Davidu Posted February 28, 2007 Share Posted February 28, 2007 There is a CD verison of Dune? With voices? ;DSeems I must search some more...Keep up the archeology work Monsieur OUXX! ;) Quote Link to comment Share on other sites More sharing options...
rymoah Posted March 1, 2007 Share Posted March 1, 2007 There is a CD verison of Dune? With voices? ;DSeems I must search some more...Keep up the archeology work Monsieur OUXX! ;)Yeah, look for it on Home of the Underdogs site, there is the .iso image downloadable (180 MB) ;)Rymoah Quote Link to comment Share on other sites More sharing options...
stsp Posted March 9, 2007 Share Posted March 9, 2007 Hi Guys.I just found that thread and was excited abouta possibility to finally have the Dune remake oneday. :)It is great that the first step, unpacking HSQ, ispassed. It seems some people here had problems compilingthe unhsq though. Not sure if this is still relevantor not, but I "translated" the source into astraight-forward, easy to read and compile C code.Previously it used to use some C++ features, hencethe compilation problems. I also added a lot of comments,so that if someone is going to translate it to anotherlanguage (like java), this might be helpfull too.It is attached.I've seen a lot of discussing on a Dune music format here.But I think the old Adlib tunes are of no interestfor the remake, because there are the _original_ Dunesongs by Stunhsq.c.txt Quote Link to comment Share on other sites More sharing options...
nemafakei Posted March 19, 2007 Share Posted March 19, 2007 As I understand it, the HNM encodes the video, the HNS the audio. We're only concerned with the video, as dune HNMs lack HNS counterparts, as they're intended to be played to separate SFX or background music. Playing sound and music is, I believe, relatively trivial and should not concern us.By the way, anyone know what the .SAL files are (VILG, SIET, PALACE, and HARK)? They're all quite small - could they be pallettes? Incidentally, a key to the VOC folders follows, to save anyone else doing the same. I might transcribe some of the more significant files as well.PA Duke Leto AtreidesPB JessicaPC ThufirPD DuncanPE GurneyPF StilgarPG KynesPH ChaniPI HarahPJ Baron HarkonnenPK Feyd-Rautha HarkonnenPL Emperor Shaddam IVPM Harkonnen CaptainPN SmugglerPO Fremen LeadersPZ Spice Opera music, Comms Room, Ornithopter locations Quote Link to comment Share on other sites More sharing options...
nemafakei Posted April 1, 2007 Share Posted April 1, 2007 The sietch indices are as follows:2BE Arrakeen Palace2BF Arrakeen-Tabr2C0 Arrakeen-Timin2C1 Arrakeen-Tuek2C2 Arrakeen-Harg2C3 Arrakeen-Clam2C4 Arrakeen-Tsymyn2C5 Arrakeen-Siet2C6 Arrakeen-Pyons2CD Carthag (Atreides)2CF Carthag-Tabr2D0 Carthag-Timin2D1 Carthag-Tuek2D2 Carthag-Harg2D3 Carthag-Clam2DF Tuono-Tabr2E0 Tuono-Timin2E1 Tuono-Tuek2E2 Tuono-Harg2E3 Tuono-Clam2E6 Tuono-Pyons2EF Habbanya-Tabr2F0 Habbanya-Timin2F1 Habbanya-Tuek2F2 Habbanya-Harg (MISSING)2F3 Habbanya-Clam2FF Oxtyn-Tabr300 Oxtyn-Timin301 Oxtyn-Tuek302 Oxtyn-Harg306 Oxtyn-Pyons30F Tsympo-Tabr310 Tsympo-Timin311 Tsympo-Tuek312 Tsympo-Harg313 Tsympo-Clam314 Tsympo-Tsymyn315 Tsympo-Siet316 Tsympo-Pyons317 Tsympo-Pyort31F Bledan-Tabr320 Bledan-Timin321 Bledan-Tuek322 Bledan-Harg32F Ergsun-Tabr330 Ergsun-Timin331 Ergsun-Tuek332 Ergsun-Harg333 Ergsun-Clam334 Ergsun-Tsymyn33F Haga-Tabr340 Haga-Timin341 Haga-Tuek342 Haga-Harg343 Haga-Clam344 Haga-Tsymyn345 Haga-Siet346 Haga-Pyons34F Cielago-Tabr350 Cielago-Timin35F Sihaya-Tabr360 Sihaya-Timin361 Sihaya-Tuek362 Sihaya-Harg363 Sihaya-Clam366 Sihaya-Pyons36F Celimyn-Tabr370 Celimyn-Timin371 Celimyn-Tuek372 Celimyn-HargOxtyn-Harg is 302, so, for the ornithopter voice saying "Oxtyn-Harg", look for PZ302I.VOC, while for Fremen saying "Here in Oxtyn-Harg", PO302I.VOC is the 'inside' version, PO302O.VOC is the 'outside' (i.e. vision) version.I know it's not anywhere as clever as people decoding the formats, but I'm sure someone will have to do this at some point. Quote Link to comment Share on other sites More sharing options...
