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I created a level explorer / editor for Eye of the Beholder 1. With it you can edit maps, events and items of the levels.

There's a help file included and you can view it from the tool also. It's very easy to crash the game but it's also easy to restore the original state of the game with the tool.

Big thanks to JackAsser, CFOU and others from the English Amiga Board for figuring out much of these games.

Requires Windows XP or newer. More info, screenshots and a download here:

http://ase.zorbus.net/editor/


Here's a snippet on how to remove the copy protection dialog which pops when you access the stairs leading down to level 1:

---

If you click on coordinates 18,23 in the first level map on the first level, you'll see the
script of event 1. There are stairs down on these coordinates. This event is the stuff that
happens before you walk down the stairs.

offset command parameters bytecode

$02DD IF LEVEL_FLAG (31) = 0 // EE EF 1F 00 FF
$02E2 ELSE_GOTO $02EA // EE EA 02

$02E5 ENCOUNTER 10 // E6 0A

$02E7 SET_FLAG LEVEL_FLAG 31 // F7 EF 1F

At $02DD the game checks if LEVEL_FLAG 31 is 0. If not, it jumps to $02EA.

If the flag was 0, we will continue at $02E5 which has an ENCOUNTER command with parameter 10.
This launches the copy protection dialog.

Let's try to remove that.

Go to the SCRIPT page and scroll down to event 1. Locate the ENCOUNTER command and parameter
(E6 0A) and remove the line.

Press Control + F9 to parse the script / update the datafile.

Run the game and check if the copy protection was removed.

---

Another thing:

If you want the game start faster without the graphics card / sound card questionnaire or the intro, edit the file "dosbox_eob1_single.conf" in the game folder to look like this:


[ipx]
# ipx -- Enable ipx over UDP/IP emulation.
ipx=false

[autoexec]
mount c ".."
mount C "..\cloud_saves" -t overlay
c:
eob 3 1 1 homie
exit
The All-Seeing Eye package now contains editors for both EOB 1 and 2.

http://ase.zorbus.net
avatar
joonashgog: I created a level explorer / editor for Eye of the Beholder 1. With it you can edit maps, events and items of the levels.

There's a help file included and you can view it from the tool also. It's very easy to crash the game but it's also easy to restore the original state of the game with the tool.

Big thanks to JackAsser, CFOU and others from the English Amiga Board for figuring out much of these games.

Requires Windows XP or newer. More info, screenshots and a download here:

http://ase.zorbus.net/editor/

Here's a snippet on how to remove the copy protection dialog which pops when you access the stairs leading down to level 1:

---

If you click on coordinates 18,23 in the first level map on the first level, you'll see the
script of event 1. There are stairs down on these coordinates. This event is the stuff that
happens before you walk down the stairs.

offset command parameters bytecode

$02DD IF LEVEL_FLAG (31) = 0 // EE EF 1F 00 FF
$02E2 ELSE_GOTO $02EA // EE EA 02

$02E5 ENCOUNTER 10 // E6 0A

$02E7 SET_FLAG LEVEL_FLAG 31 // F7 EF 1F

At $02DD the game checks if LEVEL_FLAG 31 is 0. If not, it jumps to $02EA.

If the flag was 0, we will continue at $02E5 which has an ENCOUNTER command with parameter 10.
This launches the copy protection dialog.

Let's try to remove that.

Go to the SCRIPT page and scroll down to event 1. Locate the ENCOUNTER command and parameter
(E6 0A) and remove the line.

Press Control + F9 to parse the script / update the datafile.

Run the game and check if the copy protection was removed.

---

Another thing:

If you want the game start faster without the graphics card / sound card questionnaire or the intro, edit the file "dosbox_eob1_single.conf" in the game folder to look like this:

[ipx]
# ipx -- Enable ipx over UDP/IP emulation.
ipx=false

[autoexec]
mount c ".."
mount C "..\cloud_saves" -t overlay
c:
eob 3 1 1 homie
exit
Oh my. That's some breakthrough! Amazing. Once in 2006 I made a "Stone Gem" version 1.9 with minor alterations to the game.

