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Post 2k limit development

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Re: Post 2k limit development

Postby gmzombie » 25 Jan 2012, 23:10

dunno i just took it from the game.
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.
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Re: Post 2k limit development

Postby foolosopher » 27 Jan 2012, 15:53

Hi, I see the community never stops! =D> , you have dug up some interesting things. I could help in the recoding part of cards from asm to c, once I finish up the draft (the rarities are a topic for discussion though...), that shouldn't take more than 2-3 weeks . And finally found why, I couldn't edit the wiki #-o .
I long for the time where one man could make a difference...
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Re: Post 2k limit development

Postby gmzombie » 28 Jan 2012, 01:01

I was just thinking if the other manalinkeh? Or ex not sure which one we don't use but we could use that specifically for changes to the exe like sealed deck and maybe new ai functions..but that is all up in the air until we organize and label all of the functions in magic.exe. this is crucial
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.
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Re: Post 2k limit development

Postby Dave » 28 Jan 2012, 14:56

Never use old or used files when you start something new, like transferring code from asm to c. You could end up wondering if some code is new or old/obsolete. When you use a new file, you know all code in that file is needed/freshly transferred. And you are sure that your new file is not accidentally switched by an old manalinkeh.dll from manalink2.0 or whatever.
Like you said, there shouldn't be any new ai-programming as long as we don't know the code
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Re: Post 2k limit development

Postby gmzombie » 28 Jan 2012, 15:18

no no dave and i agree but i thought that everything was already recoded out of that dll thats all.
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.
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Re: Post 2k limit development

Postby Gargaroz » 28 Jan 2012, 15:35

About recoding the hardcoded cards, it could be done, but only for the 75% as now. The rest employ functions / values which aren't completely decoded, like the "stole permanent" function.
----
- Current / medium term task: adjusting the code for making Misdirection and such usable
- Long term task: inserting all the good stuff I left out from the "Golden Years" mod
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Re: Post 2k limit development

Postby gmzombie » 28 Jan 2012, 18:36

and that is fine gargaroz, i mean we will sooner or later be able to recode the functions that make those cards happen. I know we as a group will be able to figure out the labeling of the programs functions so that we can fix this once and for all.
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.
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Re: Post 2k limit development

Postby Aswan jaguar » 29 Jan 2012, 12:15

I was just taking a look into Mok files.And in Deck.dll as I was trying to see how to add new abilities to the "ability" for the DeckBuilder I came up to this:
| Open
mov eax, FILTERS_Abilities