bigs Posted April 9, 2007 Share Posted April 9, 2007 HEADER ?00h = the offset of the end of the "palette data"?[01h, 06h] = ???SUB-PALETTE #1 : brown parts of the orni07h = offset where sub-palette #1 has to be inserted in the global palette08h = nb of colors of sub-palette #1[09h,23h] = sub-palette #1SUB-PALETTE #2 : green cockpit of the orni24h = offset where sub-palette #2 has to be inserted in the global palette25h = nb of colors of sub-palette #2[26h,2Bh] = sub-palette #2SUB-PALETTE #3 : violet walls of the palace2Ch = offset of sub-palette #32Dh = nb of colors[2Eh,5Dh] = sub-palette #3ESCAPE CODE?5E and 5F = escape code (FF FF) to indicate the end of the header ?After this data, the sprites definitions begin..hi, I see things like this: (for balcon)[00h, 01h] is a short giving offset of end of data pal. (with chan.unp there is a gap of one byte between 0xFFFF and the given offset...dont understand why)[02h] offset sub-palette #0 (here 0x00)[03h] nb of colors (here 0x01)[04h,06h] rgb of the color (here black: 00 00 00)[07h] offset sub-palette #1 (here 0x53)[08h] nb of colors (here 0x09)[09h,23h] rgb of the colors[24h] offset sub-palette #2 (here 0x5F)[25h] nb of colors (here 0x02)[26h,2Bh] rgb of the 2 colors[2Ch] offset sub-palette #3 (here 0x70)[2Dh] nb of colors (here 0x10) [2Eh,5Dh] rgb of the colors[5Eh,5Fh] 0xFFFF[60h, ...] ???look like rgb values are defined on 6bitsso I read R=0x36 G=0x20 B=0x0E in data pal supposed to be one of orni color in balcon.hsqand I do shift 2bits to left and I getR=0xD8 G=0x80 B=0x38 this is verified to be a color of the orni. Quote Link to comment Share on other sites More sharing options...
nemafakei Posted April 12, 2007 Share Posted April 12, 2007 I've twigged what the .SAL files must be - they look like they're something to do with the room layouts (les salles?) The smallest is the villages, at 185B, which have just one exterior room then the Harkonnen things, at 495B: fortresses are more numerous and have two walled rooms. The (Atreides) palace is 2.85KB - it's quite a complex layout, and finally the sietches, at 4.28KB, are very many in number and often have three or four rooms.We also have some .BIN files (DNCHAR, DNCHAR2, TABLAT, VER), of which the last pertains to worms, and some .LOP files (MNT1, MNT2, MNT3, PALACE, SIET), whose names correspond with three HNM files, so this looks like it has something to do with flying (LOP=LOOP?). The SEQA-SEQR HNM files look like they should be the videos from the Lynch film. Unlike the other HNMs, they presumably incorporate sound, so I'd imagine they'd be trickier. Quote Link to comment Share on other sites More sharing options...
Monsieur OUXX Posted May 18, 2007 Author Share Posted May 18, 2007 the .SAL files must be the room layouts ("rooms" = "salles" in french)I'm absolutely convinced of that.PS : bigs, i don't understand what new info you brought? (no offense, i'm just trying to find it!) Quote Link to comment Share on other sites More sharing options...
bigs Posted June 24, 2007 Share Posted June 24, 2007 PS : bigs, i don't understand what new info you brought? (no offense, i'm just trying to find it!)Je pensai tout haut ...d Quote Link to comment Share on other sites More sharing options...
nemafakei Posted July 24, 2007 Share Posted July 24, 2007 The PHRASE.HSQ files - are they normal hsq files? I think they're the language files. There're seven languages, AmE, BrE, Fr, De, It, Es, and Fremen. There are seven pairs of Phrase files: 11 & 12, 21 & 22, ... 71 & 72. 21 & 22 are identical to 71 & 72; this is because one is French, the other is Fremen, which is French written in silly symbols. Quote Link to comment Share on other sites More sharing options...
Lance Boyle Posted August 15, 2007 Share Posted August 15, 2007 Je pensai tout haut ...dMA_A1.zip Quote Link to comment Share on other sites More sharing options...