(Using "item.dat" item file from the Demo 1.0 and taking NPC stats from the incomplete Demo.exe file which is good only as demo.)

As a stated in a mini-FAQ here,

https://www.gog.com/forum/forgotten_realms_collection/unofficial_patch_19_for_eye_of_the_beholder

I was never a coder and there was no Internet connection either when I did that.
So only minimal, necessary alterations were possible.

But it provided for "a walk to the first level" with the Stone Gem, answering to the quest riddle ("the light of the stars sparkles in a Gem. Follow one to see the other.")
We all know the second exit on Level 1 is blocked with collapsed stones. But at least in version 1.9 one can see it existed in the past :)

So killing Xanathar becomes the only way out.

(Please see that FAQ/thread if you prefer.)

Your editor might be a major word here. Correcting all "loose threads" in that version. Like short comments on the walls/runes and some events.

Without your editor I could place a rune on the wall but no usual comment about it (when clicked)!

Surely I insist the Stone Gem should exist in the game, as it was intended in the Demo... :)
Dropping the final Stone item from the game (by release team) was a hasty blunder so I am happy I corrected it.

It looks like many other people who played my version felt like that too.

Does your Editor pack all new scripts/events into the same .inf files for all levels?
(So, after possible changes, the file set of the game looks like the old DOS version, only the files get slightly bigger?)

I wonder if your editor can script the "end game!" event... So, a real exit on Level 1 might be possible?

(And I still have a patch that leaves the game running when Xanatar is killed.
Never used it, for obvious reasons.)

*

Another matter. I consider the problems in all three parts of the Trilogy.

I deem EoB 1 had -three- major problems. The Stone Gem lacking, NPCs crappy, no final movie. In 2006 I fixed the first two.
But nobody ever tried to assemble the movie.
I wonder how it could be done. CFOU uploaded the graphic screens of it but it requires animation and music...

EoB-2 had nearly no problems. Beside non-working Helm +1 (belonging to Kalandra pile of items AFAIR) and non-working Brahma Boots. Magical but no effect.
And some bug with Insal the thief hanging on a wall if stealing from the party and then captured by Dran. Never saw that scene.

Btw, EoB-2 has a patch... Maybe it addresses some of these?

Finally, EoB-III is neglected but not hopeless. Its biggest failure is, amazingly, the portraits.
Which were drastically changed by a very bad artist or a student. The real artist could not do such blundering portraits.

As EoB characters speak very little (or nothing!) the portraits become critical for characters' overall impression on the player.

Mainly, all the best portraits were spoiled, some can not be really recognized in EoB-3. The Green Priestess is the biggest case.

I have compiled the comparison of 12 portraits here, EoB 1-2, Eob-3 and my edited versions. That bring the old character features back and remove the worst blunders made by EoB-3 artist.

Amazingly, it is on EAB, as you mentioned it earier.
Please have a look. The portraits are mainly on Page 2.

http://eab.abime.net/showthread.php?t=100055

What is problematic, I can not contact JackAsser who investigated the graphic format of EoB-3 so I cannot pack the portraits correctly.

I edited them in in XWE, in the original resolution and the corrent EoB-3 color palette. (XWE knows it). But I cannot save/transfer it into the correct proprietary EoB-3 graphic format.

JackAsser said "the format is very simple" but no one else understood it :)

I wonder if you could possibly approach him for a little help.

Best regards!
Post edited June 03, 2020 by the-grey-sleeper
Yes, the editor recompiles the INF-files with the changes you've made.

Sure, you can change a wall to a wall with a rune (if one exists in the wall set), and then add a message to the event script.

If I remember correctly, the ENCOUNTER command is used in the scripts to show cutscenes.

How did you patch the game so that it doesn't end after Xanathar is killed?
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joonashgog: Yes, the editor recompiles the INF-files with the changes you've made.

Sure, you can change a wall to a wall with a rune (if one exists in the wall set), and then add a message to the event script.

If I remember correctly, the ENCOUNTER command is used in the scripts to show cutscenes.

