SuperCC (Super Captive Companion)

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Lyverbe
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SuperCC (Super Captive Companion)

Post by Lyverbe »

Here's my first release of SuperCC. It is still deep in development and there's still a lot to do. Don't start saying "You should do this" and "You should do that". I know I should, but I'm not just there yet :)

Basic instructions:
Start Steem and run Captive. Once Captive is running, start SuperCC.

Droid editor:
You can click on the following: Inventory cell, device (DevScape/Optic), hand and any skill. Will eventually have more (name, suit, electricity, experience points), but the most enjoyable is done :)

Map viewer:
Green frame = Droids location. Yes, the icons suck, but they're not a priority!

For the map viewer, there's one thing you need to understand. Captive has no real concept of floor levels. The base is really a big single 64 x 32 map, and when you go up or down, you are actually transported somewhere else in this single map. This is why there's no such thing as a "Select floor level" in the viewer.

If you change the map (ie. load snapshot), you may have to leave the map editor and start it again.

I believe all you need is the .NET framework and the executable provided in the attachment, but being the first release, I might be wrong. Comments are welcome.
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Last edited by Lyverbe on Fri Dec 15, 2006 11:04 pm, edited 9 times in total.
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Post by DragonsLover »

When I started the program I got the message that it requires psapi.dll.

I got the file and I got 2 errors when I started the program again:

"The file PSAPI.DLL is linked to a missing exportation NTDLL.DLL:NtAllocateVirtualMemory."

"SuperCC.exe - A device linked to system isn't working properly."

So, I can't run the program at all... :(

Oh, last note: I'm using Windows98SE. Is the program compatible with it?
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Post by WillieSea »

I have .net installed with Windows XP.

I run steem engine v3.2 (Oct 22, 2004) (Steem.exe) TOS: v1.06US with 4096Kb, 4 active drives with Pasti support.

I start steem, load Captive and run it, and then start SuperCC.
My captive image is not in a menu. (Captive.st)

I get the error message with the Red X saying "Atari Memory not found."

Bummer! :cry:
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Post by Lyverbe »

DragonsLover wrote:When I started the program I got the message that it requires psapi.dll.
Attached is my copy of the DLL. Hope this one works for ya.
WillieSea wrote:I run steem engine v3.2 (Oct 22, 2004) (Steem.exe) TOS: v1.06US with 4096Kb, 4 active drives with Pasti support.
Oh shoot! I forgot to mention that the memory MUST be set to 1024kb, no more, no less. I'll fix that later. Sorry!
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Post by WillieSea »

Works great with 1024Kb memory! 8)

Finally, maps of the outside! I always hated that there were no maps of the outside. But now! Whoo Hoo! :P

And I like the icons you have for the interior map. Looks great! I think the best part is the Teleport within the map.

Great work Lyverbe! It looks like you have put in quite a few hours coding to get what you have! WOW!
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Post by DragonsLover »

I tried your new PSAPI.DLL file and I got a similar error message :

"The file PSAPI.DLL is linked to a missing exportation NTDLL.DLL:_stricmp."

It seems that I can't run your program at all under Windows98SE. :cry:
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Post by WillieSea »

Do you have .net installed on your computer? I am guessing that you need Windows 2000 or XP for it to work. I have tried to get some stuff to work on my W98 machine, copying all the files it needs, but it still would not work. This may be an issue of "You need W2000 or WXP for it to work".
Since WXP is an NT architecture and W98 is not, that would explain the last NT error you got.
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Post by Lyverbe »

WillieSea wrote:Do you have .net installed on your computer? I am guessing that you need Windows 2000 or XP for it to work. I have tried to get some stuff to work on my W98 machine, copying all the files it needs, but it still would not work. This may be an issue of "You need W2000 or WXP for it to work".
Since WXP is an NT architecture and W98 is not, that would explain the last NT error you got.
I see.

