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AlexSpl
1. They differ by one byte :) The first version doesn't load the processor, but it is designed for multi-core (two cores or more) systems; the second version is no different in this regard from the original. Perhaps someone can enlighten me on how to reduce the load on a single-core processor without sacrificing the smoothness of scrolling the map, and then I will create a single version. For now, I just don't know how. I will experiment...

I understand:smile01:
AlexSpl
2, 3. There is indeed a bug with the neutrals. The developers simply didn't consider that an army could consist of identical units, i.e., they completely forgot about the neutrals!
Let's consider a specific example. A hero with a gargoyle attacks nine dragons (2+2+2+2+1) and retreats. The neutrals have no losses, but all five slots are of the same type. The slot identification is based only on the type of neutrals in it, starting from the leftmost. Let's move directly to the fifth slot. After the hero's retreat, the initial number of dragons remains in it - 1. The game, following the principle of uniqueness of all five types of troops in the army, begins to search for where to record this remainder, from left to right. In the very first slot, it encounters a dragon! Thus, the remainder of the fifth slot is recorded in the first (and all other remainders are recorded in this way). As a result, we get that after the battle, there are already 1+2+2+2+1 = 8 dragons! It becomes even more interesting if you kill the bottom dragon: the remainder will be recorded in the first slot, and as a result, there will be only 0+2+2+2+1 = 7 dragons left!
The same applies to identical units in heroes' armies. Let all five stacks be filled with paladins. There are 100 paladins in the first four stacks, and 1 in the last (a total of 401). Kill one paladin from the fifth stack and retreat. The number of paladins in the enemy will become 0+100+100+100+1 = 301. This is how you can destroy 100 paladins with one blow :)

Wow! :eek: :eek: :eek: I can't find other words. I don't quite believe it...
I wonder how many people knew about this bug (and used it in the game) and subtly used it while playing (although it is simply impossible to track this in key moments).:rolleyes: And if they didn't know (which is more likely), they will start using it actively after learning about it!:smile10:
Once again, I am convinced that a patch is simply necessary! Thank you, AlexSPl!

I wonder how many more surprises and secrets the game holds?:confused:
I have been playing it for over 13 years, studying it thoroughly for 4 years, and today I was hit over the head.:o

P.S. Is there a universal formula for this bug? I'm just curious, if we have 5 neutrals with 10 units each, we kill 3 from the bottom stack and retreat, how many neutrals will remain? That is, how many neutrals will remain in the original version, and how many in TE in this case. Does the destruction of neutrals with magic (compared to melee) affect the remainder, or not? I would like to understand the transfer algorithm.

P.S.S. Oh, I would like to read an article about this phenomenon.;)

Indeed, the developers simply forgot about the neutrals, thereby creating a lot of bugs:(

Sincerely, VDV_forever
Единый справочник по Героям Меча и Магии

ТУРНИРЫ ПО ГЕРОЯМ 1!:smile13:
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P.S. Is there a universal formula for this bug? I'm just curious. Let's say we have neutral creatures, 5 of them, with 10 units each. We kill 3 from the bottom stack and run away. How many neutral creatures will remain? In other words, how many neutral creatures will remain in the original version, and how many in the TE version, given this scenario? Does destroying neutral creatures with magic (compared to melee attacks) affect the remaining number, or not? I'd like to understand the algorithm for how the numbers are recalculated.

Well, I've already posted the algorithm.
In the TE version, the remaining number will be the difference between the initial number and the number of creatures killed, i.e., the remainder will be determined correctly.
Creatures killed by magic are just as dead as those killed by physical attacks :)
I find that hard to believe...
Why don't you check it yourself!

