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I was disappointed there wasn't a map editor for WoX, so I made one: http://games.playazlounge.net/

Currently, it only edits outdoor maps and doesn't have "event" support. Also, it edits the maps in save games, not the main CC data files. It was mainly tested using a Darkside save game.

That being said it does have the ability to add/remove both monsters and objects. It has full support for the "no rest" tile flags and full map flags (no rest, no save, etc.).

It is an early build (more of a tech demo) -- feedback is appreciated.
Excellent work, very impressive. Much better than anything I've ever tried coming up with. I'm glad someone is able to do this :)
You're a GOD for me Cedric ! i hope you're going more work on it..this a great job !
If you want to translate your job in french, i can help you !
THX ! AGAIN for your GREAT job.
Thanks - I'm glad that you like it. Full disclosure: I wouldn't have been able to make any of my tools without the Xeen Wiki.... and I see the name WizardStan on most (if not all) of the articles :-)

Anyways, there are a few directions I can go: indoor map editor, event modification*, "default" map editor (edit the map in the CC file vs the SAV file)*, or adding new maps to the game.

*Events really rely on "text" editing and the text is stored in CC file -- therefore, "default" map editor should come before event modification.

Which would you be most interested in? This is no guarantee I will have anything in the near future, as I get easily distracted and bored with my projects. :-)
The interesting thing about the Xeen engine,however, is that it'll look in the directory for the named file before going to the CC file. So suppose you want to edit some of the text in Vertigo. You can simply extract AAZE0028.TXT from the XEEN.CC file and edit it right there and it'll use the edited version instead of the CC version. Use an invisible space aware editor (a raw hex editor works in a pinch) because it uses null characters to separate lines.
The same is true for the save files: extract AAZE0028.EVT from the xeen save file and it'll use that one on disk instead.
What I would suggest doing is instead of trying to modify the CC file in place, provide an interface to "unpack" the CC into a project where they can then edit the text, the events, the maps, the sounds, and eventually maybe even the graphics, and then allow them to repack into a new CC file, including the default save file. That way you aren't messing with text files that grow and shrink and need to be moved around and such. As a stop gap, a simple text editor which reads from the CC and dumps the file to disk would work well.
Seriously, if you need any help whatsoever, feel free to ask. I've restarted my editor so many times but I always get hung up. I've been doing command line and back end coding for so long I just can't wrap my head around GUI work :(
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WizardStan: The interesting thing about the Xeen engine,however, is that it'll look in the directory for the named file before going to the CC file.
...
What I would suggest doing is instead of trying to modify the CC file in place, provide an interface to "unpack" the CC...
Brilliant!

I have an early unpacker written -- it just dumps all the files to a given folder. I just need to add "real" files names (it just dumps to the fileID) and rebuilding the default SAV file (and subsequently dumping that....).

Oh, and a rePacker.... Progress as promised!
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WizardStan: The interesting thing about the Xeen engine,however, is that it'll look in the directory for the named file before going to the CC file.
On a side note....
Both DEDLTREE.WAL (dark.cc) and MAZEX166.DAT (darkside save game) have the same hash: 0x0F56 (3926)
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WizardStan: ...provide an interface to "unpack" the CC into a project ...
http://games.playazlounge.net/xeen/XeenCCPacker.zip

This was a quick build -- I did a couple quick unpacks using Darkside -- there may be bugs. It will dump all files to a given folder including dumping the default save game. It supports "common" file names (maps, events, etc.).

There is no support (yet) to rePack.
Post edited June 21, 2011 by CedricBusch
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CedricBusch: On a side note....
Both DEDLTREE.WAL (dark.cc) and MAZEX166.DAT (darkside save game) have the same hash: 0x0F56 (3926)
Yeah, they do that. A lot. They chose a very bad hashing algorithm. Where are you getting the filenames from? I believe I've got a complete list sitting on my hard drive... somewhere. Except for the name of the default save file, and a couple of files that are never used and therefore I can't even guess at their names. I'll try to find it.

As for your unpacker, my only suggestion would be to create a default save directory and store the save extracted files into that.
Good job so far though :)
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WizardStan: The interesting thing about the Xeen engine,however, is that it'll look in the directory for the named file before going to the CC file.
How does it deal with files that are named the same (e.g. MAZE0001.DAT) in both xeen.cc and dark.cc? If I extract Area A1 from Darkside, would I hit that map regardless of if I am adventuring on the Clouds side?
Yup, it can cause problems. Don't do it. If you extract the files from one side for the purpose of editing or just playing around, do it with one side at a time, or do it in a copy directory so you don't mess up your save file. It loads the file off the disk, but if you save it, it stuffs it back into the save file.
Interesting things you can do is extracting the .FWL and .SWL files from one or the other, then you can make both sides look the same.
Great stuff here, guys. As a guy who still maps for games like SoD and Duke, it's great to see an oldie get some new love! Nice work.