This project is (will be) highly experimental tool for editing game map files of my favourite turn based strategy game Spellcross. The project is basically collection of my reverse engineering experimental tools made around 2007 - 2013. The tools were made in Borland Developer Studio BDS2006 Turbo C++ with VCL graphics interface and the code was very nasty mix of ANSI C and C++. Lately I decided to try to learn C++ a bit so I decided to scoop the bits of code, the loaders, the decoders and renderers of the Spellcross data files, convert them to C++ classes using standard libraries and eventually merge them into one application. The resulting application should be map editor. I already had one simplistic prototype in past in the BDS2006, but the whole application was very messy, mixed GUI and code, so I rather started again. Note the code is still quite messy, because I had no time to refactor it yet, but already does something.
I decide to use MSVC environment as I already had it on my desktop and I used deprecated Windows Forms GUI for now, but I will be replace it by some other multiplatform GUI later because the mix of C++ and .NET interface in the Windows Forms application is just awful.
So far the tool can do just few things:
- Load terrain sprites (tiles, objects, tile animations, sprite animations).
- Load unit graphics (20000+ compressed sprites) and units definition file JEDNOTKY.DEF.
- Load map DTA file and partially decode map script files DEF with unit positions.
- Runtime render the map section.
The tool is distributed under MIT license.