Compiling Windows BoE Editor

AuthorTopic: Compiling Windows BoE Editor
Lifecrafter
Member # 6193
Profile Homepage #0
Anyone know what Ormus used to compile the BoE Editor, or anyone else compile it themselves and can point me in the right direction? I tried compiling it with DevCPP, but didn't get anywhere.

Or if anyone already has a copy of the windows editor with password checking removed, that would be great too.

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"NOW PASS ME MY BOOTS. I HAVE AN APPOINTMENT WITH A FACE." -Nikki

Tales From the Tabard Inn: Now if only there was a 3600 Hour Contest.....
Posts: 900 | Registered: Monday, August 8 2005 07:00
Infiltrator
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Hey, Lazarus, sorry I haven't been keeping an eye on these topics. I have a windows editor that kinda has password checking removed. You can enter past the password screen without putting in a password and 'view' the scenario but it won't save an edited version. Is this good enough for what you need, or no?

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Forever Always on Past the End

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Pixle Profusion - BoE Graphics Archive
Posts: 563 | Registered: Tuesday, July 27 2004 07:00
Lifecrafter
Member # 6193
Profile Homepage #2
Yup, that'd be great. If you have it uploaded to Truesite, just link me. Otherwise email to m c l e o d 9 8 9 @yahoo.com

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"NOW PASS ME MY BOOTS. I HAVE AN APPOINTMENT WITH A FACE." -Nikki

Tales From the Tabard Inn: Now if only there was a 3600 Hour Contest.....
Posts: 900 | Registered: Monday, August 8 2005 07:00
Infiltrator
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I'm on a little business/pleasure trip and it's on the computer at home, so I'll load it up when I get back. Tuesday at the latest.

Edit: Just a typo, really...

[ Tuesday, March 18, 2008 05:49: Message edited by: Jewelz ]

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Forever Always on Past the End

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Pixle Profusion - BoE Graphics Archive
Posts: 563 | Registered: Tuesday, July 27 2004 07:00
Infiltrator
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*bump*

The editor has been uploaded to my website on the downloads page.

I actually found two but I've only used the one. wtfed.exe is what you want. I got it with an entire BLSCNED folder and all it's contents so I'm not sure if there's any altered supporting files that are supposed to be with it. Let me know if it doesn't work for you, I can forward the whole thing.

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Forever Always on Past the End

TrueSite for Blades - Blades Walkthroughs and Scenarios!!!!!
Pixle Profusion - BoE Graphics Archive
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Shock Trooper
Member # 7662
Profile #5
The two programs mentioned by Jewelz are both Windows 95 vintage.

WTFED, this program is a Windows Blades of Exile Scenario Editor that allows you to view the password protected scenarios. No need for knowledge of the password. However to actually save your changes you will still need to know the password.

SuprEdit, seems to be just a conventional Windows BoE Scenario Editor. I can’t see any major differences or improvements.

Both of these editors are incompatible with the new BoE package by Ormus. The latter has a different file path for the standard graphics used. So you will need to copy the entire BlScenEd folder into the BoE Package before you can use either editor with the Package.

In the MS-Dos Edit command, when Line Width = 70
Line 5,629 Column 62, start of the text on the main screen. Here you can alter the name of the program as it appears on the main screen. This is how you can tell one program from another.

(Title bar: ?!??!! Now what is going on here?! Normally this is no problem for me. For whatever reason I can’t alter the text on the title bar.)
Posts: 292 | Registered: Monday, November 13 2006 08:00
Shaper
Member # 73
Profile #6
The legendary Super Editor is not the same as the original! It's the BoE Scenario Editor on a cocktail of crack cocaine, heroin, alcohol, and two months worth of sleeping pills! Try editing an item or monster and see if you can't tell the difference!

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Posts: 2957 | Registered: Thursday, October 4 2001 07:00
Shock Trooper
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Profile #7
I hate to sound like an idiot but the SuprEditor by itself seems just like the original old official Editor. Does it require supporting files? Is there something wrong with the version posted on True Site?

[ Tuesday, March 18, 2008 23:54: Message edited by: Ishad Nha ]
Posts: 292 | Registered: Monday, November 13 2006 08:00
Shaper
Member # 32
Profile #8
It if is indeed the super editor, then it gives you the ability to use ridiculously large stats for various fields when editing monsters or items...

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Lt. Sullust
Quaere verum
真実長ガス
Posts: 2462 | Registered: Wednesday, October 3 2001 07:00
Shaper
Member # 73
Profile #9
It works. Just put it in the BLSCENED folder and open it, edit a monster, and give said monster 32000 HP.