Added 5 minutes later
I'm just curious. Let's say we have neutral creatures, 5 of them, with 10 units each. We kill 3 from the bottom stack and run away. How many neutral creatures will remain?
Let's calculate. In the bottom stack, 10 - 3 = 7 units will remain. This remainder will be recorded in the first slot. So, there will be 7 + 10 + 10 + 10 + 10 = 47 creatures remaining, i.e., in this case, everything is fine.
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AlexSpl
Well, I've already posted the algorithm.
In the TE version, the difference between the initial number and the number of killed creatures will remain, i.e., the remainder will be determined correctly.
Creatures killed by magic are just as dead as those who died from a physical attack :)

And you, check it!

Added 5 minutes later

Let's calculate. In the lower stack, 10 - 3 = 7 units will remain. This remainder will be recorded in the first slot. That is, there will be 7 + 10 + 10 + 10 + 10 = 47 creatures, i.e., in this case, everything is fine.

Everything is working as intended (the remainder is always written to the first slot), thank you! I'm going to check the bug with the dragons :smile13:

Best regards, VDV_forever
Единый справочник по Героям Меча и Магии

ТУРНИРЫ ПО ГЕРОЯМ 1!:smile13:
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2VDV_forever: Please send the final version of the intro in BMP format.
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AlexSpl
2VDV_forever: Please send the final version of the intro in BMP format.

Sent it yesterday;

A new section, Tournament Edition, has been opened on the website handbook, which is entirely dedicated to the Tournament Edition (TE) patch!:smile03:

All the information is here.

Yes, regarding the bugs, I'll have to rewrite the section quite a bit...

Best regards, VDV_forever
Единый справочник по Героям Меча и Магии

ТУРНИРЫ ПО ГЕРОЯМ 1!:smile13:
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Sent yesterday.
Most likely, it won't be possible to accurately reproduce all the colors of the Haven logo, as I will be converting the image pixel by pixel to the colors of the game's palette. Let's see what comes out (I'll try to use the closest colors).

The utility for adding an image to HEROES.AGG has already been written.
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AlexSpl

Please check it!

Checked, indeed, there is a bug!
AlexSpl
Most likely, it will not be possible to accurately reproduce all the colors of the HB logo, because I will be converting the image pixel by pixel into the colors of the Heroes palette. Let's see what comes out (I'll try to use the closest colors).

The utility for adding an image to HEROES.AGG has already been written.

We will be eagerly waiting:smile01:

Sincerely, VDV_forever
Единый справочник по Героям Меча и Магии

ТУРНИРЫ ПО ГЕРОЯМ 1!:smile13:
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http://alexspl.narod.ru/H1_TE_AGG.zip (380 kB)

This utility embeds the HEROES.BMP image (splash screen) into the resources (HEROES.AGG),

while creating a backup copy of the original resources in the file

HEROES_ORIGINAL.AGG

Instructions:
0. Close the Heroes window and the map editor!
1. Extract the contents of the H1_TE_AGG.zip archive into the Data folder.
2. Run H1_TE_AGG.exe
3. Click the "1. Collect Data" button.
4. Click the "2. Create AGG" button and wait for the message "2. Done!" to appear.
5. Close the program window.

Note:
After following the instructions, the following files can be deleted:
1. H1TEAGG.exe
2. HEROES.BMP
3. SRC.DAT
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AlexSpl
http://alexspl.narod.ru/H1_TE_AGG.zip (380 kB)

This utility embeds the HEROES.BMP image (splash screen) into the resources (HEROES.AGG),

while creating a backup copy of the original resources in the HEROES_ORIGINAL.AGG file.

Instructions:
0. Close the Heroes window and the map editor!
1. Extract the contents of the H1_TE_AGG.zip archive into the Data folder.
2. Run H1_TE_AGG.exe.
3. Click the "1. Collect Data" button.
4. Click the "2. Create AGG" button and wait for the "2. Done!" message to appear.
5. Close the program window.

Note:
After following the instructions, the following files can be deleted:
1. H1TEAGG.exe
2. HEROES.BMP
3. SRC.DAT

Everything works great!:smile01: Simply excellent! :smile03:
When can we expect the final version of the patch?:smile43:

P.S. I haven't been able to reproduce the lag issue in the game on a dual-core processor yet... I tested it on both patches.

