- STEPS TO EDIT AN IMAGE
- Open the Mac VM.
./win2png data/realm/RLMFR.img -p 2
- Email it to Windows.
- Edit the resulting PNG in GIMP. Don't touch it with Paint or it will expand a lot and produce incorrect results.
- Email it back to the Mac.
./png2win -c 6 RLMFR.png
- Email it to Windows.
- Put it on the disk.
- So, there are some .ZIM files that appear to be image sources. They are allegedly created with KID98 but I can't get them to show up/load in KID98.
- You can view .IMG files by using Hoee's 'winp.exe' utility. ("WinPac")
winp opc01.img
- Just like MLD, puts it in the top left.
winp opc01.img
- Displays compression info, how many images are packed into it, etc.
- You can view .ZIM files with kload.exe:
kload realm01.zim
- Kload and zimload appear to just be renamed versions of each other.
- What is /home/tool/IMAGE.EXE?
- The "Diffelent Realm" frame is the file 'etc/rlmfr.img'.
- How to open DiffRealm .ZIM files in KID98:
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- Open the build environment disk.
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- Insert KID98 system disk into first floppy drive.
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- B:/
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- KID98 \N
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- Navigate to .ZIM files (WATASU1.ZIM, WATASU3.ZIM)
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- png2win output (compression type 10) doesn't want to show up ingame, even if WINP can read it...
- Can't seem to get anything with compression type 10 to show up ingame, anyway.
- The original RLMFR.IMG is dieted, should I try doing that?
- The game seems to accept RLMFR.IMG both dieted and undieted...
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Currently all numbers are showing up as Q, R, S, etc.
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Numbers are coded to show up as 82 4f - 82 58. 4f - 58 are letters of course.
- TOS number codes are 0x80-89, which are above the ASCII range. THe problem just comes from trying to display the fullwidth numbers...
- Let's see if this is something hackable.
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5a = 90, or space, 39, 30. 6000:a6e1: mov al, [si+33] (the value for that stat, which will be displayed as _ _ 8) call a0fe ... mov di, 25f3 mov dl, 98 mov cx, 9680 call 25fd
(does some math and feeds it into [1153], then back into EAX)
stosb ; store AL at address ES:DI, which is 6000:25f3 mov dl, 0f mov cx, 4240 call 25fd
stosb
there are at least 2 spots where 4f gets moved somewhere. Numbers are 50-5f. Coincidence? I think not. 6000:25fd c60653114f -> c606531150 6000:25a3 b64f -> b650
6000:25f3 is PPPPP. The next 3 are buffers for a stat being edited.
cmp al, 16 jnb 4685 jmp 4766
Shorter version:
cmp al, 16 jge 4766 = 0f 8d f2 00 (90)
mov al, [bx] stosb ; store AL at address ES:DI, which is 6000:96
...
6000:ada4 cmp al, 16 jnz adac ... cmp al, aa jnz adb2 stosb ; 6000:96 again
- The underscores are the value a9 6 times.
- Left/right cursor arrows decrement/increment EDI.
- Some files are compressed with DIET.EXE, a DOS executable compressor.
- To edit these files:
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1) Edit the decompressed version, which is already in 'original'.
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2) Load them into a DOS HDI with DIET.XEXE in the root.
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3) Add a DIET.EXE command to an AUTOEXEC.BAT script, which is loaded onto the HDI.
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4) Open the HDI in Neko Project II, which compresses them.
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5) Extract them from the DOS HDI to the 'patched' folder.
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6) Insert them into the final Different Realm HDI.
- /home/TTT/rlmdb.exe has lots of debug menus for editing item, monster data, etc.
DATA.BIN appears to have some important .TOS files squished together.
0x89b: name.tos, length is 0x30b 0xba7: item.tos, length is 0x7eb 0x1392: something unique to DATA.BIN? 0x1987: word.tos, length is 0x17f 0x1b07: monster.tos, length is 0x37f End
Pointers at the top. 12 00, then (little-endian pointer, then 4 bytes of ??, then another pointer, etc)
| |-SYSTEM.PAC ; Message & Control Talk for System Program | |-FMENU.PAC ; Message & Control Talk for Battle Program | |-WORD.PAC ; | |-HELP.PAC ; Help Message | |-INFO.PAC ; Explain of Item | |-INFP.PAC ; Explain of Psyonics | |-ITEM.PAC ; Armor or Item Name | |-MONSTER.PAC ; Enemy Name | |-NAME.PAC ; Party Name etc.
Files that remain separate .TOS files: SYSTEM.TOS (in TALK) FMENU.TOS (in TALK) INFO.TOS (in TALK) INFP.TOS (in TALK) HELP.TOS (in TALK)
Files in DATA.BIN: NAME.TOS ITEM.TOS WORD.TOS MONSTER.TOS
Mystery files: TMP.TOS is just ST16.TOS. There are TMP.TOS files in the rest of the SRC folders, they are probably other various TOS files...
- Even if I can't DIET stuff automatically, I should at least have an automated way of doing the edits just in case I lose something.
- CMAKE.BIN
- 0xb47, a9 -> bf # Chnage placeholder letter from 'I' to ""
- 0xb4c, aa -> 00 # Remove whatever the "J" control code is so it displays correclty
- 0x4ee 06 -> 08 # Change the 6-character "" fill to an 8-character one
- 0x524 b3 d4 cf c3 cb cd # eto[ -> Stockm
- 0x935 d0 e0 -> 90 90 # Nop out shl al, 1 to fix "creeping underscores" bug
- some unknown other change. Need to do a binary diff, TODO
- Hm, I am confused. CMAKE.BIN might not be dieted at all?? It's equal in patched/ and patched/dieted_edited...
- Remind SkyeWelse to scan the demo envelope & Popcom magazine it came with.
- Name entry screen problems:
- Need to remove trailing underscores from names
- Set a breakpoint for the name when exiting the screen, look for checks if each byte is a9
- When the 7th character is next up, it is not highlighted. But the 8th is...
- How to handle spaces?
- In JP, the blank space inputs don't do anything, and you choose "underscore" to put in an underscore. When exiting the menu, the underscores are converted to spaces.
- Need to remove trailing underscores from names
- Main text program issues:
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It'd be nice if [ToggleStrWidth] skinny characters would be closer together.
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Really cool notes in SRC/DOC. README.DOC has some notes on the concept from Kaz. Mentions tabletop games?
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TAIKEN.DOC - Kaz talks about his upcoming vacation, Hoee apologizes for a few bugs in the trial version
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wa-01.KAZ - story summary
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LIST.W - Bible Master design doc
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brother-morning.KAZ - game description, tabletop + manga?
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evento.KAZ - walkthrough/course of events
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ongaku.KAZ - description of each music's context and composition
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