Skip to content

Latest commit

 

History

History
176 lines (144 loc) · 6.23 KB

notes.md

File metadata and controls

176 lines (144 loc) · 6.23 KB

win2png

  • 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.

.IMG

  • 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:
      1. Open the build environment disk.
      1. Insert KID98 system disk into first floppy drive.
      1. B:/
      1. KID98 \N
      1. Navigate to .ZIM files (WATASU1.ZIM, WATASU3.ZIM)
  • 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...

Numbers

  • Currently all numbers are showing up as Q, R, S, etc.

  • 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.
  • 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)

Name Entry

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.

DIETing

  • Some files are compressed with DIET.EXE, a DOS executable compressor.
  • To edit these files:
  •    1) Edit the decompressed version, which is already in 'original'.
    
  •    2) Load them into a DOS HDI with DIET.XEXE in the root.
    
  •    3) Add a DIET.EXE command to an AUTOEXEC.BAT script, which is loaded onto the HDI.
    
  •    4) Open the HDI in Neko Project II, which compresses them.
    
  •    5) Extract them from the DOS HDI to the 'patched' folder.
    
  •    6) Insert them into the final Different Realm HDI.
    

Fun stuff

  • /home/TTT/rlmdb.exe has lots of debug menus for editing item, monster data, etc.

DATA.BIN

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...

Editing dieted 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...

TODO

  • 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.
  • Main text program issues:
    • It'd be nice if [ToggleStrWidth] skinny characters would be closer together.

    • Really cool notes in SRC/DOC. README.DOC has some notes on the concept from Kaz. Mentions tabletop games?

    • TAIKEN.DOC - Kaz talks about his upcoming vacation, Hoee apologizes for a few bugs in the trial version

    • wa-01.KAZ - story summary

    • LIST.W - Bible Master design doc

    • brother-morning.KAZ - game description, tabletop + manga?

    • evento.KAZ - walkthrough/course of events

    • ongaku.KAZ - description of each music's context and composition