SkyMagic Editor 0903.01
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SkyMagic Editor 0903.01
by HarryPitfall » 01 Mar 2009, 21:05
New version of the editor:
* new dissassembler, using similar sintax of ollydbg (I hope that it fix some wrong coding)
* new flags on magic.exe, discovered by draggamor
* support and need manalinkex.dll
* protection for dissassembling outside/wrong pointers
Get here while is hot:
http://rapidshare.com/files/204148327/Editor.zip
* new dissassembler, using similar sintax of ollydbg (I hope that it fix some wrong coding)
* new flags on magic.exe, discovered by draggamor
* support and need manalinkex.dll
* protection for dissassembling outside/wrong pointers
Get here while is hot:
http://rapidshare.com/files/204148327/Editor.zip
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Re: SkyMagic Editor 0903.01
by gmzombie » 01 Mar 2009, 22:10
I dont know if it is possible or not but can you add a dissassembler for shandalar like you have for magic.exe i dont know if that is possible or not but i thought id ask as you cannot go to the code pointer in the shandalar tab...or at least i cannot?
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: SkyMagic Editor 0903.01
by HarryPitfall » 01 Mar 2009, 22:20
For now, no shandalar support will be added... since only 30 free slots exists to cards (or less). If we manage to replicate the same thing that skymarshal did on magic.exe (expand card list), free space for coding will be easy to do...
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Re: SkyMagic Editor 0903.01
by Snacko » 02 Mar 2009, 16:03
I already got the space for the cards (unlimited), now modifying like 500+ calls for the new memory region.
Re: SkyMagic Editor 0903.01
by Huggybaby » 02 Mar 2009, 17:57
If that means what I think it means, then I'm very excited Snacko.
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Re: SkyMagic Editor 0903.01
by gmzombie » 02 Mar 2009, 18:23
I think my heart missed a beat...if you said what I think u said. this will be exciting to see.
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: SkyMagic Editor 0903.01
by Bog Wraith » 02 Mar 2009, 19:03
I don't have to think, my heart jumped into my throat!
This could be AWESOME!
All my friends in Shandalar would love to have new citizens move into the area!
I await with bated breath!
This could be AWESOME!
All my friends in Shandalar would love to have new citizens move into the area!
I await with bated breath!
'Twas in the bogs of Cannelbrae
My mate did meet an early grave
'Twas nothing left for us to save
In the peat-filled bogs of Cannelbrae.
My mate did meet an early grave
'Twas nothing left for us to save
In the peat-filled bogs of Cannelbrae.
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Re: SkyMagic Editor 0903.01
by Snacko » 03 Mar 2009, 18:32
Good and bad update:
The cards can be moved and I updated all the calls (didn't count but adds up to a thousand calls), however there seems to be some code depending on the total card count which is 722. Any higher number generates "None" empty cards or completely empty cards which crash the game. Also when increasing the card number you stop being able to cast some cards! and your and your opponents life total doesn't change ever...
I found a routine that does some operations on the number of cards. Probably it allocates some card ranges for the towns / encounters / specialfx etc.
The cards can be moved and I updated all the calls (didn't count but adds up to a thousand calls), however there seems to be some code depending on the total card count which is 722. Any higher number generates "None" empty cards or completely empty cards which crash the game. Also when increasing the card number you stop being able to cast some cards! and your and your opponents life total doesn't change ever...
I found a routine that does some operations on the number of cards. Probably it allocates some card ranges for the towns / encounters / specialfx etc.
Re: SkyMagic Editor 0903.01
by DennisBergkamp » 03 Mar 2009, 20:43
Shandalar with more cards... this would be AWESOMEI already got the space for the cards (unlimited), now modifying like 500+ calls for the new memory region.
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Re: SkyMagic Editor 0903.01
by Snacko » 03 Mar 2009, 21:22
I'll upload the working file with the 722 cards with the patched calls.
Getting the other isn't so easy as there are some issues with buying / getting. I don't think I'll try to find that so anyone will be free to pick it up and thinker with it and maybe find a fix (probably another half a thousand calls here and there as with more cards there would be some storage issues; some of the card data is copied into other places)
Getting the other isn't so easy as there are some issues with buying / getting. I don't think I'll try to find that so anyone will be free to pick it up and thinker with it and maybe find a fix (probably another half a thousand calls here and there as with more cards there would be some storage issues; some of the card data is copied into other places)
Editor does not work?
by omnix32 » 16 Mar 2009, 00:29
I could not get the editor to work. Do I need any Libraries?
Vista 64
It just hangs then stops.
thanx...
Vista 64
It just hangs then stops.
thanx...
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Re: Editor does not work?
by jatill » 16 Mar 2009, 12:10
I can't run it at all on vista, either. I think we're just out of luck.omnix32 wrote:I could not get the editor to work. Do I need any Libraries?
Vista 64
It just hangs then stops.
thanx...
Apps by jatill: http://www.slightlymagic.net/wiki/Other_Apps_by_jatill
Re: SkyMagic Editor 0903.01
by HarryPitfall » 16 Mar 2009, 13:44
My compiler is Delphi 7, the code can run only up to XP machines (I didn't have Delphi 2009 yet 'cause I can't spend money for it now).
I don't know any tricks to run the application in vista... (I don't remember if the manifest inside is ok either)
I don't know any tricks to run the application in vista... (I don't remember if the manifest inside is ok either)
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Re: SkyMagic Editor 0903.01
by omnix32 » 16 Mar 2009, 17:22
OH, I see the issue. Thanx!!! I thought it was something wrong with something on my end.
http://www.mininova.org
Delphi 2009 - RAD Studio 2009 full
If you want to upgrade to 2009 you can search and download it at the above link. (It is there!!) It is the ah..... um... extended trial version. Ya, and if you like it better you can pay for it once the funds become available.
http://www.mininova.org
Delphi 2009 - RAD Studio 2009 full
If you want to upgrade to 2009 you can search and download it at the above link. (It is there!!) It is the ah..... um... extended trial version. Ya, and if you like it better you can pay for it once the funds become available.
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Re: SkyMagic Editor 0903.01
by HarryPitfall » 16 Mar 2009, 20:06
Since I use Delphi to develop my bussiness (a.k.a., the programs that pay my bills), I can't use a <non-orthodoxal> version, only registered payed versions.
Vista is the most troublesome O.S. that microsoft releases, even more than Windows ME... full of file protection, internet protection, user protection... protection of protection... lol... some Vista machines runs my applications, some not...
Vista is the most troublesome O.S. that microsoft releases, even more than Windows ME... full of file protection, internet protection, user protection... protection of protection... lol... some Vista machines runs my applications, some not...
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