Well, it was possible to do it in the past prior to WinNT architecture. After a bit of work, I changed the code for something that would do the same, but without using PSAPI.dll. Attachment in first post has been updated. Hope this works for you anti-NT dudes :lol:

This version also has an encounter browser. It's interesting to see the possibility of mixing different encounter types in a single group! I thought of creating a "Kill'em All!" button, but you lose the "gifts" (money, clipboards, passwords, maps, etc.). Instead, I created a "Weaken All" button that drops their strength to 0. Now you can kill a huge Goliath in a single punch :)
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Post by WillieSea »

'Weaken all Opponents' 8O

I like it! I didn't even think of that possibility! Although I have though of other things to include!!!

Even though you said, No need to post them, I feel lead to post them anyway. :oops: I am ashamed that I cannot control my fingers from typing the following suggestions...
1. Outside map icons when outside. (perhaps a radio button to choose inside or outside map icons)
2. Make a 'reload all' hand weapons button.
3. Choose an armor and automatically fill the droid with all of the selected pieces.
4. Repair and recharge all button. (Armor)
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Post by Lyverbe »

WillieSea wrote:1. Outside map icons when outside. (perhaps a radio button to choose inside or outside map icons)
2. Make a 'reload all' hand weapons button.
3. Choose an armor and automatically fill the droid with all of the selected pieces.
4. Repair and recharge all button. (Armor)
1. Already done (available for next release). I didn't even think of trying the map outside the base. It's cool!

2. Or force the amount of ammo to full at all time. The thing is, where to put it? While viewing the map? the droid editor? or a new "Trainer" page?

3. I just completed the inventory section. 75 icons added for the inventory items 8O I'll probably work on the armor tomorrow.

4. We'll see what I can do about the repair. Recharge is already in the list.
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Post by WillieSea »

2. What would happen when the gun jams? I cant remember what value the gun gets when this happens. That is why I though just a button to make the charges 250 for all 8 hands. (But only if a weapon is there. If you had a clipboard or something, well, what would happen to it? I know...)

I don't know where you find the time to work on this project of yours! 8O

And once again, 8O

Now if I could just find out 'how' you are reading memory. In one of your screen shots, I saw "AccessMemory" but I can't find any info on it... Oh well. I will stick with the memory snapshot editors.. :( I am currently working on one for Battletech, Cresent Hawk's Inception. Its easy to make it out of the city with the Chameleon now. A few PPC's and Auto Cannon 20's with max armor does the trick.

I must say, this brings new life to an old game. Your coding skills are superb! I have been stuck on Mainframes for too long, but I am trying to learn C#.

I look forward to the next release. 8)
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Post by DragonsLover »

WillieSea wrote:Do you have .net installed on your computer? I am guessing that you need Windows 2000 or XP for it to work.
Yes I have .NET installed. No I don't have Windows 2000/XP. But on my computer (which is not connected to Internet), I have WinXP. I'll transfer the game and the program soon and make them works together :)
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Post by Lyverbe »

New version uploaded.
WillieSea wrote:Now if I could just find out 'how' you are reading memory. In one of your screen shots, I saw "AccessMemory" but I can't find any info on it... Oh well. I will stick with the memory snapshot editors.. :(
You want to know how I did it? Basically, I search for a process called "Steem.exe", and then I go through this process and look at all the allocated memory. Once I find one that is *exactly* the size of the Atari memory (0x101000), I'm ready to rock. This is why the memory in Steem HAS to be set to 1 MB, no more, no less.

