ManaLink Graphic Updates & Info
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Re: ManaLink Graphic Updates & Info
by 0rion79 » 18 Jul 2009, 16:00
Mathusalem, I was wondering one matter... what would you think about reproducing the Balance card art for the win/lost screen? he file is WINBK_Bigcard
I like it a lot but that sort of goblin looks all but neutral Lol!
Anyway, just a bit of brainstorming to stimulate more ideas... if you like it, great. Else, no matter at all!
Ah, when the new icon for Shroud and the other basic abilities that Jatill has included during time??
I like it a lot but that sort of goblin looks all but neutral Lol!
Anyway, just a bit of brainstorming to stimulate more ideas... if you like it, great. Else, no matter at all!
Ah, when the new icon for Shroud and the other basic abilities that Jatill has included during time??
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Re: ManaLink Graphic Updates & Info
by gmzombie » 25 Jul 2009, 15:59
im wondering if you programmers could look at this. i found this in the new magic.c file i made the other day with the newest changes to the code and im just trying to figure out if there is anyway we can pinpoint the code that makes the shell button highlights by all of the icons in the main page so that we can modify them and put in the new background that math made up a while ago...anyways here is where i think the code is. maybe im in the wrong direction but ic ant read it anyways so i just think and look.
- Code: Select all
//----- (004CEA20) --------------------------------------------------------
signed int __cdecl sub_4CEA20()
{
j_SetRect(&stru_628C90, 67, 44, 175, 152);
sub_4CEC40(0, (int)"SHELLSCREEN_DUEL");
j_SetRect((struct tagRECT *)((char *)&stru_628C90 + 2232), 33, 146, 141, 254);
sub_4CEC40(1, (int)"SHELLSCREEN_TOOLS");
j_SetRect(&stru_628C90 + 279, 23, 252, 131, 360);
sub_4CEC40(2, (int)"SHELLSCREEN_METAGAME");
j_SetRect((struct tagRECT *)((char *)&stru_628C90 + 6696), 35, 362, 143, 470);
sub_4CEC40(3, (int)"SHELLSCREEN_HELP");
j_SetRect(&stru_628C90 + 558, 72, 465, 180, 573);
sub_4CEC40(4, (int)"SHELLSCREEN_RECORDS");
dword_786394 = 5;
j_SetRect(&rcSrc, 185, 0, 800, 579);
j_SetRect(&stru_609154, 721, 3, 742, 23);
j_SetRect(&stru_609130, 745, 3, 767, 23);
j_SetRect(&stru_609110, 772, 3, 794, 23);
j_SetRect(&stru_609120, 236, 385, 653, 437);
j_SetRect(&stru_609090, 377, 365, 683, 450);
j_SetRect(stru_6090C0, 52, 28, 0, 0);
j_SetRect(&stru_6090C0[1], 16, 134, 0, 0);
j_SetRect(&stru_6090C0[2], 5, 235, 0, 0);
j_SetRect(&stru_6090C0[3], 16, 348, 0, 0);
j_SetRect(&stru_6090C0[4], 54, 449, 0, 0);
sub_4CEEB0();
return 1;
}
//----- (004CEF00) --------------------------------------------------------
__int32 __cdecl sub_4CEF00(HWND hDlg, int a2, LPVOID pv, int a4, int a5, int a6, int a7, int a8, int a9, int a10, int a11, int a12, int a13, int a14)
{
const CHAR FileName; // [sp+Ch] [bp-10Ch]@1
signed int v16; // [sp+114h] [bp-4h]@3
j_sprintf(&FileName, "%s\\WINBK_ShellScreen16.bmp", dword_7876F0);
*(_DWORD *)a2 = sub_466720(&FileName, 0);
*(_DWORD *)a8 = 0;