test al, F_M_ABILITY_FLYING
jz @@not_flying
cmp dl,DBA_FLYING
jnz @@10366
test cl,cl
jnz @@good_card
@@10366:
cmp dl, DBA_GIVES_FLYING
jnz @@not_flying
test ch,ch
jnz @@good_card
@@not_flying:
test al, F_M_ABILITY_FIRST_STRIKE
jz @@not_first_strike
cmp dl, DBA_FIRSTSTRIKE
jnz @@103C3
test cl,cl
jnz @@good_card
@@103C3:
cmp dl, DBA_GIVES_FIRSTSTRIKE
jnz @@not_first_strike
test ch,ch
jnz @@good_card
@@not_first_strike:
test al, F_M_ABILITY_TRAMPLE
jz @@not_trample
cmp dl, DBA_TRAMPLE
jnz @@10420
test cl,cl
jnz @@good_card
@@10420:
cmp dl, DBA_GIVES_TRAMPLE
jnz @@not_trample
test ch,ch
jnz @@good_card
@@not_trample:
test al, F_M_ABILITY_REGENERATION
jz @@not_regeneration
cmp dl, DBA_REGENERATION
jnz @@1047D
test cl,cl
jnz @@good_card
@@1047D:
cmp dl, DBA_GIVES_REGENERATION
jnz @@not_regeneration
test ch,ch
jnz @@good_card
@@not_regeneration:
test al, F_M_ABILITY_BANDING
jz @@not_banding
cmp dl, DBA_BANDING
jnz @@104DA
test cl,cl
jnz @@good_card
@@104DA:
cmp dl, DBA_GIVES_BANDING
jnz @@not_banding
test ch,ch
jnz @@good_card
@@not_banding:
test ax, F_M_ABILITY_COLORWARD
jz @@not_color_ward
cmp dl, DBA_COLORWARD_1
jnz @@10538
test cl,cl
jnz @@good_card
@@10538:
cmp dl, DBA_COLORWARD_2
jnz @@1055F
test cl,cl
jnz @@good_card
@@1055F:
cmp dl, DBA_COLORWARD_3
jnz @@10586
test cl,cl
jnz @@good_card
@@10586:
cmp dl, DBA_GIVES_COLORWARD_1
jnz @@105AD
test ch,ch
jnz @@good_card
@@105AD:
cmp dl, DBA_GIVES_COLORWARD_2
jnz @@105D4
test ch,ch
jnz @@good_card
@@105D4:
cmp dl, DBA_GIVES_COLORWARD_3
jnz @@105FB
test ch,ch
jnz @@good_card
@@105FB:
cmp dl, DBA_GIVES_COLORWARD_4
jnz @@10622
test ch,ch
jnz @@good_card
@@10622:
cmp dl, DBA_GIVES_COLORWARD_5
jnz @@10649
test ch,ch
jnz @@good_card
@@10649:
cmp dl, DBA_GIVES_COLORWARD_6
jnz @@not_color_ward
test ch,ch
jnz @@good_card
@@not_color_ward:
test ax, F_M_ABILITY_LANDWALK
jz @@not_landwalk
cmp dl, DBA_LANDWALK_1
jnz @@106A7
test cl,cl
jnz @@good_card
@@106A7:
cmp dl, DBA_LANDWALK_2
jnz @@106CE
test cl,cl
jnz @@good_card
@@106CE:
cmp dl, DBA_LANDWALK_3
jnz @@106F5
test cl,cl
jnz @@good_card
@@106F5:
cmp dl, DBA_LANDWALK_4
jnz @@1071C
test cl,cl
jnz @@good_card
@@1071C:
cmp dl, DBA_LANDWALK_5
jnz @@10743
test cl,cl
jnz @@good_card
@@10743:
cmp dl, DBA_LANDWALK_6
jnz @@1076A
test cl,cl
jnz @@good_card
@@1076A:
cmp dl, DBA_LANDWALK_7
jnz @@10791
test cl,cl
jnz @@good_card
@@10791:
cmp dl, DBA_GIVES_LANDWALK_1
jnz @@107B8
test ch,ch
jnz @@good_card
@@107B8:
cmp dl, DBA_GIVES_LANDWALK_2
jnz @@107DF
test ch,ch
jnz @@good_card
@@107DF:
cmp dl, DBA_GIVES_LANDWALK_3
jnz @@10806
test ch,ch
jnz @@good_card
@@10806:
cmp dl, DBA_GIVES_LANDWALK_4
jnz @@1082D
test ch,ch
jnz @@good_card
@@1082D:
cmp dl, DBA_GIVES_LANDWALK_5
jnz @@not_landwalk
test ch,ch
jnz @@good_card
@@not_landwalk:
test ax, F_M_ABILITY_POISON
jz @@not_poison
cmp dl, DBA_POISON
jnz @@not_poison
test cl,cl
jnz @@good_card
@@not_poison:
test ax, F_M_ABILITY_RAMPAGE
jz @@not_rampage
cmp eax, DBA_RAMPAGE
jnz @@108C2
test cl,cl
jnz @@good_card
@@108C2:
cmp dl, DBA_GIVES_RAMPAGE
jnz @@not_rampage
test ch,ch
jnz @@good_card
@@not_rampage:
test ax, F_M_ABILITY_REACH
jz @@not_reach
cmp dl, DBA_REACH
jnz @@10920
test cl,cl
jnz @@good_card
@@10920:
cmp dl, DBA_GIVES_REACH
jnz @@not_reach
test ch,ch
jnz @@good_card
@@not_reach:
test ax, F_M_ABILITY_STONING
jz @@not_stoning
cmp dl, DBA_STONING
jnz @@1097E
test cl,cl
jnz @@good_card
@@1097E:
cmp dl, DBA_GIVES_STONING
jnz @@not_stoning
test ch,ch
jnz @@good_card
@@not_stoning:
test ax, F_M_ABILITY_VIGILANCE
jz @@not_vigilance
cmp dl, DBA_VIGILANCE
jnz @@109DC
test cl,cl
jnz @@good_card
@@109DC:
cmp dl, DBA_GIVES_VIGILANCE
jnz @@not_vigilance
test ch,ch
jnz @@good_card
@@not_vigilance:
test ax, F_M_ABILITY_HASTE
jz @@not_haste
cmp dl, DBA_HASTE
jnz @@10A3A
test cl,cl
jnz @@good_card
@@10A3A:
cmp dl, DBA_GIVES_HASTE
jnz @@not_haste
test ch,ch
jnz @@good_card
@@not_haste:
jmp @@loop
@@bad_card:
xor eax, eax
jmp @@bye
@@good_card:
mov eax, 1
@@bye:
leave
retn
CheckAbilities endp

Does anyone know what these numbers stand for-what they target as I could not see any pattern to it?
---
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Re: Post 2k limit development

Postby Mok » 29 Jan 2012, 12:35

Aswan jaguar wrote:Does anyone know what these numbers stand for-what they target as I could not see any pattern to it?
It's nothing really useful. These are used by the DB for the ability filter button. Main game doesn't use it at all, it's the data in the CSV columns right before new expansion columns and it's now dumped into dbinfo.dat which is read only by the deck builder.
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Re: Post 2k limit development

Postby Aswan jaguar » 10 Feb 2012, 08:06

Does anyone know how MedArt and CardArt can be opened,edited?I search the net a bit but I didn't find something good and free.
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Re: Post 2k limit development

Postby gmzombie » 10 Feb 2012, 12:56

no idea but that is original card art for the game which is replaced by whatever your cardartnew or cardartmanalink is.it isnt even in the code anymore i dont think.
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.
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Re: Post 2k limit development

Postby Aswan jaguar » 10 Feb 2012, 13:14

Maybe they are the files that need to be expanded so new abilities can be implemented to show on the cards.If you see one of the 2 abilities icon somebody at some point tried to implement new ability icons but with no success unfortunately.
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Re: Post 2k limit development

Postby gmzombie » 10 Feb 2012, 17:58

i believe the only thing needed is the abilities.pic or bmp. the code for the icons is the same as it is for sealed deck where the booster pack pics are,. they are just in one file and there is im pretty sure in the code a place that says what cords are where for that particular icon. which is why you could add new icons to the bmp or pic all you want but you have to have code to tell the program where to find the pic..maybe im wrong but i i think that is how it works at least in this game. :)
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.
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Re: Post 2k limit development

Postby Aswan jaguar » 23 Feb 2012, 12:10

Has anyone a list of all the lands we have coded in Manalink,or can anyone make easily one?
I don't know how to set filters or if that can be done in excel to make easy such a list without typing all these lands.
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Re: Post 2k limit development

Postby CirothUngol » 23 Feb 2012, 14:56

Sure, here's a PlayDeck containing all of the cards listed as Coded in the 20120128.csv, sorted by color (Lands are at the bottom).
Attachments
20120128.dck.zip
PlayDeck containing all Coded Cards from 20120128 Manalink.csv
(41.01 KiB) Downloaded 321 times
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