You'll find attached to this post the basic elements. It has the code to find Steem, find the Atari memory, read memory and write memory.
WillieSea wrote:I must say, this brings new life to an old game.
Yeah, and think about that; I have full access to the map and encounters, so we could use Steem/Captive as a game engine while we could do our own graphic user interface to display what Steem/Captive is feeding us. Same Captive system, but in DirectX 1280x1024 with 3D rendered polygonal items 8)
WillieSea wrote:Your coding skills are superb!
Thanks. I've been a C++ software developer for 12 years. It helps.
DragonsLover wrote:Yes I have .NET installed. No I don't have Windows 2000/XP. But on my computer (which is not connected to Internet), I have WinXP. I'll transfer the game and the program soon and make them works together
Well, have you tried the new version I made just for you?! It should work!
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Post by WillieSea »

Ouch! :o Its going to take me a while to figure all that code out. Hopefully it works in C#.

The outside map looks great! There's probably no easy way to change the text at the bottom of the screen to say 'trees' instead of 'fire'?

For the encounters, I noticed that it displayed a picture of the beast in question. Were you going to do this for the outside beasts as well?
And when you 'weaken all', could you not weaken Krill? It would be a shame to accidentally kill him with one stray shot.

You blew me away when I saw that you had included the actual inventory icons! I almost feel like I am going to have to pay for the program now!!!
(I said almost... :lol: )

Your programming skill is amazing. I hope you don't think I am rude in my 'modest suggestions'. :oops: I guess I have gone into playtester mode and just have to tell you my suggestions. Okay, I will go away quietly now, at least until I see something else...
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Post by DragonsLover »

Lyverbe wrote:Well, have you tried the new version I made just for you?! It should work!
Which version?
If you talk about PSAPI.DLL, yeah I tried it: doesn't work.
If you talk about SuperCC, where is it? (did you replace the one in your first post?)
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Post by Mug UK »

WillieSea: If it's easier, then use a simple Trainer Maker tool to poke around the memory first then you'll have all the offsets you need to either code your own add-on or give it to Lyverbe to add to their existing routine?

Nice tool though - kudos to Lyverbe.
Main site: www.mug-uk.co.uk - digging up bits from my past: Atari ST, ZX Spectrum, Sega 8-bit (game hacks) and NDS (ripping guides). I host a C64 Radio Show for a mate, Max Hall via www.chipsidshow.co.uk

I develop a free Word (for Windows) add-in for Word 2007 upwards. A toolbox that will allow power Word users to fix document errors. You can find it at: mikestoolbox.co.uk
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Post by WillieSea »

EXCELLENT Muguk!

I found a trainer maker and have been playing with it all day. It is not as flexible as I would like, but it mostly works. I just have to be very creative and make the user work for their cheats.

Lyverbe, the mission number can be found at memory location: 010A11BC
Remember, it is base zero. Mission 5 would contain a x'04' in this field.

DragonsLover, the link way at the top is updated, and contains the NEW version of the Captive Editor. Just download it again.
Last edited by WillieSea on Mon Nov 27, 2006 6:37 am, edited 1 time in total.
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Post by Mug UK »

Spent many, many years doing PC trainers for Windows 95/98. Gave up when I realised I'd have to redo every single one under Windows XP (never kept any notes!) if I wanted to re-issue them as fully compliant.

Stopped doing PC trainers about 2 years or so ago.
Main site: www.mug-uk.co.uk - digging up bits from my past: Atari ST, ZX Spectrum, Sega 8-bit (game hacks) and NDS (ripping guides). I host a C64 Radio Show for a mate, Max Hall via www.chipsidshow.co.uk

I develop a free Word (for Windows) add-in for Word 2007 upwards. A toolbox that will allow power Word users to fix document errors. You can find it at: mikestoolbox.co.uk
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Post by DragonsLover »

I tried your new version: IT WORKS!!! :D :D

That's cool! I can see everything!

One little thing: Only the brown color of walls isn't good : it's too dark.

EDIT: Oh, I got some error messages after a little while, something like : "A REQUIRED RESSOURCE WAS" nothing more. It appeared again and again and again... I needed to restart my computer.
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Post by Lyverbe »

WillieSea wrote:Lyverbe, the mission number can be found at memory location: 010A11BC
Remember, it is base zero. Mission 5 would contain a x'04' in this field.
...I know, you said it earlier. Why are you repeating this to me? :) Yeah, the mission number can already be selected in my tool with a slider. The actual memory location is at offset 0xE11BC from the start address of the Atari memory in Steem.