How did you patch the game so that it doesn't end after Xanathar is killed?
What I have found is something unplanned... There were actually 2 things done by the programmer who gave me dunepak to edit items and maps. The first one could disable Demo mode in demo.exe. This I have found.
It's very simple, just changing a couple of bytes:

-----Begin cut EOBDEMO.CRK-----
> Eye of the Beholder demo - crack by White Jaguar

> Disable demo mode
> EOB.EXE
> 0000922B: 1E EB
> 0000922C: B8 0F
> -----End cut-----

No endgame after Xanathar's death was handled just like this. Very short .crk exactly like this one. I tested it only with manual chopping Xanathar to pieces with swords etc.
After that, exp. reward was given for Xanatar.
By the way it is known that normally EoB-1 save (used for transfer to Darkmoon) is saved -before- killing Xanatar, not after defeating him.

I have not tested it with Wand of Slivias "quest" defeat of Xanatar.
Perpaps in this case the game would end despite the patch.

What is a pity, I see the useless patch above (demo.exe is nearly disfunctional beside demo mode!) and can't find this one.

This patch was also sort of useless as I said... As no alternative working exit was found in the game, at level 1 or any other.
So keeping the game running after killing Xanatar was out of question, no way to finish it in such case.

If you really need it I might check some archives. I must have kept his letter with this patch. Is that of use?

I expect, generally, something of this sort should be done. As the way to the surface -after- killing Xanathar (or even without it) seems to be initially planned in the game.

So, 2 endgames should exist: (1) The party learns many things about the subterranean plot and leaves. (2) The party finishes Xanathar off.

BTW, the Letter of Marque and Piergeiron's speech give the order to know the nature of the plot - and to end it "if possible".

I still think killing Xanatar to finish the game was not mandatory at some point.

And this is just, without this Wand of Slivias/Sylvias the beholder is -far- too strong for the party.

That means, an evil or neutral party might not risk fighting him at all.
But it will be enough to complete the mission, really.

P.S.
Actually the "teleporting" gameover was always sort of weird to me. I could imagine some big teleporting device/ground in the inner goom of Xanatar (where the spike trap is). But fighting him tends to happpen in the first room where we meet him.
No sign of light rays or other devices there. It is impossible to "teleport trap" several rooms and a corridor between them to teleport the party away...
So this endgame was always a bit improbable to me.

As we know, the Dwarves say there was a way out to the surface from their ancient throne room, exactly from Level 12, Xanatar's sanctuary - not through teleport but just walking.
Post edited June 04, 2020 by the-grey-sleeper
Hi,

Long time i dream to have an editor for this game.

How it's possible to add monster on map ?
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paladin3333: How it's possible to add monster on map ?
See the Script-tab in the editor, it starts with a list of the level monsters.
avatar
paladin3333: How it's possible to add monster on map ?
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jhirvonen: See the Script-tab in the editor, it starts with a list of the level monsters.
I have add this line https://prnt.sc/W9zA68q-hvBb
M: 25 | 01 | 14,23 | 4 | 3 | 01 | 01 | 01 | 00 | 000 | 000

But that don't work...
Post edited April 25, 2022 by paladin3333
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jhirvonen: See the Script-tab in the editor, it starts with a list of the level monsters.
avatar
paladin3333: I have add this line https://prnt.sc/W9zA68q-hvBb
M: 25 | 01 | 14,23 | 4 | 3 | 01 | 01 | 01 | 00 | 000 | 000

But that don't work...
Press F9 to parse the script. After parsing, you should also see the new monster in the Monsters-tab and on the map.

Click "Update INF" to write the changes to the INF-file. You can also parse & write the changes directly with Ctrl + F9.

Remember, you need to start a new game to see the changes in-game.
Post edited April 25, 2022 by jhirvonen
avatar
paladin3333: I have add this line https://prnt.sc/W9zA68q-hvBb
M: 25 | 01 | 14,23 | 4 | 3 | 01 | 01 | 01 | 00 | 000 | 000

But that don't work...
avatar
jhirvonen: Press F9 to parse the script. After parsing, you should also see the new monster in the Monsters-tab and on the map.

