rorirub Posted November 12, 2008 Share Posted November 12, 2008 This app is in the very first posts of this thread and its writer even provided the core sound code.Uh, true. I kind of double-backed with that.anyway, adlib gold recordings:http://cloudschatze.googlepages.com/Arrakis.mp3 http://cloudschatze.googlepages.com/Bagdad.mp3 http://cloudschatze.googlepages.com/Morning.mp3 http://cloudschatze.googlepages.com/Sekence.mp3 http://cloudschatze.googlepages.com/Sietchm.mp3 http://cloudschatze.googlepages.com/Warsong.mp3 http://cloudschatze.googlepages.com/Water.mp3 http://cloudschatze.googlepages.com/Wormintr.mp3 http://cloudschatze.googlepages.com/Wormsuit.mp3Some tunes are shorter than the adlib/sb opl2 versions, unfortunetaly. There's a lot of bass on them, not sure if thats due to the recording, or if the real card outputs like that. Also, nice reverb effects on all of them (good 4 years before the Soundblasters could do this kind of thing). Quote Link to comment Share on other sites More sharing options...
rc55 Posted November 21, 2008 Share Posted November 21, 2008 rorirub: Thanks for those - fantastic recordings! Quote Link to comment Share on other sites More sharing options...
robespierre Posted April 26, 2009 Share Posted April 26, 2009 hello i'm french.You may take the stephane picq music from the CD. This Audio CD was sell with the Dune CD game. This music are the same than the game but they got the best sound! Quote Link to comment Share on other sites More sharing options...
robespierre Posted April 26, 2009 Share Posted April 26, 2009 gurthermore, I can modify teses music in order to loop them or chain them. Quote Link to comment Share on other sites More sharing options...
Wesker Posted October 12, 2009 Share Posted October 12, 2009 Hi. I have been following this project, and I just wanted to know if it's still on work and if some substantial progress has been made, since there seems to be a lack of communication and progress in this topic compared to what used to be before.From what I can tell, an open-source rewriting of a HNM-based Cryo game like Dune is truly a great thing to have for the homebrew community, and if I'm not mistaken, once it's finished, it could be a starting point not only to have Dune ported to other platforms, but even to continue work on the engine to support advanced HNM-based games like MegaRace, Dragon Lore and Lost Eden (if there's people interested in the matter, that is).So, keep the good work, guys! Quote Link to comment Share on other sites More sharing options...
Monsieur OUXX Posted October 23, 2009 Author Share Posted October 23, 2009 I just wanted to know if it's still on work and if some substantial progress has been made, since there seems to be a lack of communication and progress in this topic compared to what used to be before.It's not going very fast... At least, the dumper is available for anyone to use the source code.The next things to do would be to make the music decoder's code more accessible or portable.If someone could understand the palette files it'd also be great.I've started writing a text version (no output, just textual return) of the game in Flash (Actionscript 3.0) to test the engine and then make it portable to any language. But, once again, it doesn't go fast!it could be a starting point not only to have Dune ported to other platforms, but even to continue work on the engine to support advanced HNM-based games like MegaRace, Dragon Lore and Lost EdenYep. It would make it possible to add a Dune/Cryo module to ScummVM. It've started playing with the code some time ago and it's really not hard to do such a thing. ScummVM has already been ported to almost every possible platform, portable consoles in particular (PSP, Nintendo DS...)And yes indeed, it opens the door to all other Cryo games, even though reading HNM videos is another step! Quote Link to comment Share on other sites More sharing options...
rymoah Posted October 24, 2009 Share Posted October 24, 2009 It's not going very fast... At least, the dumper is available for anyone to use the source code.The next things to do would be to make the music decoder's code more accessible or portable.If someone could understand the palette files it'd also be great. If anyone is interested in the dumper, try to look at http://www.bigs.fr/dune_old since the old address doesn't work (Bigs' site is under maintenance, and I've asked him if he could send me his dumper since I have lost it on my local computer).About dynamic palettes, He told me that he thinks they are hard-coded in the game engine binary, no separate hsq files for them.And yes indeed, it opens the door to all other Cryo games, even though reading HNM videos is another step!Well, about this matter, I hope to bring some news, even if they are not that big ;)I managed to contact Vladimir "VAG" Gneushev, the author of HNM1 page on the Multimedia Wiki, and I asked him if he had already implemented some kind of player/converter. Unfortunately he did not, but he developed a decoder prototype which generates the stills from a given HNM1 video, dumping the frames in TGA format. He enhanced a bit his program in order to extract the soundtrack (if present) which is stored in VOC format. Attached is a zip file containing:1) hnm1dump_gui.exe, the windows executable of the program using file dialogs to select hnm videos.2) hnm1dump_gui.cpp, its relative source3) hnm1dump_console.cpp, same source but without specific windows gui part, in order to compile it on other platforms and run it from console.Note that some HNM videos in dune.dat have the same issue of some hsq-compressed sprites: since they depend on the time of the day, they use a palette defined by the game engine dynamically. The resulting dumped frames will be all black. I'm trying to force a grey palette, just as Bigs did for the sprites, to see if some shapes appear.VAG also told me that hsq files can be unpacked using LZunpack function in his source.Rymoahhnm1dumpsrc.zip Quote Link to comment Share on other sites More sharing options...
