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	<id>https://moddingwiki.shikadi.net/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=DejectedCoder</id>
	<title>ModdingWiki - User contributions [en-gb]</title>
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	<updated>2026-05-15T09:03:33Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=User:DejectedCoder&amp;diff=12651</id>
		<title>User:DejectedCoder</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=User:DejectedCoder&amp;diff=12651"/>
		<updated>2025-11-11T14:30:39Z</updated>

		<summary type="html">&lt;p&gt;DejectedCoder: Updated user page to include my website.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Life-long love of video games. C programmer and retro game maker.&lt;br /&gt;
&lt;br /&gt;
* [https://floppynoise.com/ floppynoise.com] - My website.&lt;/div&gt;</summary>
		<author><name>DejectedCoder</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Hugo_Map_Formats&amp;diff=12650</id>
		<title>Hugo Map Formats</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Hugo_Map_Formats&amp;diff=12650"/>
		<updated>2025-11-11T14:20:56Z</updated>

		<summary type="html">&lt;p&gt;DejectedCoder: In an attempt to better understand how some of these old adventures work, I discovered what the *.ob files are for.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NeedMoreInfo}}&lt;br /&gt;
{{Map Infobox&lt;br /&gt;
 | Type = Pixel image&lt;br /&gt;
 | Layers = 1&lt;br /&gt;
 | Viewport = 320&amp;amp;times;200&lt;br /&gt;
 | Games = &lt;br /&gt;
   {{Game|Hugo&#039;s House of Horrors}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Hugo&#039;s House of Horrors]] uses three different map files, each similar in format. They are all 8,000 bytes, which translate to one bit per pixel of the game&#039;s 320x200 display. The three formats used by the game engine are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; |&lt;br /&gt;
| &#039;&#039;&#039;Extension&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| *.b&lt;br /&gt;
| Borders for the walkable region.&lt;br /&gt;
|-&lt;br /&gt;
| *.o&lt;br /&gt;
| Foreground areas that are drawn over top of Hugo when he&#039;s behind them.&lt;br /&gt;
|-&lt;br /&gt;
| *.ob&lt;br /&gt;
| Baselines for the walk-behind areas that are drawn over top of Hugo when he is above them.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Data type!!Description&lt;br /&gt;
|-&lt;br /&gt;
| byte[8000] || 8 map bits&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Source Code ==&lt;br /&gt;
&lt;br /&gt;
== Map Viewer ==&lt;br /&gt;
This FreeBASIC program allows you to view any of the map files.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;freebasic&amp;quot;&amp;gt;&lt;br /&gt;
&#039; Hugo&#039;s House of Horrors Map Viewer.&lt;br /&gt;
&lt;br /&gt;
&#039; There are already plenty of PCX viewers out there for the games backgrounds &lt;br /&gt;
&#039; and sprites, but this program will allow you to view the map files in the &lt;br /&gt;
&#039; game. Each file has a particular extension.&lt;br /&gt;
&lt;br /&gt;
&#039; *.b  - A tracing of the solid borders in the room.&lt;br /&gt;
&#039; *.o  - A foreground map. Drawn above Hugo if he is behind it.&lt;br /&gt;
&#039; *.ob - Object locations. You must be near these to reach objects.&lt;br /&gt;
&lt;br /&gt;
&#039; Declare our variables.&lt;br /&gt;
Dim File As String&lt;br /&gt;
Dim X As UShort, Y As UShort&lt;br /&gt;
Dim B As UByte, Bits As UByte&lt;br /&gt;
Dim MapByte As UByte&lt;br /&gt;
&lt;br /&gt;
&#039; Change this file path to the file you want to view.&lt;br /&gt;
File = &amp;quot;E:\Games\Hugo1\hall.o&amp;quot;&lt;br /&gt;
Open File For Binary As #1&lt;br /&gt;
&lt;br /&gt;
Screen 13&lt;br /&gt;
&#039; Every file is 8,000 bytes, which translates to a 320x200 image after &lt;br /&gt;
&#039; decoding each bit into an individual pixel.&lt;br /&gt;
For Y = 0 To 199&lt;br /&gt;
    For X = 0 To 39&lt;br /&gt;
        &#039; Read the next 8 bits of map.&lt;br /&gt;
        Get #1, , MapByte&lt;br /&gt;
&lt;br /&gt;
        &#039; To save space, the values are bit-encoded and must be decoded.&lt;br /&gt;
        For Bits = 0 To 7&lt;br /&gt;
            If Bit(MapByte, Bits) = -1 Then&lt;br /&gt;
                Pset(X * 8 - Bits, Y), 15&lt;br /&gt;
            End If&lt;br /&gt;
        Next Bits&lt;br /&gt;
    Next X&lt;br /&gt;
Next Y&lt;br /&gt;
&lt;br /&gt;
Close #1&lt;br /&gt;
&lt;br /&gt;
Sleep&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
This level format was reverse engineered by [[User:TheAlmightyGuru|TheAlmightyGuru]]. If you find this information helpful in a project you&#039;re working on, please give credit where credit is due. (A link back to this wiki would be nice too!)&lt;/div&gt;</summary>
		<author><name>DejectedCoder</name></author>
	</entry>
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