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Heroes Community > Library of Enlightenment > Thread: How to edit HoMM 1
Thread: How to edit HoMM 1 This thread is 5 pages long: 1 2 3 4 5 · «PREV / NEXT»
HAZUMU
HAZUMU

Tavern Dweller
posted June 12, 2024 02:07 PM

baronus said:
So try early demo Palette linked site its dos too. We have only 3 versions. Dos,Win,Gog. No more. I dont know your game version...

I'm having the same problem as blake00, where can I download Win palette?
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baronus
baronus


Legendary Hero
posted June 12, 2024 04:32 PM

Linked site first pack AggPack v1.3.2 is win.
Second early demo Palette is dos.
Third is Gog.
I dont know any other version...

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HAZUMU
HAZUMU

Tavern Dweller
posted June 13, 2024 07:12 AM

baronus said:
Linked site first pack AggPack v1.3.2 is win.
Second early demo Palette is dos.
Third is Gog.
I dont know any other version...

I have pack AggPack v1.3.2,and morling one maybe is GOG,
so I need dos?
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baronus
baronus


Legendary Hero
posted June 13, 2024 04:14 PM

If Morglin mod works fine its dos. You need only add grid file to Heroes Morglin mod folder and simply install full pack. You dont need installing ot two times.

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HAZUMU
HAZUMU

Tavern Dweller
posted June 14, 2024 07:34 AM

baronus said:
If Morglin mod works fine its dos. You need only add grid file to Heroes Morglin mod folder and simply install full pack. You dont need installing ot two times.

My version is OK with morling's color, and it's wrong to use aggpack with color, but if I use aggpack to unpack and package the original file, there is no problem in the game in the end, and now the grid mod is wrong to unpack the color with morling, and it's OK to unpack the color with aggpack, I tried to pack both of them, and the colors are wrong, and I've tried to use the combination is also wrong. I now suspect that the file doesn't work with my version, not the color palette
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baronus
baronus


Legendary Hero
posted June 14, 2024 02:51 PM

Ok. understand. Aha! Grid.icn is wrong!
Try unpack grid.icn by icnupack. Next use Morglin Palette to icn.pack. Next ad grid.icn to Morglin files. That's all!
H1 is double packed. First icn second agg.

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HAZUMU
HAZUMU

Tavern Dweller
posted June 15, 2024 03:50 AM

baronus said:
Ok. understand. Aha! Grid.icn is wrong!
Try unpack grid.icn by icnupack. Next use Morglin Palette to icn.pack. Next ad grid.icn to Morglin files. That's all!
H1 is double packed. First icn second agg.

I tried, but it still didn't work. It's weird, I use icnpack's unpacking and packaging morling, although the color is not good, but in the game it is no problem, all I think is the grid file needs to be adjusted, but I don't know how to do it
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baronus
baronus


Legendary Hero
posted June 15, 2024 03:38 PM

Because you use wrong pallette!
Ofcourse if you unpack wrong pallette and pack the same all is ok. Its only color code! Eg Red is 34 if you unpack as 37 its wrong but if you back pack  as 37 for game is 34. And its. ok. Its very simply problem.
To unpack you must have correct pallette and ofcourse its not gog.
Try dos and win. It must be correctly looking grid. And next pack it using Morglin Palette.

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HAZUMU
HAZUMU

Tavern Dweller
posted June 17, 2024 03:01 AM

baronus said:
Because you use wrong pallette!
Ofcourse if you unpack wrong pallette and pack the same all is ok. Its only color code! Eg Red is 34 if you unpack as 37 its wrong but if you back pack  as 37 for game is 34. And its. ok. Its very simply problem.
To unpack you must have correct pallette and ofcourse its not gog.
Try dos and win. It must be correctly looking grid. And next pack it using Morglin Palette.


I think I don't have dos Palette,how to get it?
And I use icnunpack to grid ,it looks color OK,but use Morglin Palette to pack is wrong,maybe pack is not using morglin?
My grid is for miner.
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baronus
baronus


Legendary Hero
posted June 17, 2024 04:33 PM

Ok. Maybe you must use second aggpack. Try both early demo and win pack.

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HAZUMU
HAZUMU

Tavern Dweller
posted June 18, 2024 03:06 AM
Edited by HAZUMU at 04:24, 18 Jun 2024.

baronus said:
Ok. Maybe you must use second aggpack. Try both early demo and win pack.

