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Topics - Zerker

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Mapping Tips/Guides / PC Game Hacking and Mapping Tutorial: Xargon
« on: November 14, 2012, 06:13:37 pm »
After finishing ROTT and the Shadow Caster maps, I decided to tackle something much simpler, but also to document the process as I go along. That game is Xargon, which can be obtained at Classic Dos Games. According to that site, Allen Pilgrim released the full version available as freeware with a very short license, so we will be able to map all three episodes. However, since I already have it on my computer, I will start with Episode 1. Note that the Source Code is released, so that is an option if I get stuck. However, to hopefuly make this tutorial more useful (and fun), I'm planning to do this as a black-box exercise. Obviously, if the game has a source code release, or is well documented, that can help reduce the guesswork.

As with Shadow Caster and ROTT, I will be using Python and the Python Imaging Library (PIL). I will also need a Hex editor to look through the game resources before digging in, so Bless is my editor of choice. Windows users will obviously need something else.

Generally speaking, creating a map via hacking is composed of three phases:
Phase 1: Figure out the map format
Phase 2: Figure out the image data format(s)
Phase 3: Put it all together and make the map (this the real meat of it)

Phases 1 and 2 can be done in either order, but I will start in the order above.

So, the map format. Xargon is split into a number of different files, and I'm going to take a wild guess that the BOARD_##.XR1 files are the maps. Let's look at one in a hex editor:



The first thing to notice is there's definately a repeating pattern. The second thing is that it looks like a 16 bit pattern. This can mean either 2 individual bytes per location, or a single 16 bit number per location. Either way, we know the size of a location, but not the dimensions of the map. We also know that there is no header, because the pattern starts immediately at the top of the file. Given the nature of the game, we will start with the assumption that the game map is simply a direct listing of tiles without any grouping, compression or other tricks. So, let's take the file size and figure out how many tiles we have total:

19255 bytes / 2 = 9627.5. This already tells us that we must have some sort of footer that isn't part of the map data. Scrolling down to the bottom of the file confirms this, as the map ends in the string "TOO LATE TO TURN BACK!". However, the footer is unlikely to be a huge portion of the file, so let's ignore it for now. Taking the square root of the file size gives us the dimensions if the game used square levels: 98.11. This gives us an order-of-magnitude to guess for. I know that the maps aren't square, but let's run with this and see where it gets us.

The next step is to visualize the map to see if we guessed correctly. 8-bit numbers are easiest, as we can go direct to grayscale. 16 bit numbers present us with two options: if we think the numbers present different information, we can try two parallel grayscale images. If we think it's just one 16 bit tile number, we should just pick two out of the three RGB channels and generate a colour image.  I'm going with the latter option initially. I'm also going to cheat a little bit and copy some boilerplate code from my other scripts as far as grabbing the input file and checking for # of input parameters. Here's the basic visualizer script:

Code: [Select]
import struct, sys
from PIL import Image

if __name__ == "__main__":
    if len(sys.argv) < 2:
        print """Usage: python xargonmap.py [Map File]
TODO
"""
    else:
        for filename in sys.argv[1:]:
            mapfile = open(filename, 'rb')
            outname = filename + '.png'

            # Load the map data as a 98 x 98 array of 2-byte positions:
            # This will be switched to proper 16 bit numbers when we
            # actually want to start generating the tile map.
            # struct
            pattern = '<{}B'.format(98*98*2)

            mapdata = struct.unpack(pattern,
                mapfile.read(struct.calcsize(pattern)) )
            mapfile.close()

            # Turn the map data into a list of 3-byte tuples to visualize it.
            # Start by pre-creating an empty list of zeroes then copy it in
            visualdata = [None] * (98*98)
            for index in range(98*98):
                visualdata[index] = (mapdata[index * 2], mapdata[index * 2 + 1], 0)

            # Tell PIL to interpret the map data as a RAW image:
            mapimage = Image.new("RGB", (98, 98) )
            mapimage.putdata(visualdata)
            mapimage.save(outname)

'<{}B' means a little endian pattern of {} bytes, where the actual number is filled in by the format call. Refer to the Python Struct module documention for more information on these strings.

So we run it and get:



That's cute. Obviously wrong too, but there's a clear pattern shift to the image. We should be able to figure out exactly how far we are off on each row. Opening in GIMP and counting the pixel shift shows that we appear to repeat every 64 pixels. Taking our original dimensions, and using 64 as one dimension yields 9627.5/64 = 150.4 for the other. Some of that is going to be footer, but we should be able to clearly see the breakdown when we finish. Our adjusted script becomes:

Code: [Select]
import struct, sys
from PIL import Image

if __name__ == "__main__":
    if len(sys.argv) < 2:
        print """Usage: python xargonmap.py [Map File]
TODO
"""
    else:
        for filename in sys.argv[1:]:
            mapfile = open(filename, 'rb')
            outname = filename + '.png'

            # Load the map data as a 98 x 98 array of 2-byte positions:
            # This will be switched to proper 16 bit numbers when we
            # actually want to start generating the tile map.
            # struct
            pattern = '<{}B'.format(64*150*2)

            mapdata = struct.unpack(pattern,
                mapfile.read(struct.calcsize(pattern)) )
            mapfile.close()

            # Turn the map data into a list of 3-byte tuples to visualize it.
            # Start by pre-creating an empty list of zeroes then copy it in
            visualdata = [None] * (64*150)
            for index in range(64*150):
                visualdata[index] = (mapdata[index * 2], mapdata[index * 2 + 1], 0)

            # Tell PIL to interpret the map data as a RAW image:
            mapimage = Image.new("RGB", (64, 150) )
            mapimage.putdata(visualdata)
            mapimage.save(outname)

Yeilding:



That looks WAY better. But it looks sideways. And we can clearly see the garbage at the bottom is the footer and is not tile data (we'll have to figure it out later; I suspect it is item/monster placement). Opening in GIMP again shows that the map is only 128 pixels tall, so let's fix that dimension. Let's also rotate it -90 degrees.

Code: [Select]
import struct, sys
from PIL import Image

if __name__ == "__main__":
    if len(sys.argv) < 2:
        print """Usage: python xargonmap.py [Map File]
TODO
"""
    else:
        for filename in sys.argv[1:]:
            mapfile = open(filename, 'rb')
            outname = filename + '.png'

            # Load the map data as a 98 x 98 array of 2-byte positions:
            # This will be switched to proper 16 bit numbers when we
            # actually want to start generating the tile map.
            # struct
            pattern = '<{}B'.format(64*128*2)

            mapdata = struct.unpack(pattern,
                mapfile.read(struct.calcsize(pattern)) )
            mapfile.close()

            # Turn the map data into a list of 3-byte tuples to visualize it.
            # Start by pre-creating an empty list of zeroes then copy it in
            visualdata = [None] * (64*128)
            for index in range(64*128):
                visualdata[index] = (mapdata[index * 2], mapdata[index * 2 + 1], 0)

            # Tell PIL to interpret the map data as a RAW image:
            mapimage = Image.new("RGB", (64, 128) )
            mapimage.putdata(visualdata)
            mapimage.rotate(-90).save(outname)

And the final result (for today) is:


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Just wanted to let everyone know that I have released the scripts I wrote to generate my Shadow Caster maps. If anyone is interested in my process, you can download the scripts and have a look. If you own Shadow Caster, you can also re-generate the maps yourself, or use the scripts to extract most of the images from the game.

I will also be doing a thread on mapping Xargon shortly with a bit more details as I go.

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