Sincerely, VDV_forever
Единый справочник по Героям Меча и Магии

ТУРНИРЫ ПО ГЕРОЯМ 1!:smile13:
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In about ten minutes, I'll upload a version that can pack any 640x480 BMP...
This is just in case you want to edit something in the image.

Added 2 minutes later
And now, a question: why unpack all the maps into the Maps folder if the Reference Guide, which already contains these maps, will be distributed along with the patch?
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When can we expect the final version of the patch?
I think we should test the patch in a small tournament first.

I uploaded it to the same link. You create your own BMP image with a resolution of 640x480, rename it to HEROES.BMP, and place it in the Data folder. Then, follow the instructions above. Don't forget about the flickering pixels... If needed, I can create a version for generating static splash screens. Or, we can make the splash screen dynamic instead.
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AlexSpl
In about ten minutes, I'll upload a version that packs any 640x480 BMP...
This is just in case you want to edit something in the image.

Great! We'll also post this utility in the handbook, in the Tournament Edition section:smile54:. Maybe it will spark an idea and inspire you to create a new, even better image!
AlexSpl

Added 2 minutes ago
[/U]But for now, the question is: why unpack all the maps into the Maps folder if the Handbook, which already contains these maps, will be distributed with the patch?

Yes, I was also thinking about that. It seems a bit strange.:(
The thing is, in the offline version of the handbook, you can save each map individually with one click, but you can't save the entire archive in it:(.
Maybe we should create a special version of the handbook for the patch with a single archive of maps (then you wouldn't be able to put just the necessary map in the games folder, but have to search through 204:( ), or leave it as is, or find another way?...
I think I've come up with something... but can you implement it?... The installer opens each map one by one and unpacks it into the maps folder. And before that, it asks whether to install the maps (yes, no:) )? I think that would be the best option, because everyone has their own preferences ;)
AlexSpl
I think we should test the patch in some kind of mini-tournament first.
I've uploaded it to the same link. You draw your own 640x480 BMP, rename it to HEROES.BMP, and put it in the Data folder. Then follow the instructions above. Don't forget about the flashing pixels... If needed, I'll make a version for creating static splash screens. Or, conversely, we can add dynamism to the splash screen.

Yes, I think testing it won't hurt. I will definitely participate in this tournament:smile13:
Can you tell me more about the static splash screens, i.e., with animation? That's cool! We can and should think about it…

P.S. I'm getting bogged down in describing bugs and forbidden techniques; it looks like I need to completely rewrite that section... Some of the descriptions also need to be significantly revised.

Sincerely, VDV_forever
Единый справочник по Героям Меча и Магии

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You can leave everything as is. That is, if a player likes a particular map, they open the Reference and save it to the Maps folder themselves. If you unpack all the maps at once, it can be confusing in the map selection menu in the game. Scrolling through 200+ lines in search of a specific one is not the best way to spend your time.
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AlexSpl
It's possible to leave everything as it is. That is, if a player likes a map, they open the Reference and save it to the Maps folder themselves. If all maps are unpacked at once, it can be confusing in the map selection menu in the game. Scrolling through 200+ lines to find a specific one is not the best way to spend time.

But what if the player isn't looking for a specific map, but simply wants to choose a map to play? Imagine having to click 400+ times (open, save) to unpack all or most of the maps! If there's an option to choose, that would be optimal for all players.:smile13:

Sincerely, VDV_forever
Единый справочник по Героям Меча и Магии

ТУРНИРЫ ПО ГЕРОЯМ 1!:smile13:
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But if a player isn't looking for a specific map and simply wants to choose a map to play, imagine having to click 400+ times (to open and save) just to unpack all, or most, of the maps! If there were an option to choose, it would be optimal for all players.
Well, then I'll have to perform those 400+ clicks to create an archive that will be unpacked during installation, unless, of course, you upload this archive somewhere.

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