So I don't have dos Palette, how can I get it.....
It's so weird! I unpack my original file with morling, the colors are OK, and then whether I use morling or aggpack to pack, the colors are OK in the game!
Oh, I also found that the morling file and my original file are common, and there will be no problem with which Palette is used, on the contrary, the file with miner will have problems no matter which Palette is packaged with.
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baronus
baronus


Legendary Hero
posted June 18, 2024 10:32 AM

Morglin used linked files! We dont have any other tools! Try all It must work!

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AlexSpl
AlexSpl


Responsible
Supreme Hero
posted June 28, 2024 06:01 PM

Miner's grid is for Win version only. Best what you can do is to download Buka version of the game and apply TE patch.


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silly_idea
silly_idea

Tavern Dweller
posted July 24, 2024 09:37 AM

What would I need to do to play the campaign on the hardest difficulty level? (without resources at the start and with AI level "genius") On the DOS version?

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AlexSpl
AlexSpl


Responsible
Supreme Hero
posted July 24, 2024 05:03 PM
Edited by AlexSpl at 00:29, 25 Jul 2024.

The following info applies to Heroes of Might and Magic v1.2 for DOS (GOG version, setup_heroes_of_might_and_magic_1.2_(1.1)_(33754).exe)



Keeping it short, I've marked all the things you need to change in your executable file HEROES.EXE to play the original campaigns on the highest possible difficulty without messing up with the AI of the game.

I've marked in yellow the offset and the size - both being hexadecimal (h) numbers - of the structure containing info about starting conditions for the first scenario of the campaign.

AI difficulties are marked in orange (00 - None, 01 - Dumb, 02 - Average, and 03 - Smart).

AI colors are marked in green, 04 being a random color.

Players' resources are marked in light cyan (wood, mercury, ore, ..., gold).

Byte 00, marked in white, is King of the Hill flag (set it to 01 if you want computer opponents to fight your forces teamwise).

The last two bytes are used as town coordinates of main castles in Castle Ironfist/Slayer/Lamanda/Alamar scenarios.

You may also notice that there is no name (like "    Gateway     ") for the second, the third, and the fourth scenario, as they don't have castles you must capture to win. Just edit corresponding values in the next 82-bytes blocks of data for each scenario (for example, AI difficulties for the second scenario start from 125C45h).

Btw, once I wrote a plugin for Heroes of Might and Magic TE version of the game. It needed an extra fix of the game code for 0 amount of gold. Mean it. DOS version of the game might not have this flaw, but nevertheless, if your game crashes with 0 gold, set it to 1, for example.

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silly_idea
silly_idea

Tavern Dweller
posted July 24, 2024 06:23 PM
Edited by silly_idea at 18:28, 24 Jul 2024.

Thanks, I will check it later.

My guess is that below the player's resources are AI resources. Meaning that potentially the game can be made even more difficult...

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heymlich
heymlich


Famous Hero
posted July 25, 2024 01:51 AM
Edited by heymlich at 01:51, 25 Jul 2024.

nice. Maybe it's time to play those campaigns again.

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AlexSpl
AlexSpl


Responsible
Supreme Hero
posted July 25, 2024 02:09 PM

Quote:
Btw, once I wrote a plugin for Heroes of Might and Magic TE version of the game. It needed an extra fix of the game code for 0 amount of gold. Mean it. DOS version of the game might not have this flaw, but nevertheless, if your game crashes with 0 gold, set it to 1, for example.

Now I think it was a bug with wood, not gold. If you've already tried to set wood amount to 0*, you probably experienced game freezes. This bug is connected to the way how 'green' data (see the picture above) is read by the game. So, mind that fact and don't choose low amounts of wood (4 wood or greater will be a safe amount). Cannot say if this bug can be easily fixed in hex, I'll see my old code for fixBalance plugin for H1TE, and if it's not a big patch, I'll try to come up with something to solve this nasty wood problem

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silly_idea
silly_idea

Tavern Dweller
posted July 25, 2024 06:29 PM

No, I'm afraid to check such things in the middle of the week.

The array of AI colors (the green one) has a size of three. Is the bug related to the fact that the game actually reads four colors and goes out of array range? So, the amount of wood less than four means loading an incorrect color (because the value of wood is the color of the last player)? Am I correct?

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AlexSpl
AlexSpl


Responsible
Supreme Hero
posted July 25, 2024 06:49 PM
Edited by AlexSpl at 19:09, 25 Jul 2024.

It reads three, but starting from the index of Player 2 (1). This could have (had) other consequences, were Lords/Queen Lamanda colors not predetermined. Actually, you cannot change them even in the first scenario. Some obsolete code from an earlier stage of development when colors weren't bound to Lords?

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