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#1 |
Knight
Join Date: May 2009
Posts: 560
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Save File Debugger
Buzzkill's earlier run in with vista murdering his savefile and my subsequent fixing of said file, had me thinking that it may be a good idea to write a utility to take care of this.
In addition, it could be used to look at save files when in development to see what is going on (or to cheat... naughty people) but if someone really wanted to cheat so badly they could, it's not like it's that hard to savescum or learn a little C. Anyway, I'm going to develop a little program that loads a savefile and displays essentially every bit of info in it, and would allow one to really look into a savefile, fix one, or generate one based off a character dump (and generate character dumps from DEAD characters) Anyway screenshot posted of very basic UI, and a description of what will be on each tab: File Info - File info (duh), size, blocks, version, etc Player Info - Stats, messages, adventure log, race, class, spells known, etc. Equipment - Gear equipped Inventory & Home - What items are had at home and in inventory Monsters - Monster knowledge, uniques alive/dead Dungeon - Dungeon map, items, monsters, and such Artifacts - Artifacts known, unknown, lost Randarts - Same as above but for randarts, and other randarty info. Item Knowledge - Item flavors and their corresponding items |
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#2 | |||
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 6,768
Donated: $40
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#3 |
Knight
Join Date: May 2009
Posts: 560
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#4 |
Adept
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If you display equipment worn, carried, and in the home in a way that shows the damage, resists, etc. it will be a great help in selecting what to wear.
Depending on how spoily you want to make it, players could see how many uniques, artifacts they haven't seen. If you can make it to read old save files you could use it to import characters from earlier games. All sorts of good things possible with your idea, I'd hate to see you abandon or cripple it just because some might use it to cheat. BTW, what are you using to develop it? |
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#5 | |
Knight
Join Date: May 2009
Posts: 560
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Using C# to build it I'll add an equipment optimizer too once I have the basics done. |
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#6 |
Angband Devteam member
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Oh dear. That means a dependency on mono at least, coupled with a fairly high chance of it being Windows-only. If you're developing it on Windows, do you have any way to test it on other platforms? I'm happy to test it on Linux (as I suspect are many others) - but I don't know C# so if it doesn't work we're a bit stuck.
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#7 |
Veteran
Join Date: Apr 2009
Location: Pisa / DL0
Posts: 1,023
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This seems related to an old idea I had.
Given all the data about the equipment in your house, and a "rating" of importance of all resistances and flag, finding "the best kit to wear" is just a mathematical problem (integer programming), for which specific tools exist (glpk, for example, for a free/libre solver library). This means that you could hack together an utility that munges your character dump (or your savefile), looks into your house(s), and tells you which is the best equipment to wear. I once wrote such an utility for Zangband; it worked, and it regularly found a better kit than the one I was wearing (more resistances/flags/AC/bonuses, maybe put together in unexpected ways -- e.g. all the base resists covered from different artifacts like a jigsaw puzzle). The impact could be limited on Vanilla (where you have a single house, and thus a limited number of stashed items, and fixed artifacts), but definitely more interesting for variants with randarts and multiple houses -- I used to play Z, I don't know about the more "modern" variants. Would anyone be interested if I rewrote and published such a tool? Or do you think 'it only takes away the fun from the player', since Angband is (also) an inventory-management game? |
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#8 | |
Swordsman
Join Date: Jun 2007
Posts: 292
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#9 |
Scout
Join Date: Feb 2009
Posts: 30
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An equipment optimizer would be great. I've toyed with the idea of writing one, but if you have one that could be resurrected, that's a lot easier. I often play Angband with randarts on, so it's always a challenge to find the right set of equipment.
I'll even offer advice for setting up the integer programming problem, as that's the most interesting part for me. As a first pass you could optimize the number of resists you have, but it seems worthwhile to include some appropriate weighting for the resists and bonuses. For example, it would be more important to cover the base resists than others, or there could be a combination of armor that covers fewer resists total but has better bonuses to your stats and speed.. |
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#10 | |
Knight
Join Date: May 2009
Posts: 560
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Anyway I have a good spot of time today, so I'll have something useable tonight hopefully. |
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