My armor selector is not fully functional yet, so that's why I'm not doing another release. Yes, it's easy to change everything from 'Human' to 'Titaniux', but there's something about the electricity level that goes bad. If you switch from 'Titaniux' to 'Human', pick up the chest and put it back, the electricity level drops to almost 50%. If you then switch from 'Human' back to 'Titaniux', pick up the chest and put it back, the electricity level is at 2%.

I discovered very important bytes yesterday and I believe they are the culprits.
DragonsLover wrote:I tried your new version: IT WORKS!!!

That's cool! I can see everything!

One little thing: Only the brown color of walls isn't good : it's too dark.

EDIT: Oh, I got some error messages after a little while, something like : "A REQUIRED RESSOURCE WAS" nothing more. It appeared again and again and again... I needed to restart my computer.
Glad to know it works. I'll try to brighten up the color of the walls a bit, but not too much. As for the resource thingy, I don't know what it is. Looks like you're the only one getting it.
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Post by WillieSea »

I guess that is the same location I posted before! :oops: I used the actual memory searcher this time instead of the memory snapshot viewer and figured they would be different.

I liked the walls the way they were, but the outside dirt was the same color as the inside walls which was sort of confusing. I kept thinking they were walls and not dirt. :wink:

My favorite for the time is having the map up while playing the game. Now 'I' know where all the monsters are at all times, just like they know where I am at all times.

I never worried about the power for the chest. I would just give myself a full super battery and charge it on the spot. But if you have it figured out, Great! I would not have to do that.
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Post by DragonsLover »

I'm currently changing the icons of the Map Viewer. Tell me what do you think. It's in PNG Format, not in BMP. I'm working now on the doors and will need to change the red icons at the bottom. When it will be done, it will looks great!

Also, I confirm: SuperCC is crashing after a while when I stay on Map Viewer under Win98SE. When it happens, it freezes both Steem and SuperCC. Then, all the Map Viewer's squares turn black and then I constantly hear the "Error" sound without seeing any Error window (excepted if SuperCC is the highest priority, then it surely shows the same message as in my previous post). Ctrl+Alt+Del doesn't work, pressing on "Close" either. The only solution is to restart my CPU manually. Quite bad!
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Post by Lyverbe »

Hey, looks real good to me! Don't waste time on the redish icons. I just copy the icons from above and apply a red filter on them. Your changes will look real nice.

As for the error, it's weird. I'll see what I can do about it.
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Post by Lyverbe »

New version has been uploaded.

- Fixed a memory leak related to resources. Should be related to the crash some people were having.
- Reduced the size of the encounter box
- Option to see the encounter box directly from the map view. When the mouse hovers an encounter on the map, it is automatically selected in the encounter box.
- Option to draw the traps and switches in the map. When the mouse hovers a trap/switch, its effect is drawn on the map.
- Option to set the refresh rate of the map. This is to allow slow machines to use the tool without eating all the CPU.
- Droid editor can set the armor type by clicking on the chest.
- Option to set the mission number

Yesterday, I discovered how the path for the root finder is stored, but I don't see the point of showing it. I think I'll work on more fun things :)
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Post by WillieSea »

It keeps getting better with each release. And I love the icon you made for the program! 8)

I only have a couple of requests, that I meekly ask... :wink:

:arrow: Is it possible that when you 'weaken' all encounters, that you not weaken Trill?
:arrow: With the outside map graphics, could you make the background for the trees and bushes the same brown color you use for the dirt? The black color looks 'impassable'.
:arrow: Add an 'About' button and give yourself some credit! Version number would be nice too, so I know which version I am using.

And Lyverbe, thanks for the great editer! It is really some fine work.
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