Click "Update INF" to write the changes to the INF-file. You can also parse & write the changes directly with Ctrl + F9.

Remember, you need to start a new game to see the changes in-game.
Well Great, it's work. Are we limited to 2 monsters by level ?
avatar
jhirvonen: Press F9 to parse the script. After parsing, you should also see the new monster in the Monsters-tab and on the map.

Click "Update INF" to write the changes to the INF-file. You can also parse & write the changes directly with Ctrl + F9.

Remember, you need to start a new game to see the changes in-game.
avatar
paladin3333: Well Great, it's work. Are we limited to 2 monsters by level ?
Yes, unfortunately.
avatar
paladin3333: Well Great, it's work. Are we limited to 2 monsters by level ?
avatar
jhirvonen: Yes, unfortunately.
Are we limited by the number of level map too ?

Can we change stats of monster? level, damage, armor class , life ?
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jhirvonen: Yes, unfortunately.
avatar
paladin3333: Are we limited by the number of level map too ?

Can we change stats of monster? level, damage, armor class , life ?
No.

EOB1 monster stats are in the main executable EOB.EXE, 22 monsters starting at hex offset $2551B, $1B bytes per monster.

EOB2 monster stats are in each level's INF-file.
Post edited April 30, 2022 by jhirvonen
Thank for this informations! it's help full.

Acutally, i m working hard on eye of beholder 1.I m creating a map tool where we can found all type of wall, and test sound. ( in progress ). i have list of picture items, spell and number for a fast search.

I have many questions about your editor.

I succes to increase the size of items data at maximum (509). The game start bug at 510 -> https://prnt.sc/If20IY6ZZKA9

But Type liste is blocked at 56 and we can't choose the type object over 49! This date who lock list à 49 is not saved in item.dat and itemtype.dat... Where can i found it and unlock it? There is somes null type, but i m scare they can be used in game ,and we are too limited for create special item. For exemple, i have succes to create 2-handed sword with correct stat...But if i want add quarte staff, 2handed axe and other item, we are quickly limited. EOB2 have list TYPE who finish a 62... So that mean it's possible to do.

I tryed to create a cursed 2handedsword -5, it's work when when we flag to 5 the item. But we haven't the spell remove curse... Is there a command that can take an object directly from the backpack and drop it on the ground? is it possible to change the value of the FLAG of the object with a command? I have read all scrip, but all the objects in the game are manipulations that are done in the dungeon or on the player's cursor...

So suddenly, it is not possible to add or remove objects in the backpack with a command... However, at the start of each game, we start with the addition of the king's letter. So it should be doable.... I noticed too, it"s no possible to get the stat of a character, like str, dex and make a role dice for open or force a door...

I also noticed that the helmets only serve as decoration. The associated object type (21 helmet) has an AC ARMOR at -1 bonus but this bonus is not taken into account when it is worn. I also tried to add bonuses, it does not work!

There's also that weird +2 protection ring bonus. He names the ring "portection ring" and sets the subtype to 2 for the bonus to apply. If we remove the name from this ring, it becomes a simple ring of substance. I imagine that these actions are partly blocked directly in EOB.EXE

Anyway, if you could help me unlock the size of the TYPE object list over 49 that would be super cool. Because it would open up a lot more possibilities for object creation.
Post edited May 03, 2022 by paladin3333
Updates to the editors:
http://ase.zorbus.net/tmp/editors.zip

Now you can select all item types, also shows the subposition field. Let me know if this helps.

How did you increase the item list size? I think the safe amounts (by looking into the allocated memory) are 500 for EOB1 and 600 for EOB2.

I have a feeling that the EOB games do not follow the AD&D rules that closely. Just by looking how thief skills are handled in the scripts.

You might find this interesting:
https://recher.wordpress.com/2022/04/29/bug-et-propositions-dameliorations-pour-loutil-all-seeing-eye/

Please post here anything you figure out from the games.