rymoah Posted October 24, 2009 Share Posted October 24, 2009 Just to note, using VAG HNM dumper I have discovered that actually there is a hidden video in the CD version of Dune, not showed in the game. It's the SEQQ.HNM file, and it's a footage of the Harkonnen-Sardaukar attack on Arrakis from the Lynch's movie. In facts, I always wonderered why, in the description of the Harkonnen in the book of Dune, there is a video with scenes of Fremen raids... It's surely more appropriate this hidden video, while the other is best suited for the page describing Fremen attack techniques. It's amazing how, even after all this years, this game continues to surprise me :)Rymoah Quote Link to comment Share on other sites More sharing options...
Fuchsia Tude Posted January 11, 2010 Share Posted January 11, 2010 I apologize for bumping this old thread.By any chance, does anyone have working links to download the above Adlib Gold or OPL-3 versions of the Dune soundtrack? I've wanted to hear it for years, the DOSbox versions never seemed quite like I remembered, but of course now it's been so long I can't remember exactly what they sounded like besides the DOSbox versions.Alternately, is there some place to find these tools that would allow me to unpack and play the original files? Apparently all of the files attached in this thread have been archived/inaccessible via FTP. Thanks so much for your assistance. Quote Link to comment Share on other sites More sharing options...
Dunenerd Posted January 12, 2010 Share Posted January 12, 2010 Ok, I found this site.cd.textfiles.com/scene96-2/player/rdosplay/rdosplay.docTo open that document, use Korean encoding. I'll include the text in spoilers here.<spoiler> 쩟컴?쩟컴?敏컴?敏컴?쩟컴?悶 敏컴?悶 ? 敏컴? 悶 敏컴? 납 ?납 ?납 ?납 납 ?납 납 ?납 ? 납 ? 캑? 납 ? 냉컫?납 ?납 ?읒컫?냉컴?납 냉컴?냉컴? 납 ? 납 냉컴? 납 읏 납 ?납 ? 납 납 납 납 ?납 납 ?悶 납 납 ? 잎 ?좋컴?읒컴?읕컨?잎 읒컴?잎 ?잎 읒컴?잎 컨좔 읒컴? 컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴? Written by Roman Dolejsi (RDOS of DIMENSION) August 27, 1996 Last update: September 5, 1996 This is the documentation belonging to and explaining the use of RDOSPLAY version 0.17e OPL2/OPL3 music module player for MS-DOS TOPICS covered in this document: DISCLAIMER APOLOGIZE PURPOSE OF RDOSPLAY REQUIREMENTS INSTALLATION OF RDOSPLAY RDOSPLAY IN ACTION PROGRAM KEYS AND DIALOG LINE CURRENTLY SUPPORTED MODULE FORMATS MODULE GRABBING FREQUENTLY ASKED QUESTIONS COPYRIGHT WHERE TO FIND RDOSPLAY THANX CONTACTING MEDISCLAIMER:----------- Although RDOSPLAY has been tested on several systems, I cannot guarantee thatit is bugless. Therefore I do not take responsibility for any damage directlyor indirectly caused by RDOSPLAY as a result of known/unknown errors in it orerrors caused by its access to your devices.APOLOGIZE:---------- Sorry, english is not my native language. However, I wrote this nice docy inenglish without any help. I APOLOGIZE for any mistakes in the document. Take iteasy... Nobody is perfect.. :-)PURPOSE OF RDOSPLAY:-------------------- RdosPlay is a OPL2/OPL3 music module player for IBM PC compatible computersrunning MS-DOS operating system. This means that you can use it for playingyour favorite melody from some music editor, demo or game. It is FIRST knowngeneric OPL player. I've coded it because of lack of any player of this type inPC-world.REQUIREMENTS:------------- RdosPlay is coded in pure 286-assembler with no 386+ optimalizations. Thismeans you can use your old 286 and Adlib card for background playing whiledoing some work. So The only required things it needs is OPL2/3/4 compatiblecard (Adlib or higher), 286 or higher and about 192kB of free mem. For graphicanalyzers you would probably need at least 386-sx (not tested). The other thingyou need is some music module of course :-)INSTALLATION OF RDOSPLAY:-------------------------- first you have to make some directory on your drive. Then you have to unpack there archive file RPLYxyyz.ZIP. Don't forget to unpack it WITH directories otherwise you would get a pretty nice garbage :-) (you probably did all this when you read these lines :-)- RDOSPLAY pack should consist of these files: RDOSPLAY.EXE - Main file - OPL player RDOSPLAY.DOC - Documentation for RdosPlay (this file) RDOSPLAY.REV - RDOSPLAY changes/revision history file FILE_ID.DIZ - bbs file_id header FILES* - music module examples- now you have