ObjDMv2

Concept

bulletA multiplayer DM2
bulletSome players can play cooperatively.
bulletChat support.
bulletSupport scout map.
bulletSupport minion creatures.
bulletSupport custom wall set.
bulletSupport multi dungeons in one server
bulletSupport DM1 dungeon format.
bulletSupport DM2 dungeon format.
bulletTravel between dungeons.
bulletReal-time editor/watcher on server.
bulletInfra-structure
bulletWin32
bulletC++ (MFC71/GDI/CxImage/MSXML4)
bulletDirectPlay7 for comm.
bulletXML for creature description.
bulletXML for migrated misc. item description.

Development

2005.10.07

Started!

2005.10.08

infra structure work in progress.

bulletnew dungeon.dat reader → ok
bulletread levels and records.
bulletmigrate them into world dungeon structure.
bulletworld dungeon structure → in progress
bulletkeep dungeon levels.
bulletkeep record set.
bulletkeep message set.
bulletload&keep creature descriptor → WIP
bulletload&keep item descriptor → WIP

The order of primitives:

worlddungeonlevel (map)tile

 

2005.10.13

Reverse engineering the spec of ...

bulletItem's icon animation. *1 *2
bulletImage number meaning against number. *3

Their research result will be integrated into next DM2GDED's release.

Screenshots from working DM2GDED. (Attachment of *1)

Memo. (Attachment for *2)

What kind of image is allocated at what number. (Attachment for *3)

2005.10.21

Recently I modified internal core part of DM2GDED.

I modified because current DM2GDED is non-flexible for attribute extension. (e.g. it is iconanim.)

I took much pain and 3 days to add the only new one attribute support!

As a result, currently DM2GDED is very unstable because core part is especially wounded.

I'll spend long period to make it stable, with trial and errors.

2005.10.22

An internal tool CreatureAniSim is designed to simulate creature animation.

The purpose is to research how creature attributes and raw data work.

CreatureAniSim helps you to research creature's animation data defination.

The raw data (FC, FD, FE, FB) associated with each creature

2005.10.23

FC 00 00 (4 bytes per anim entry)

bullet1 byte: Sound no (e.g. foot step sound, giggler's song)
bullet1 byte: unknown
bullet1 byte: flags?
bullet0x80: Vanish?
bullet0xC0: Repeat anim?
bullet0x??: ?
bullet1 byte: unknown

FD 00 00 (8 bytes per anim entry)

bullet1 byte: Back image no
bullet1 byte: Side image no
bullet1 byte: Front image no
bullet1 byte: unknown
bullet1 byte: unknown
bullet1 byte: unknown
bullet1 byte: unknown
bullet1 byte: unknown

FB 00 00 (4 bytes per anim def)

bullet1 word: animation def no
bullet0x0000: wink anim
bullet0x0003: turning left anim
bullet0x0004: turning right anim
bullet0x0008: attacking anim
bullet0x0010: twice attack anim
bullet0x0011: a disappear anim
bullet0x0013: a disappear anim
bullet0x001C: 1/4 defeated anim
bullet0x001D: 2/4 defeated anim
bullet0x001E: 3/4 defeated anim
bullet0x002F: a giggler switch anim
bullet0x0030: a giggler switch anim
bullet0x0031: a giggler switch anim
bullet0x0035: a moving up anim
bullet0x0036: a moving down anim
bullet0x0037: a moving up anim
bullet0x0038: a moving down anim
bullet0x0039: a moving up anim
bullet0x003A: a moving down anim
bullet0x003B: a disappear anim
bullet0x00FF: still anim
bullet0x????: ?
bullet1 word: index number to anim entry

2005.10.24

Suspend due to have got a cold.

2005.10.26

An internal tool CreatureAniSimSimple is designed to research creature animation.

It is for DM2 Sega/PC9801 versions.

2005.11.06

An internal tool OrnateAniSim is coded to research ornate animation and ornate characteristics.

2005.11.06

Here is a research note about game system behaviour against Text Record.

Behaviour e.g. 15 14 13 12 11  2  1  0
Still image An alcove             x x
Animate image Water basin       x     x x
Holder Torch holder     x       x x
Ladder Down/Up ladder     x x     x x
Recharge-able Blue gem crop   x         x x
2-state switch ?   x x   x   x x

* May contain errors *

Remark

bulletEmpty part → 0
bullet'x' marked part → 1

My research note in Excel sheet.

Text Record representation in editor.