by Gargaroz » 01 Nov 2011, 15:41
It's the same thing I did for my Golden Years mod.
by foolosopher » 02 Nov 2011, 15:02
by foolosopher » 02 Nov 2011, 15:05
by Gargaroz » 02 Nov 2011, 16:57
You could find it here : http://www.slightlymagic.net/wiki/Guide ... xe_editing
Feel free to ask me anything you need, Foolosopher
by 0rion79 » 03 Nov 2011, 07:35
Also, even if this is not possible, I think you could deal with GMZombie to use his special DLL to improve Deck Editor icons accordingly with the version of magic that is currently running. Just to add some more flavor.
by Gargaroz » 03 Nov 2011, 15:00
by 0rion79 » 05 Nov 2011, 10:02
by Gargaroz » 05 Nov 2011, 13:19
My forbidden dream is a Manalink32, as the great people in the Eduke32 did for Duke Nukem 3D (bow down to the Duke !). But, again, they had access to the source code.
by foolosopher » 05 Nov 2011, 13:22
Another idea I had was to use another deck editor (I like magic Album and snacko's) to produce deck files (.dck), then check the cards of the deck (or set of decks) one wants to play and load them onto one set of csv, magic.exe, dat and... play. To do this we would have to automate somehow (not completely necessary, but probably through a script) the process of editing the csv through the skymagic editor, csv2dat etc. It's similar to what jatil did with the custom editor, but on a deck(s) basis. Then we could circulate a number of csvs based on the mods/sets we want to play and update the engine when necessary. I think it's doable but I would like your opinion on this however.
by foolosopher » 05 Nov 2011, 13:33
In the disassembled code, each card's name was loaded with a series of db commands, letter by letter. But there was a sequence of dummies, like when the csv was not full. sequence is :
db 40h; '@'
db FFh; 'ï'
db E8h; '¨'
db 44h; 'D'
db 75h; 'u'
db 6Dh; 'm'
db 6Dh; 'm'
db 79h; 'y'
db 94h; '"'
db 42h; 'B'
db FFh; 'ï'
and in skymarhals version it appears 28908 times (while in Mok2's only 261), so what Orion says might be true. Haven't checked a current version of magic.exe though.
by foolosopher » 05 Nov 2011, 13:50
The person acting as csv editor gets the values for the fields from the card developers, or does he have to figure them out by himself?
I guess we agree first on which cards are to be excluded?
Once the csv-exe is ready, the version goes for testing?
I suppose I can do it occasionally, if you need help (or are too bored to do it .
by gmzombie » 05 Nov 2011, 17:31
http://home.comcast.net/~gmzombie/index.html for all my things to upload for now on.
by Gargaroz » 06 Nov 2011, 14:09
@ Foolosopher : I think that you could esasily figure out the values for the CSV by yourself, using the guide and checking already coded cards. But as I already state, feel free to ask me if you need.
As for the cards to include, it's a delicate matter, as everyone has their own favorites. The main guide I follow is this :
1) The card is heavily played is one of the "main" formats.
2) If I found out a deck that I like / think is worth, I insert everythin is needed to play it (like I did for the mono-green from Time Spiral block).
3) The cards is useful / funny for EDH.
4) the main developer of each project has right to the "final cut".
As for testing, we have a nice bunch of bug-hunters, plus I create the Random Singleton card mainly for the first debugging of New Limited and worked great.
In these last days I had a change of plans : as soon as I finished coding New Limited, I'll probably put my hand on another mod, that will be thought to "fill the gaps" for Modern, so we'll have the Modern Years, from original Mirrodin to Time Spiral.
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