RdosPlay successfully installed :-)RDOSPLAY IN ACTION:------------------- Rdosplay uses your sound card's OPL chip for producing synthetic musictypical for these chips. For OPL2 (mono) musics it can also simulate stereoby distributing channels in left/right speakers. It's not possible with OPL3musics which do their own (precise) panning. OPL2 stereo and OPL3 modes areboth possible only on OPL3 chip of course. When producing music RdosPlay also shows some analyzers to make worldbrighter :-). This can be supressed when using slow computers or slow OPL2emulation (GUS users).PROGRAM KEYS AND DIALOG LINE:-----------------------------While RdosPlay is running, you can use these keys: PgUp - increase track of music (for ADL only) PgDn - decrease track of music (for ADL only)Dialog line looks as following: RDOSPLAY.EXE [/p] [/t] [/l] <musfile.ext> options: /pXXX:Y - specifies port and type of OPL chip (avoiding autodetection) XXX: hexadecimal base port of the chip Y: 1 = OPL2 (Adlib compatible) 2 = OPL3 (Yamaha YM262 stereo chip) 3 = OPL4 (Yamaha OPL4 stereo chip) /tXXX - specifies track to be played (for ADL format only, 1-118) /s - enables OPL3-stereo for OPL2 musics (omitted with OPL3 musics) /lX - enables LED-meter on LPT port X: port number, where: 0 = 3BC (EGA's LPT port) 1 = 378 (standard LPT1 port) 2 = 278 (standard LPT2 port)CURRENTLY SUPPORTED MODULE FORMATS:----------------------------------- RdosPlay now supports these formats (where are they and how to get them youcan read in another section): ?ADL (Adlib format similar to XMI) ?AGD (Herad system - DUNE game) [OPL3] ?AMD (Amusic tracker packed files) ?CAL (ShadowLands game) ?D00 (JCH / Vibrants ver 1, 2 & 4) ?FXM (Fuxoft AY music chip language) ?HSC (HSC music composer) ?LDS (Loudness system - Zeppelin game) ?LEM (SI system - XMasLemmings game) ?MUS (First Samurai game) ?PLX (Palladix system - Logical game) ?RAD (Reality ADlib tracker) ?RAW (raw adlib data - Starport demo) ?SAT (SAdT music composer) ?SDB (Herad system - DUNE / KGB games) ?SIG (SI system 2 - DIZZY games) ?VIB (JO/Vibrants player)RdosPlay also supports some internal file packers. They are: ?HSQ (mainly with SDB,AGD - Dune game) ?SQX (mainly with SDB - KGB game) ?ICE (mainly with CAL - ShadowLands game)MODULE GRABBING:----------------?ADL This is format used in many games. Each file can consist of up to 118"tracks" and every track can contain separate music. Default track forRdosPlay is track number 1. Track can be selected with parameter /t. RdosPlaywill pack all used tracks so unused tracks won't be in selection field.?AMD This extension covers files from Amusic tracker by Elyssis. There are twotypes of them. Packed and non-packed. RdosPlay currently supports packed filesonly.?CAL This standard is used in ShadowLands game. Look there and find fileTUNE.CAL. It's ICE-packed file and RdosPlay has internal ICE-unpacker.?D00 These files are for JCH / Vibrants player. They are created in Vibrant'seditor named EdLib by packing standard *.EDL editor's files. Look for them inintros or in that editor. Files for player ver 2+ begin with 'JCH' sign. Example: intro KUKKO2.EXE, offset B2A (module named CROONER.D00).?FXM These files are special blocks of music code used in Fuxoft SoundTrack onZX Spectrum computer. This computer has 3-channel sound chip named AY3-8910.RdosPlay has FXM interpreter and AY->OPL2 convertor. All the files that existin this format are supplied with RdosPlay standard distribution.?HSC HSC files are commonly used in short demos and intros. The source from wherethey came is mainly HSC composer which is available on anonymous FTP'son I-net. There you can get most of these files (about 100 modules). If yougrab some file its extension must be HSC otherwise RdosPlay won't recognize it!?LDS These files are used in LOUDNESS system. Look in ZEPPELIN game's SOUNDdirectory and take all *.DAT files.?LEM These files are used in X-Mas Lemmings game. Grab them yourself. Theirsign is [0]=1C 52.?MUS This standard is used in FIRST SAMURAI game. Take file ADLIB.MUS.?PLX This standard is used in LOGICAL game. All music files are stored in fileLOGICAL.EXE. You have to grab them from this file. Here are file positions:13310, 165C0, 1B160, 1F320, 50360, 50550, 50730, 50990, 50B90, 50D10, 50FA0,510F0, 51310, 56620, 59F90.?RAD This format came with Reality ADlib Tracker. Tunes often have RAD extensionand if not, there is a 'RAD' sign at the beginning of the file.?RAW This format is very simple. It consists of commands directly sent to OPLport. RAW format is used in STARPRT2.EXE intro (for example). format: [0]=db 'RAWADATA' ... file identifier [8]=dw clock ... clock (int8) speed [10]=dw data_size dup (data) ... adlib data [..]