*(_DWORD *)a9 = 16711422;
j_sprintf(&FileName, "%s\\WINBK_ShellSphereHighlight16.bmp", dword_7876F0);
*(_DWORD *)a4 = sub_466720(&FileName, 0);
j_sprintf(&FileName, "%s\\WINBK_ShellBox16.bmp", dword_7876F0);
*(_DWORD *)a10 = sub_466720(&FileName, 0);
*(_DWORD *)a13 = 15585457;
*(_DWORD *)a14 = 13693175;
j_sprintf(&FileName, "%s\\WINBK_ShellScimGlow16.bmp", dword_7876F0);
*(_DWORD *)a6 = sub_466720(&FileName, 0);
if ( *(_DWORD *)a2 )
j_GetObjectA(*(HANDLE *)a2, 24, pv);
v16 = 0;
while ( v16 < 5 )
*(_DWORD *)(a5 + 4 * v16++) = 0;
return sub_4CF050(hDlg, a7, a11, a12);
}
//----- (004CF050) --------------------------------------------------------
__int32 __cdecl sub_4CF050(HWND hDlg, int a2, int a3, int a4)
{
__int32 result; // eax@8
int *v5; // eax@8
int *v6; // eax@8
int *v7; // eax@8
HWND v8; // eax@10
struct tagRECT Rect; // [sp+20h] [bp-10h]@1
signed int v10; // [sp+10h] [bp-20h]@3
LOGFONTA *lplf; // [sp+1Ch] [bp-14h]@8
signed int v12; // [sp+14h] [bp-1Ch]@8
HWND hWnd; // [sp+Ch] [bp-24h]@10
HWND v14; // [sp+18h] [bp-18h]@12
j_GetClientRect(hDlg, &Rect);
if ( Rect.right > 800 && Rect.bottom > 600 )
{
if ( Rect.right > 640 && Rect.bottom > 480 )
v10 = 0;
else
v10 = 8;
}
else
{
v10 = 4;
}
v5 = sub_467BE0((int)"ShellText", 0);
lplf = (LOGFONTA *)v5;
*v5 = (Rect.bottom - Rect.top) / *v5;
*(_DWORD *)a2 = j_CreateFontIndirectA(lplf);
v6 = sub_467BE0((int)"ShellButtons", 0);
lplf = (LOGFONTA *)v6;
*v6 = (Rect.bottom - Rect.top) / *v6;
*(_DWORD *)a3 = j_CreateFontIndirectA(lplf);
v7 = sub_467BE0((int)"ShellExplains", 0);
lplf = (LOGFONTA *)v7;
*v7 = (Rect.bottom - Rect.top) / *v7;
result = (__int32)j_CreateFontIndirectA(lplf);
*(_DWORD *)a4 = result;
v12 = 0;
while ( v12 < 10 )
{
v8 = j_GetDlgItem(hDlg, v12 + 100);
hWnd = v8;
if ( v8 )
j_SendMessageA(hWnd, 0x30u, *(_DWORD *)a3, 0);
result = (__int32)j_GetDlgItem(hDlg, v12 + 200);
v14 = (HWND)result;
if ( result )
result = j_SendMessageA(v14, 0x30u, *(_DWORD *)a4, 0);
++v12;
}
return result;
}
can I maze of ith your snowstorm?
http://home.comcast.net/~gmzombie/index.html old stuff in here. don't use this stuff right now till I get time to get back into it and readjust.
http://home.comcast.net/~gmzombie/index.html old stuff in here. don't use this stuff right now till I get time to get back into it and readjust.
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Re: ManaLink Graphic Updates & Info
by Watchmaker » 29 Jul 2009, 19:31
Is there a way to have those new duel arts when playing Shandalar single player mode?
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Re: ManaLink Graphic Updates & Info
by gmzombie » 29 Jul 2009, 21:17
no cause the game would have to be changed for that and since noting has been changed in shandalar they arent in yet.
can I maze of ith your snowstorm?
http://home.comcast.net/~gmzombie/index.html old stuff in here. don't use this stuff right now till I get time to get back into it and readjust.
http://home.comcast.net/~gmzombie/index.html old stuff in here. don't use this stuff right now till I get time to get back into it and readjust.
