of that tools. If you had any luck there, please do share! BTW, there's another codepath in openkb (lib/dos-exe.c), which is probably more suited for your needs.
Sure. Do you have a suggestion on a place to share stuff?
troops.ini, villains.ini, spells.ini files missing from the repo
Hi! I am attempting to use your unexepack tool to unpack an old 16-bit MS-DOS application on a 64-bit system. I know the code, as is, is not compatible with 64-bit OSes. I have spent a few hours trying to convert the code so it'd work on any system that supported the uint_t datatypes. I beleive I am extremely close, but currently, it's detecting the packed file as a non-EXEPACKed file. When creeping through the new code, I noticed when the packed struct gets filled in, the signature is always two...
I'm extemely happy unexepack was of some use to you, I'll integrate your patch ASAP.
unexepack.exe stops processing relocations at the first empty section
I think, for the time being, you'll have to use the steps outlined in this post, https://sourceforge.net/p/openkb/discussion/general/thread/cfcf735b/ I'll make yet another attempt to fix this, sorry!
ok, if you ever get it working again let me know, i would love to see it.
Now I am getting the vender/libhfs.a Error 2 again when using the latest version of the code. Their dosent apear to be a libhfs.a file, is that supposed to be created during the compiling. alexander@alexander-Ubuntu:~/Desktop/a folder/openkb-code-74f633fc0fee210a599047ff558984bdbc83345e$ ./autogen.sh Clearing cache... Running autoheader Running aclocal Running autoconf [twice] Running automake --add-mising (to get install-sh) You can run './configure' now alexander@alexander-Ubuntu:~/Desktop/a folder/openkb-code-74f633fc0fee210a599047ff558984bdbc83345e$...
By the way what happened to the code? It's missing? Or maybe sourceforge is having issues. Edit: it's back now anyway
By the way what happened to the code? It's missing? Or maybe sourceforge is having issues
Oops, forgot to login. The Anonymous post is me.
It does, but I haven't found the pallette (argh, looking at your code, neither did you), and I failed to even find (or decode) worldmap tiles and other images. So yeah, let's share and document as much research as possible. Although, I don't have anything else on the Genesis version, so anything you could add would be much appreciated.
I haven't seen that, but that's very interesting. I also have a list of offsets we could possibly use. Also, I've been trying to extract an image from the ROM. I've almost done it but there seems to be a bug because the output isn't quite right. Code (Apologies for the tiny images) Example output How it should look Feel free to try it yourself but it's a very simple program, I thought maybe you or someone else could spot the bug. Edit: wait, does your code there read the villains etc from the rom?...
I haven't seen that, but that's very interesting. I also have a list of offsets we could possibly use. Also, I've been trying to extract an image from the ROM. I've almost done it but there seems to be a bug because the output isn't quite right. Code (Apologies for the tiny images) Example output How it should look Feel free to try it yourself but it's a very simple program, I thought maybe you or someone else could spot the bug.
Formats
Thanks a lot! Could you please try the latest commit (yet again)? I've no idea why my gcc is not barking at me for doing such stupid things.
Add indirection to spell data.
STOP treating .dat files as Amiga savefiles (default to DOS).
Update kbtmx tool so that it works with python3.