=dw 0ffffh ... end of file data: parameter, command. command==0: data==n ... wait n times. command==2: data==0 ... set speed (next word) command==2: data==1 ... set OPL3 port A default command==2: data==2 ... set OPL3 port B default This format is also generated by RAC (Rdos Adlib Catcher).?SAT These files are made in SAdT music composer. They begin with 'SAdT' sign.?SDB, AGD These files are used in DUNE game. Look in game's directory and search for*.SDB or *.AGD files. These are HSQ-packed. You can unpack them withUNHSQ (RDOS production) or use them as they are. RdosPlay has internal HSQunpacker and recognizes both packed or unpacked modules. *.AGD files have to beplayed on OPL-3 stereo music chip (that's why /s parameter doesn't work withthem), *.SDB are for standard AdLib (OPL-2) card.?SIG These files are used in DIZZY games. They are stored in main .EXE file andyou have to grab them. Here are their respective filenames, offsets and sizes: FFOOD=6464E,3B38 KWIKSNAX=73C2E,2BC4 MAGICLND=689EE,4508 YOLK=6571E,33FD?VIB This is standard used in player by JO / Vibrants. Example: intro COPPER.EXE, offset 8990.RDOSPLAY FREQUENTLY ASKED QUESTIONS:------------------------------------* RdosPlay have not detected my soundcard although I have OPL2 compatible card.- You have to set sound card manually (ie. /p parameter).- GUS users with SBOS running may use /p388:1.* RdosPlay sounds HORRIBLE on GUS !- That's the fault of OPL2 emulation on GUS, not mine. You have to stay with it or to wait until REMUS (Rdos Emulation Sound system) is released. It will bring a brand new OPL3 emulation for your GUS (hopefully).* I have D/A converter (PC Speaker), does RdosPlay support it ?- No, It does not. You have to wait until REMUS is released.* I have some SAT modules and it seems some of them aren't played correctly with RdosPlay.- Yes, it's the fault of RdosPlay's SAT playing routine. I have to improve it.* What about a fileselector in RdosPlay ?- It's currently in development, wait for new RdosPlay release.* Why are sometimes FXM modules played incorrectly (i mean drums) ?- Not 100% right FXM interpreter initialization causes that noise channel of adlib card is not initialized at all. FXM player is undergoing recontruction now. Wait for another release.WHERE TO FIND RDOSPLAY:-----------------------Each time I have a new version of RDOSPLAY available, I'll upload it tothis place: ftp://sorry.vse.cz/dimension (Dimension FTP site in Prague, Czech Republic)http://sorry.vse.cz/dimension (Dimension Inet HeadQuarters, Czech Republic)RdosPlay will be probably also available at ftp.cdrom.com and ftp.sunet.seFTP archives. Ask your local Internet or FTP expert on how to reach them.Another way is to visit RdosPlay's homepage at address: http://sorry.vse.cz/dimension/rdos/rdosplay (Http site in Prague, CZE)THANX:------Although I did all the programming, there are few friends which helped me withsome things about this program. Thanx go to:Ondrej Stasek (Ondar/Dimension) - testing, suggestions, new formats deliveryDavid Voracek (Assassin/Dimension) - - || -and other friends for their (mostly) betatesting and suggestions..CONTACTING ME:-------------- If you want to contact me, write to address listed below. If you want to sendme suggestions, tips or simply greets, send it freely. Also some money would begood as a power and motivation for further work :-) If you find any new moduleformat with its player you can also send it to me. You can also send me anymodule you want to be in new version of RdosPlay.My address: E-Mail: (non-commercial) Roman Dolejsi (RDOS) roman@sorry.vse.cz Husova 419, Vcelna roman@romeo.pf.jcu.cz 37382 Ceske Budejovice Czech RepublicPlease do not send me E-mails longer than 150kB (because of our local smtpserver limit).*** end of RDOSPLAY documentation ***</spoiler>I think that works. There is an email address no-one seems to have found right at teh end. Quote Link to comment Share on other sites More sharing options...
