Gridlock wrote: Thu Feb 05, 2026 4:05
If someone does have a working project directory, I could probably make a quick edit and fix the mistake.
I just compared the Security Layer level in v1.0 to the one in 1.4 and both versions are completely identical. This problem wasn't introduced by one of the updates, it has always been there.
The easiest way to fix this in the level will be to add new links to the "switch stack" of the green square switches. Just keep in mind that Atroxian Realm's "switch stack" system requires a foreground tile with the correct switch attribute for each link in the stack. For the lower switch (the underground one), I would use background tile number 199 (00C7h) and foreground tile number 43 (002Ch) at (X=89, Y=60) and then place the new link on these tiles. That's probably the best combination of existing tiles for that position. Everything else would require new tile images or a bigger redesign of the level.
There are still a couple of other minor issues with the level design that you might want to address if you are going to prepare an update anyway:
- Level 10 (Hornet Hive) should use blocking ceiling tiles at (X=166,167, Y=25) since there is nothing hidden in the ceiling anyway.
- Level 10 also has a some non-blocking ceiling tiles at (X=67, Y=25) that can be used to bypass the lower level on the way back. But since there is only a single Hornet on the lower level, and the players will most likely stun it on the way around to the door leading to the yellow square switch room, there is not much to be gained from this shortcut. This doesn't really bother me, it just seems a little strange and I wanted direct your attention towards it. Just take a look and decide whether to keep it as-is or close off this shortcut.
- Level 12 (Ruins Gateway) has two Spheremints in a secret at (X=31, Y=44,45) that are unreachable because the hole in the wall is only 1 tile high. I put the opening in the wall at 1 tile above the floor level for testing, hoping that this would make sure the Atroxite can't jump into the secret. That seemed to work fine. You definitely shouldn't put the opening directly at the floor level if you don't want the Atroxite to jump into the secret and reveal it (or worse: get stuck in the secret and become a hidden instant death trap).
- Level 22 (Cargo Transit A) has two doors that require a green key gem, but only one green key gem. Since there are bonus items behind both doors, it is impossible to collect all of the bonus items in this level, no matter which of the two exits you take. This could be fixed by adding a second green gem or by moving the bonus items from behind the first green key door ("easy" exit) to an area that can be reached without having to place the green key gem.
If all you want to do is to edit the levels, you can take the "ar.adeps" and "NEW-INFOPLANE.BMP" files from the 1.0 source code release (
link), put them into the same folder as the game files from the "unofficial" version 1.4 release and that's it. All I had to do was double-click the "ar.adeps" file and Abiathar had no problems loading the levels. I placed some extra stunners in the BWB level, saved the levels and started the game and everything worked fine. You should have no problems editing the levels.
That's the good thing about how the source code was set up for Atroxian Realm: None of the data files are linked into the executable, you can edit the levels, graphics, sounds, etc. without having to re-compile the code (at least as long as you don't add or remove any graphics or audio chunks).
However, if you want to re-compile the code to update the version number on the startup screen, things will get more complicated. You will need to set up a copy of Borland C++ (3.1) and adjust the directory settings for the project. And because I only included the .OBJ file for the startup screen, you will have to extract the data from that screen before you can edit it and turn it into a new .OBJ file. I can take care of that if you want.
--
Something else to keep in mind is that you shouldn't use your old copy of LModKeen (from the AR 1.0 source release, called modid.exe for some reason) to extract the data from the EGAGRAPH file. The old version will overwrite parts of the sprite image with the red hitbox visualization when you export the "unofficial" 1.4 EGAGRAPH to BMP. That's because I let uGrab optimize the sprites to reduce the in-game memory requirements a bit. You need to use the most recent version of ModId (0.1.3) or uGrab (1.010 or later) to export the images correctly. But your definition file "ar.def" is incompatible with ModId and uGrab, so you need to use this definition instead:
Code: Select all
# ModId definition file
# generated by uGrab (BETA Version 1.014) (Date: 08 Feb 2026 - Time: 16:40:12)
GALAXY
GAMEEXT CKD
GRSTARTS 3
CHUNKS 5149
FONT 3 3 #num, start
FONTM 0 6
PICS 125 6 0 #num, start, tablestart
PICM 3 131 1
SPRITES 397 134 2
TILE8 104 531
TILE8M 20 532
TILE16 1386 533
TILE16M 3204 1919
TILE32 0 5123
TILE32M 0 5123
B800TEXT 5123 endgame
TERMINATOR 5124 commander
TERMINATOR 5125 keen
B800TEXT 5126 outofmem
TEXT 5127 0000
TEXT 5128 0001
TEXT 5129 0002
TEXT 5130 0003
TEXT 5131 0004
TEXT 5132 0005
TEXT 5133 0006
TEXT 5134 0007
TEXT 5135 0008
TEXT 5136 0009
TEXT 5137 0010
TEXT 5138 0011
TEXT 5139 0012
TEXT 5140 0013
TEXT 5141 0014
TEXT 5142 0015
TEXT 5143 0016
DEMO 5144 0
DEMO 5145 1
DEMO 5146 2
DEMO 5147 3
DEMO 5148 4
# Thank you for using uGrab :)
And the commands in the argfxin.bat and argfxout.bat files need to be modified as well. Replace "-episode" with "-gamedef" and "-keendir" with "-gamedir" (and replace "modid.exe" with "ugrab.exe" if you want to use uGrab's command-line mode).
The alternative would be to use uGrab's GUI. Simply start uGrab and select "Import" -> "Import from EGAGRAPH..." and open EGAGRAPH.CKD (or a valid definition file, see above), then apply whichever changes you want (select the data item you want to edit and use the Export and Replace buttons). When you're done, select "Export" -> "Export as EGAGRAPH..." from the menu and thave the new file as "EGAGRAPH.CKD" again. When uGrab asks you to select the Huffman compression type, make sure you use either "Keep Current Dictionary" or "None (fastest)". The current configuration of the Atroxian Realm source code doesn't support Huffman compression. The EGAHEAD type needs to use "3-Byte Offsets (default)". You can save a new ModId definition file at the end, but you don't have to.
You can also do a mass export with the menu item "Export" -> "Export to bitmap folder..." if you prefer to go through external files instead of using the uGrab GUI. In that case, you definitely need to save a new ModId definition file if you imported straight from the EGAGRAPH file without using a definition file, otherwise you won't be able to import the files from that bitmap folder later.