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My Myspace, with some of my art
The Lyceum - The Headquarters of the Blades designing community
The Louvre - The Blades of Avernum graphics database
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Posts: 2957 | Registered: Thursday, October 4 2001 07:00
Infiltrator
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Good to know. Descriptions have been updated. I could package them with the normal contents of a BLSCNED folder. Would that work for people who only have Ormus's download?

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Forever Always on Past the End

TrueSite for Blades - Blades Walkthroughs and Scenarios!!!!!
Pixle Profusion - BoE Graphics Archive
Posts: 563 | Registered: Tuesday, July 27 2004 07:00
Shock Trooper
Member # 7662
Profile #11
Another approach to passwords is possible now that we have access to the source code. Have someone who knows C read the source and figure out how the program handles the passwords.

I think they are recorded in the exs file by the means of "scenario flags", there are nine of them.
They are found at the following locations, when the file has a line width of 70 characters:
Short flag a: 6, 69 - 70
Short flag b: 7, 13 - 14
Short flag c: 36, 45 - 46
Short flag d: 595, 55-56.
Short flag e: 42, 57 - 58
Short flag f: 45, 53 - 54
Short flag g: 449, 23-24.
Short flag h: 509,1-2
Short flag i: 600, 7-8.

(Notation format is :
Short flag @: line number, column number-column number.)

Here is one example from line 1,319 of the Spiderweb source file tfileio.cpp:
short town_s(short flag)
{
long k = 0;

k = (long) flag;
k = k * k * k;
jl = jl * 54;
jl = jl * 2 + 1234 + k;
k = k + 51;
k = k % 3000;
jl = jl * 2 + 1234 + k;
k = k * scenario.num_towns;
k = k % 10000;
jl = jl * jl + 84 + k;
k = k + 10000;

return (short) k;
}

Posts: 292 | Registered: Monday, November 13 2006 08:00
Shock Trooper
Member # 7662
Profile #12
Why do we need passwords removed anyway?

If the scenario has an error there are only two solutions:
  • Edit the scenario file itself
Both require the use and knowledge of the password.
Hex editing is possible, but it takes more effort.

[ Thursday, April 17, 2008 17:29: Message edited by: Ishad Nha ]
Posts: 292 | Registered: Monday, November 13 2006 08:00
Infiltrator
Member # 4784
Profile Homepage #13
You kinda just answered your own question there...

Personally, I would want passwords removed so I could go in and fix buggy scenarios that I liked. Kistar's Quest for example. I liked it but the bugs kept others away.

If I remember right, though... somebody already figured out how to remove passwords on MAC. I thought it was with the wtfedit. Someone refresh my memory please. Who helped me fix Parallel Dimensia and how did they do it?

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Forever Always on Past the End

TrueSite for Blades - Blades Walkthroughs and Scenarios!!!!!
Pixle Profusion - BoE Graphics Archive
Posts: 563 | Registered: Tuesday, July 27 2004 07:00
Shock Trooper
Member # 7662
Profile #14
I just tried to alter the password with the wtfed editor and I got nowhere.

Hex editing requires a decryption of the exs file, which I have done using the source code for the editor. I can clean up my notes and you can post them on your site if you like.

It is less convenient than just editing but there you go.

[ Thursday, April 17, 2008 23:11: Message edited by: Ishad Nha ]
Posts: 292 | Registered: Monday, November 13 2006 08:00
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It's definitely better than nothing. Go ahead and send it over. Hopefully I can make some sense of it.

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Forever Always on Past the End

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Pixle Profusion - BoE Graphics Archive
Posts: 563 | Registered: Tuesday, July 27 2004 07:00
Shock Trooper
Member # 7662
Profile #16
As for Lazarus's original post about getting nowhere compiling with Dev-C++, that is the story of my life. I have been unable to compile anything from Spiderweb on the Dev-C++. Perhaps he can email Ormus and ask directly?

My notes will have to be made comprehensible to other people. They are based upon the official Spiderweb source code. I will also have to check that they match what you see in the exs file itself. I will include provision for hexadecimal addresses, programs like Hexplorer & are very useful.

Edit:
I have uploaded some notes that will enable decryption of an exs file:
http://www.freewebs.com/ishadnha/EXSDecrypts.zip
(Note these are Windows notes. The Mac version has no "unsigned char town_hidden[200],a;", instead it just has "unsigned char town_hidden[200];". I will have to compare the Mac and Windows source code later on.)

Edit:
I had to manually copy the address above and then enter it into the location bar before the link worked?!?