Dunenerd Posted January 12, 2010 Share Posted January 12, 2010 Whoops, my spoler effort failed ??? Is that the correct spoiler code for these forums?http://cd.textfiles.com/scene96-2/player/rdosplay/MUST VISIT!!!!I seem to have found RDOSplay, not sure if anyone else has, but not UNHSQ. However, RDOSplay includes a form of UNHSQ which could possibly be stuffed around with to extract files. I'm not sure. Quote Link to comment Share on other sites More sharing options...
Dunenerd Posted January 12, 2010 Share Posted January 12, 2010 Hi everyone, ;)It's been a while since I've discovered this nice thread and following with enthusiasm the Dune Revival Project. I'd like to ask some things about the structure of the game:1) I have decompressed all the .hsq files (thanks to Monsieur OUXX who has sent me the unhsq already compiled :) ) and noticed that the files phrase11.unp, phrase12.unp, phrase21.unp, phrase22.unp, phrase31.unp and phrase32.unp contain all the dialogues used in the game in english, french and german. But actually in the game I can't change the language of subtitles, there is only english! ??? Is my version of the game corrupted or is this a normal thing? If so, why put also the french and german dialogues if they can't be used?2) I have also the CD version of the game (with a lot more features, Dune movie footage, digitalized speeches, etc.), and, since there is the Italian version of the dialogues, I would like to extract it just like those I have unpacked now with unhsq. But in this version of the game there aren't any hsq files, just a huge dune.dat of 380 MB! I suppose it should be a kind of archive containing all the hsq files of the floppy version plus other things. Do you know if there is a mean to unpack this type of archive?Thanks :)RymoahWait.... I thought we were still looking for UNHSQ. Do you actually have it? Quote Link to comment Share on other sites More sharing options...
Nyerguds Posted January 12, 2010 Share Posted January 12, 2010 [edit] Look at page 3; Roman Dolejsi himself posted the source of the HSQ decompressor, in asm code, and reposted as C code at the end of page 4. [/edit]On a related note to all this, I just used an exe decompressor called CUP386 to uncompress the old DUNEMIDI.EXE. I can now see the actual song data in it. The names of the music files are all wrong though, for some odd reason. The track it starts with, called "Arrakis", is actually the "Sekence" one. I saw some similarities in the headers of the data in the exe and the music-containing hsq files; I'll see if extracting these makes em playable with that rdosplay tool.[edit]Haha wow, it works.[edit again]Hm, these extracted files play exactly the same as the HSQ ones in rdosplay, but are a lot larger. I think these are simply the actual uncompressed versions. The data seemed a lot more like normal MIDI data in my hex editor, compared to the HSQ ones, anyway.Anyway, I uploaded them (and the uncompressed dunemidi.exe) here:http://nyerguds.arsaneus-design.com/dune/dune1/dunemidi/This does mean that this tool's code should contain a player for the files too. Quote Link to comment Share on other sites More sharing options...