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Re: ManaLink Graphic Updates & Info
by Watchmaker » 30 Jul 2009, 14:38
A little off topic... So you say that nothing was deleted/ripped of from Shandalar? Not any sound, animation(beside intro and tutorials), music etc? It is still complete version of single player campaign as it would be when installed from full CD DOTP and SOTA?gmzombie wrote:no cause the game would have to be changed for that and since noting has been changed in shandalar they arent in yet.
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Re: ManaLink Graphic Updates & Info
by mathusalem » 30 Jul 2009, 20:48
confirmed
nothing has changed in Shandalar
even with the lattest updates the game graphics remain the same
nothing has changed in Shandalar
even with the lattest updates the game graphics remain the same
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Re: ManaLink Graphic Updates & Info
by jhamma66 » 12 Aug 2009, 04:48
So is there a zip of all of the card art added since the original install? I have installed every update I can find but I am still missing art for several cards... like all of the Hondens... what am I missing and is it uploaded anywhere other than Rapidshare?
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Re: ManaLink Graphic Updates & Info
by stassy » 12 Aug 2009, 05:08
Should be the 5th post of this thread
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Re: ManaLink Graphic Updates & Info
by Salbei » 12 Oct 2009, 19:04
Retired a long time ago. I will not reply.
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Re: ManaLink Graphic Updates & Info
by mathusalem » 11 Nov 2009, 16:52
just a quick post to update the complete archive of the cardpics. the link on page 1 has been updated as well
http://rapidshare.com/files/305551235/CardArtNew.rar
if anything is missing.....
http://rapidshare.com/files/305551235/CardArtNew.rar
if anything is missing.....
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Re: ManaLink Graphic Updates & Info
by shinra » 30 Jan 2011, 21:39
Hi,
I take a look for Mathusalem graphic modification and that's a great work!
Anyway, I try to change myself some bmp files like WINBK_Phase but it doesn't work...
here is a pic (very simple but newer than old pixel bar)
Anyone has an idea for implement it?
Mathusalem, I'm french (not difficult to see ) you can pm me
I take a look for Mathusalem graphic modification and that's a great work!
Anyway, I try to change myself some bmp files like WINBK_Phase but it doesn't work...
here is a pic (very simple but newer than old pixel bar)
Anyone has an idea for implement it?
Mathusalem, I'm french (not difficult to see ) you can pm me
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Re: ManaLink Graphic Updates & Info
by 0rion79 » 30 Jan 2011, 21:44
As far as I may remember, there was some trouble about updating that specific element of the battlefield, that's why they have never been used.
Instead, I would so happy to see new permanent's icons, as Shroud, Rampage and so on...
Instead, I would so happy to see new permanent's icons, as Shroud, Rampage and so on...
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Re: ManaLink Graphic Updates & Info
by shinra » 01 Feb 2011, 19:37
Hum,
Shroud and Rampage doesn't exist it's true, but implement them require some lines of code...
For the moment, like Mathusalem, I 'm changing some graphical elements, in fact I'm trying to simplify the battle area whis is too colored for me!
Here are some pics of my work, if you are interested
http://ju.plan.free.fr/Shinra
Rar archive : http://ju.plan.free.fr/Shinra/Shinra.rar
(notice: if you change something in the ShellArt folder, backup your files first, then pick and paste ALL the images)
Shroud and Rampage doesn't exist it's true, but implement them require some lines of code...
For the moment, like Mathusalem, I 'm changing some graphical elements, in fact I'm trying to simplify the battle area whis is too colored for me!
Here are some pics of my work, if you are interested
http://ju.plan.free.fr/Shinra
Rar archive : http://ju.plan.free.fr/Shinra/Shinra.rar
(notice: if you change something in the ShellArt folder, backup your files first, then pick and paste ALL the images)
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shinra - Posts: 25
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- Location: France
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