[ Monday, April 21, 2008 19:49: Message edited by: Ishad Nha ]
Posts: 292 | Registered: Monday, November 13 2006 08:00
Shock Trooper
Member # 10488
Profile #17
If anyone does email Ormus, tell him to check his private messages. :(
Posts: 334 | Registered: Friday, September 14 2007 07:00
Shock Trooper
Member # 7662
Profile #18
If anyone can contact Ormus, as he knows programming, ask him how the password works.

Update to the EXS Decrypt file posted above:
36,47 thru 42,26: “Short out_data_size[100][2]”
First column is always just the size of “outdoor_record_type”: 4,146 bytes.
Second column seems to be the sum of the size of all signs and text messages.

42,59 thru 44,18: Special Items [50]
A value of 1 means that the Special Item can be used, while a value of 10 means that the party starts the scenario with the item. A value of 11 means that it can be used and the party starts with it.

Edit, further update:
44,19 thru 45,48: Special Items Specials [50]
What scenario special is called when the item is used.

[ Wednesday, April 23, 2008 03:46: Message edited by: Ishad Nha ]
Posts: 292 | Registered: Monday, November 13 2006 08:00
Shock Trooper
Member # 7662
Profile #19
If anyone wants to send him an email, these are the details from the profile of Ormus:
Member Status: Apprentice
Member Number: 8738
Registered: May 16, 2007
Posts: 14
Email Address: gkvl@tlen.pl
Location: Poland, Warsaw
Occupation: Student
Homepage: http://info.wsisiz.edu.pl/~kowalsg0/
Birth Date: January 09, 1985
Real Name: Grzegorz Kowalski
Favorite Spiderweb Game: Exile II
Posts: 292 | Registered: Monday, November 13 2006 08:00
Apprentice
Member # 8738
Profile Homepage #20
quote:
Originally written by Ishad Nha:

If anyone can contact Ormus, as he knows programming, ask him how the password works.

Uhm, I don't know how they work but I will try to if I find some time.

quote:
Originally written by Celtic Minstrel :

If anyone does email Ormus, tell him to check his private messages.

Just checked! :-)

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Blades of Exile for Win32
Posts: 14 | Registered: Wednesday, May 16 2007 07:00
Shock Trooper
Member # 7662
Profile #21
If you mandate that any password is acceptable then you don't need to know how the thing is calculated. Or you could say that "100" is always a valid answer.
Posts: 292 | Registered: Monday, November 13 2006 08:00
Shock Trooper
Member # 10488
Profile #22
Don't worry about how the password works. Just disable the code that checks for it.
Posts: 334 | Registered: Friday, September 14 2007 07:00
Shock Trooper
Member # 7662
Profile #23
Problems compiling the source code

The home page of Ormus gives the following advice:
Compilation using Dev-CPP IDE
1. Create an empty project
2. In the project options set type of application to Win32 GUI
3. Add "-lwinmm" to linker command line options
4. Add all *.cpp, *.h, *.rc files to the project
5. Compile all

This leads to the following messages:
c:\dev-c++\new folder\keydlgs.cpp: In function `void edit_scen_intro_event_filter(short int)':
c:\dev-c++\new folder\keydlgs.cpp:1262: warning: comparison is always false due to limited range of data type
c:\dev-c++\new folder\scenario.cpp: In function `void edit_monst_type_event_filter(short int)':
c:\dev-c++\new folder\scenario.cpp:1271: warning: comparison is always true due to limited range of data type
c:\dev-c++\new folder\scenario.cpp: In function `void edit_monst_abil_event_filter(short int)':
c:\dev-c++\new folder\scenario.cpp:1442: warning: assignment of negative value `-1' to `unsigned char'
g++: c:\dev-c++\new folder\gamedlog.rc: linker input file unused since linking not done
g++: c:\dev-c++\new folder\blades_of_exile_scenario_editor_private.rc: linker input file unused since linking not done
g++: c:\dev-c++\new folder\blscened.rc: linker input file unused since linking not done
g++: c:\dev-c++\new folder\strings.rc: linker input file unused since linking not done

I understand point 3 of Ormus's advice to mean:
Further object files or linker options
(separate filenames by spaces):
-lwinmm
Resource files (separate filenames by a semicolon “;”):
rsrc.rc

IMAGE(http://thumbs.freewebs.com/Members/viewThumb.jsp?fileID=34699170&size=thumb)

[ Tuesday, May 13, 2008 03:09: Message edited by: Ishad Nha ]
Posts: 292 | Registered: Monday, November 13 2006 08:00