Jaesun
Fabulous Ex-Moderator
Problem DaveO?
I've been in contact with Cedric as a couple of his Xeen apps have been instrumental in ferreting out info about the .CC's themselves (MM3.CC and SAVExx.MM3). His work is tremendously helpful to the MM3/MM4/MM5 modding community, and I think it's every bit as helpful as the Cosmic Forge was for Wizardry 8 modding, (if any of you are familiar with Wizardry 8).
It seems that MM3's crazy encryption has driven back even the best and brightest out there... and I've been watching it run in my debugging emulator for a while without any more insight than WizardStan had back in the thread about mm3 music.
Then... I had an idea.
If I can't beat MM3's encryption algorithm, I'll join it. Using the debugger, I figured out when a certain file loads when you fire up mm3.exe. I found out exactly how it is stored in memory. Then, I observed that I can change which file from MM3.CC loads in that place. Lastly, I found out where I need to set a breakpoint in the code so that the file would be completely loaded and decoded... right before the load routine exits.
Result: I can decode any file in MM3.CC of which I know its original name (about 430+ files!).
I have actually been working pretty steadily at this, and have decoded almost 260 of the 558 files, at a rate of about one file every 2 minutes or so, when I get in a groove.
Cedric's file packer should be instrumental in repacking the decoded files in Xeen-style 0x35 XOR. That leaves only one other hitch for modding purposes... making a version of MM3.EXE that has a CC loader which doesn't do the decryption algorithm, and merely XORs the content when it loads files. I feel confident that I'll be able to pull this off when I have most of the files decoded. (I'll probably need a bit of trial and error to determine the names of some of the files... I'll just let MM3.exe scream them at me when it force closes )
I plan to offer patches for MM3.exe and MM3.CC to convert the encrypted versions to decrypted versions on my website when I'm done.
MM3 was one of my favorite games, and it holds a lot of nostalgia for me, and if I can help it stay fresh, that's a huge win in my book. I know this isn't the ideal solution, but I'm confident that it's workable.
DaveO said:MM6 and MM7 are currently tied on the votes. I'd like some posters to break the tie. Of course, the voting is still a bit imperfect when MM9 almost beats the combined votes for MM1 and MM2.
Does this mean it's possible to fix the Arena bug in MM3 now?Luzur said:OH GOD THE POSSIBILITIES!
Oldfag necromancy FTW!theverybigslayer said:I break the tie! MM6 FTW!
from readme.txtHumanity has risen! said:How do you reduce Dosbox cycles?
Also is there a limit to the amount of skills MM3 characters can learn? In MM2 the limit was 2, but I can see that MM3 characters can have more.
If a bit of shameless self-promotion can be indulged, I'd like to take a moment to announce that I am in the process of creating two mods for these classic games.
I understand the philosophy by which the Might and Magic series got away from the Might and Magic 2 tendencies to mob the party with constant attacks. In MM2, you could never make any meaningful progress towards clearing maps of any and all resistance. Part of the fun of MM3/MM4/MM5 was that you could. At least for some.
But not me! When I fire up a Might and Magic game (as well as other RPG) I want to toast bad guys. I want to be challenged in toasting bad guys. And I crave good character development... I want, for instance, my 90 STR Knight to feel significantly stronger in battle than my 45 STR Rogue. Hence, the stock attribute bonuses seemed rather cheap to me... it used to be useless to increase attributes past 50. Become a Disciple of Bark, and your attributes were set in WOX.
I am about 99% finished with my World of Xeen monster spawn mod, which contains numerous changes to the game engine, as well as the events. I have put a couple of new events on the Clouds side, with the intent to make character development more fun. I have playtested the WOX mod, and have (I think) squashed the showstopping bugs ;-)
(RuneCaster-- You can find Sapphire bows under normal circumstances in this mod... or purchase them for the right price if you are lucky!)
I should be able to post the WOX mod on my site in the next couple of weeks.
I also have a MM3 monster spawn mod in development as well, and development is going rather smoothly. The MM3 event structure is very similar to WOX (although the event files themselves are not nearly as clean looking as the Xeen event files are). I'm able to edit the MM3 default save without issues, and have had much success editing the MM3 engine as well. This mod, for the most part, intends to enhance MM3 the way the World of Xeen monster spawn enhances WOX.
May all your Might and Magic experiences be enjoyable... and to quote one of my favorite non-MM characters, "may butts be liberally kicked in good measure!"
Unfortunately I'm one of them, so this mod is not for me.In MM2, you could never make any meaningful progress towards clearing maps of any and all resistance. Part of the fun of MM3/MM4/MM5 was that you could. At least for some.
Lonely Vazdru said:Unfortunately I'm one of them, so this mod is not for me.In MM2, you could never make any meaningful progress towards clearing maps of any and all resistance. Part of the fun of MM3/MM4/MM5 was that you could. At least for some.
I think so too, and looking at the size of save games in MM3 I'm sure this was the main reason: way too much information to store in memory, not to mention write to disk. TBH I'd be more interested in the opposite mod - one that made the game remember all fixed events in MM1-2, so that the only respawns in an area would be the random encounters (you'd probably also have to keep at least one respawning encounter in Sorpigal, or have to change the experience tables entirely).octavius said:I always figured this was due to technical limitations of the time and not a design decision.
DaveO said:I updated my Web page at http://members.cox.net/dave.caspermeyer/ to point to GrayFace's site(http://sites.google.com/site/sergroj/mm) instead of uploading the newest patches(due to concerns about previously reported corrupted files).
I noticed that Swords of Xeen has received a few more votes to tie it with Might & Magic 1.