Fuchsia Tude Posted January 12, 2010 Share Posted January 12, 2010 This app is in the very first posts of this thread and its writer even provided the core sound code.@_@Anyway, I can't run RDOSplay because I have a 64-bit operating system. Could anyone post recordings of the OPL3/adlib gold versions of the songs?I'm talking about this: anyway, adlib gold recordings:http://cloudschatze.googlepages.com/Arrakis.mp3 http://cloudschatze.googlepages.com/Bagdad.mp3 http://cloudschatze.googlepages.com/Morning.mp3 http://cloudschatze.googlepages.com/Sekence.mp3 http://cloudschatze.googlepages.com/Sietchm.mp3 http://cloudschatze.googlepages.com/Warsong.mp3 http://cloudschatze.googlepages.com/Water.mp3 http://cloudschatze.googlepages.com/Wormintr.mp3 http://cloudschatze.googlepages.com/Wormsuit.mp3 Quote Link to comment Share on other sites More sharing options...
Nyerguds Posted January 12, 2010 Share Posted January 12, 2010 Get DOSBox? Quote Link to comment Share on other sites More sharing options...
Fuchsia Tude Posted January 12, 2010 Share Posted January 12, 2010 - the music player and the game sound exactly the same in real DOS- both sound broken in Dosbox.DOSBox emulates an OPL3/SB16, but not the AdLib Gold.Any other pages of this thread you'd like me to quote? :( Quote Link to comment Share on other sites More sharing options...
Nyerguds Posted January 12, 2010 Share Posted January 12, 2010 Find a DOS sound capture program and boot your PC in real DOS? :PMight help to have a hard disk with a <2 GB first partition on it though, so you got some hard disk space to use. Quote Link to comment Share on other sites More sharing options...
Fuchsia Tude Posted January 12, 2010 Share Posted January 12, 2010 NT-based Windows OSs have never been able to boot to DOS. (That includes XP, Vista, and 7.) They aren't shells running on top of DOS any more. Microsoft phased out 16-bit program support over a decade ago. :-X Quote Link to comment Share on other sites More sharing options...
Nyerguds Posted January 12, 2010 Share Posted January 12, 2010 Ehh, dude, I mean, get a -REAL- DOS boot disk :P[edit]Ah, I still got those... I'll upload them here as soon as possible:http://nyerguds.arsaneus-design.com/dune/dune1/music_adlibgold/ Quote Link to comment Share on other sites More sharing options...
Nyerguds Posted January 15, 2010 Share Posted January 15, 2010 Uploaded ;) Quote Link to comment Share on other sites More sharing options...
Fuchsia Tude Posted January 15, 2010 Share Posted January 15, 2010 Awwwwwwwwwwwwwwwwwwwwwwwwwwwwwesome! :OYou knowww, maybe I didn't actually ever hear these before. I didn't think we owned an Adlib Gold or anything but Soundblaster and SB Pro cards, heh. But it's great to hear these recordings; it's like the difference between 16kbps and 256kbps audio bitrate of the exact same versions of the tracks -- and since I really don't like what Picq did in rearranging and synthesizing the Spice Album CD, this is pretty much the gold standard for the game score as far as I'm concerned.Thanks so much, Nerdsguy ;D Quote Link to comment Share on other sites More sharing options...
Nyerguds Posted January 15, 2010 Share Posted January 15, 2010 Get my nickname right dammit. Quote Link to comment Share on other sites More sharing options...
Dunenerd Posted February 5, 2010 Share Posted February 5, 2010 Oops, I missed that page with the source code on it.I agree, the remixed tracks on Spice Opera suck. I managed to get my hands on a copy at a garage sale,($70 AUD) and I wish I hadn't wasted my money.I've got a real 98 install disc, which I run in a virtual machine on my computer. Somehow RDOSplay thinks it's running on Adlib Gold, From what I've seen. But I was told the emulator didn't emulate good cards like that.Let's all annoy Nerdsguy... ARGH! WHO GAVE HIM THAT LASGUN!!. Lol.Anyway, I was searching through my Dune folder (where I keep all my Dune related stuff) and I found a few files that seemed to be opened graphics files, converted to .BMP. There was also a way I could change the pallet frame by frame and get the sunset. Unfortunately, my brother thinks it's very funny to hide my stuff on the myriad of hard drives and cds we have, so I have to track them down again.... :'(I just hope he hasn't deleted them, like he deleted the only copy of the book I'm writing. I'll kill him this afternoon and work out what happened.Dunenerd Quote Link to comment Share on other sites More sharing options...
nemafakei Posted February 7, 2010 Share Posted February 7, 2010 Can I suggest working out what happened first, as you may need your brother for that. Quote Link to comment Share on other sites More sharing options...
Dunenerd Posted April 26, 2010 Share Posted April 26, 2010 In fact, I used a t-probe on him. Turns out I was dreaming :( Quote Link to comment Share on other sites More sharing options...
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