More Mad Muck

or, Other Things I've Programmed

A Miscellany

    Most of what I've done has been for Untramielled Adventures, or for the similar, but vastly more popular, Forgotten Realms Unlimited Adventures, so many of my programs are little use without one or the other, but there are two exceptions.

    Since the last stage of programming involves compiling the resource file created with Madorcs into the mostly-debugged source, I have gathered together all the actual files and put them here, so that you can see Madorcs' versatility.  They range from simple menus to complicated systems of menus and dialogs, including sliders and objects containing several hundred separate items, mostly either editable or selectable.  To recreate the include files for a resource, re-save it in Madorcs.

    Paleface is a palette manipulation tool with a menu of 4 options.  Squeeze will force a single pcx's colors into the top of the palette, with the option of reducing the number of colors used.  Blend will do the same for a group of pcx's.  Force takes a default palette, either from a pcx or a palette file, and forces a group of pcx's to use that palette, seeking the nearest colors in the palette to the ones actually used.  Augment takes a similar palette and reorders the colors of the next pcx to fit, with the non-fitting colors added to the end of the palette.  All options except Force return the final palette as a text file.  Paleping is a version that takes png's as well as pcx's and returns a png or set of png's.

    Pictitle doesn't use any resource but the file selector.  It lets you put text on a pcx, either monochrome or speckled or striped in a range of colors.  It uses MAD's ability to load and switch among GEM fonts, which can be found in several places or created from TTF fonts with Shawn Hargreaves' ttftopcx followed by my own pcxtogem.

    Menufont is a FRUA utility for manipulating the font file used in the game.  I don't think it will be much used anywhere else, but the FRUA font and its variants is worth considering as a simple, small system with a retro look.

    Voxpop manipulates a small library of voc files used by FRUA.  It's not much use in FRUA itself because of the severely limited space allotted by the program, but again the system could appeal to  anybody who wants to include sound effects in a game.

    CPicNMix needs FRUA to work.  It's a utility for shifting the colors of FRUA combat sprites (called cpics), which don't use a palette of their own, but borrow one from the local combat scenery, which is itself editable, giving rise to the possibility of color mixup.

    Amok's name speaks, or rather trumpets, for itself.  The FRUA combat scenery comes as wildernesses (wilds) or dungeons (dungs), and Amok is a wild dung maker.  It takes specially formatted pictures and turns them into wild*.tlb or dung*.tlb, using my own format.

    Nafn needs a funny name, but hardly deserves one.  It makes walls for FRUA, again using my own format of pcx or png.  The FRUA wallset is not an idea worth copying.

    Jotun is a titl (FRUA title screen) maker.  In conjunction with pictitle, it produces reasonable results, as long as you have a copy of FRUA and know what you're doing.

    Uanimo is a graphic viewer/creator/editor for the main types of FRUA pictures.  As a viewer, it's not as versatile and small as Dan Autery's Show, but it gives more information about how the pictures are put together; many of the samples at the main FRUA repository, the Magic Mirror,  are worth a look.

    Tenfour is a breaker for FRUA libraries, turning them into individual pic's, and for the individual pic's, turning them into pcx's of the formats used by the default FRUA pic creator, Autery's Toolboxnineping does pretty much the same thing, but the end result is png's in my preferred (much smaller) format.

    Scruadat is probably useless even if you have FRUA, though I have used it four times for its intended purpose of designing FRUA modules.  It's mainly here because it goes with the single biggest resource I have created with Madorcs.

    Duckwalk is a curiosity.  There is an internet legend in the FRUA community that the game Dark Queen of Krynn (DQK) uses a 'conditional compile' of the FRUA engine.  This was obviously wrong, but I wanted to see what DQK actually was.  This program can display the maps used in the game, and has the ability to change them, but it's hard enough to find the important events in that game without meddling with their positions and making things worse.

This software is distributed under the BeWare License.

There's nowhere to go from here but up