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Master of Magic - Implode's Multiplayer Edition • View topic - Terrain graphics (TERRAIN.LBX subfile 0)

Terrain graphics (TERRAIN.LBX subfile 0)

Details about file formats, structure and contents in the original Master of Magic

Terrain graphics (TERRAIN.LBX subfile 0)

Postby Implode » Mon Feb 27, 2006 1:35 am

The terrain graphics in TERRAIN.LBX aren't in the same graphics format as the rest of the MoM graphics. The format is much simpler.

TERRAIN.LBX subfile 0 has a 192 byte header on it - I've no idea what this is for so skip it.

Each terrain tile is then made up of
An 8 byte header
The image data
A 4 byte footer

The first byte of the header is the width - this is always 20. The second byte is the height - this is always 18. I've no idea what the remaining 6 bytes in the header or the 4 bytes in the footer are for.

The image data is therefore always 20 * 18 = 360 bytes long, so each image including the header and footer takes up 372 bytes. Each byte of image data is an index into the standard MoM palette (see code in post about standard graphics format for this palette). There are 1,761 images.

The LBX extractor program on will extract all 1,761 images out as BMP files. It also creates a single BMP file TERRAIN_000.bmp containing all the tile images listed out and numbered.

After many hours of shuffling the tiles around into a logical sequence (shuffling around to group similar tilesets together), I ended up with . FYI the pink numbers the bracket the grass/sea border tiles are animation numbers used within MoM IME, this is what gives the coastline that nice rippling effect :)

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terrain and lbx

Postby Hammerhands » Thu Apr 06, 2006 1:15 am

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Re: terrain and lbx

Postby Implode » Fri Apr 07, 2006 12:16 am

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just a thought

Postby Hammerhands » Fri Apr 07, 2006 2:50 am

if you do see remapping the game terrain as an option

I would love to make areas like a cloud world where you have to cast flight on troops to move from cloud to cloud for an example

and there are many other ideas we had during the original story boarding that never made it to production the biggest we wanted to see was a map editor for the game allowing players to create scenarios never happened

also we wanted to be able to replace the wizard pics allowing players to be different than NPC's never happened.

back then software theft was so rampart that nothing that opened a door was ever considered so the ideas were shot down

also originally the spell of mastery as it eventually was named was supposed to require obtaining at least 10 books from the map in addition to your starting books that was also nerfed in the final released version.

the original design was for the spell to be used to end a stalemate it ended being the way game ended every time.

we also wanted to be able to route troops automatically ending the move new troops every time they are produced never happened.

the funny thing is with all the fear of illegal copies of thier software it was the LBX bug that forced the creation of run without CD patch and thus made game shareware


I found the cause and called the company described the error producing problem to them and expected them to use my CURE. but nope they patched the game to run without CD.
Here was the problem as best I can recall it was along time ago
Most people were using Win 3.1 with OS and main device being a harddrive their CD ws usually a slave drive using an Atapi driver
the driver back then had a bug in it for primary interupt 14 slave device the I/O block info was incorrect it was a typo I corrected it on my system and another using a Sound Blaster CD with a different so SB said lol with the exact same typo.

the problem was this windows would sometimes need to do housekeeping during the reading of the open LBX file causing it to switch high memory banks making the BUFFER dissappear. why because the driver didnt use a low memory pointer to buffer which would have allowed the OS to error trap and recover on error. the driver did prepare a low memory buffer
for main irq 14 and main/slave for IRQ15 which many people didnt have
old motherboards rarely had second IDE port it didnt make a low memory buffer pointer for IRQ 14 secondary device because of a typo
instead it ended up pointing directly to the buffer which could become unavailable if windows needed to switch memory banks during housekeeping. the game was impatient if the file load got interupted you got a crash LBX error. Instead of just correcting the driver most of the CD using world was using they chose to patch the game to not require the CD as the harddrive C: would never have a file access interupt conflict or buffer loss and yes it ended the bug and retail sales of the CD's.
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Customizing graphics

Postby Implode » Sat Apr 08, 2006 1:33 am

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