Lance Boyle Posted August 18, 2007 Share Posted August 18, 2007 Sorry for double posting...I seem to have answered my own question. I had to install the "Allegro" library in order to compile Bigs's dumphsq code (shouldn't it be called, "DumpUnp"? :P).I tried the program out on that MegaRace file that I uploaded that I assumed was an *.UNP file and surprisingly, I was right... it is a UNP file. It exported about a series of 12 or so images...unfortunately, the palettes are way off for the MegaRace images. All I get is a series of black images with little random gray pixels here and there on the image. Granted, MegaRace's sprites are a lot more complex than Dune's sprites, since almost all of MegaRace's sprites are all pre-rendered CGI.MegaRace's UNP file also use the 0x80 compression byte found in Dune's UNP files and the 0xFFFF after the palette offset. Quote Link to comment Share on other sites More sharing options...
rc55 Posted December 18, 2007 Share Posted December 18, 2007 :( Quote Link to comment Share on other sites More sharing options...
rc55 Posted December 18, 2007 Share Posted December 18, 2007 I hate to say it, but I read through the entirity of this thread only to find out that the project has stopped!Does anyone care enough to start it going again? I think some thoughts should go into just recreating the engine and then extending its functionality later.I think one feasible thing to do would be to make a Harkonnen Campaign, where you have to devastate sietches, and expand your spice production to further your relations with the Emperor. You could have complications with Ecology growths making your fortresses unusable for spice extraction, co-ordinating the capture of Chani... a full role reversal! Imagine aggressive dealings with the Villagers... sending sabateurs out to disrupt spice flow, expand the plot between the Harkonnens and the Duke etc.After all the excitement over the last bunch of pages, why not make something happen? Quote Link to comment Share on other sites More sharing options...
pascal89 Posted January 8, 2008 Share Posted January 8, 2008 Yes!!I have been waiting for 10+ years for a remake of dune 1!Please remake dune 1 thanks!Where did u guys get the source? please tell me thx!I dont think dune remakes are dead..http://new.bigbluecup.com/yabb/index.php?topic=29395.0 Quote Link to comment Share on other sites More sharing options...
nemafakei Posted January 8, 2008 Share Posted January 8, 2008 You may notice that on the left hand side of the keyboard, just below the tab button, is a key marked "Caps Lock" - it helps if you get to know how to use it. Once you've got the hang of that, the Dune I source code will surely follow. Quote Link to comment Share on other sites More sharing options...
pascal89 Posted January 9, 2008 Share Posted January 9, 2008 Sorry for the caps nema Fakei.I just like dune1 so much :PCould you please share the source code? Quote Link to comment Share on other sites More sharing options...
nemafakei Posted January 9, 2008 Share Posted January 9, 2008 I don't have it, and, unless I've misunderstood things, no-one has, and what's being mentioned has been the sourcecode for other applications which have been used to read the files. If you read through the whole thread, you'll see explanations for how to get into the Dune.dat file, though, which is an interesting direction to research. Hope that helps. Quote Link to comment Share on other sites More sharing options...
pascal89 Posted January 9, 2008 Share Posted January 9, 2008 I have managed to extract all files from the Dune.dat file. I see alot of files now and dont know what to do.Im not sure if I cn extract all files with unhsq ??? (HSQ.exe)With no original source code available, it will be very difficult to read from bitmap/sprites/music files, without knowing their internal structure, probably compressed/modified using Cryo utilitiesWell.. I dont know how to get the SPRITES from these files. :'( Quote Link to comment Share on other sites More sharing options...
Monsieur OUXX Posted March 20, 2008 Author Share Posted March 20, 2008 hi all,I'm glad to see that the project is going on,rc55 : don't be too impatient, this is a slooooow project and it will succeed only if the contributors keep contributing willingly and only if you don't piss them off and ruin their motivation :D everyone has to bring his little stone for the edifice.pascal89: same as bigs, plus please read the thread : indeed, we don't have the source code, only tiny tools that are being slowly enhanced with the information that we gather.bigs : I didn't test your dumper yet, but from what I read it can dump UNP files? If so, great work!!! (if it can only dump HSQ files, great work anyway)Nema Fakei, Lance Boyle and all the others : keep on the good work with building our "small" knowledge database!!!---Now for the news : I'm thinking of integrating Dune into ScummVM, because it is a very good framework for old-school games and provides a lot of integrated features... As soon as I manage to compile it ;) Quote Link to comment Share on other sites More sharing options...
bigs Posted March 30, 2008 Share Posted March 30, 2008 bigs : I didn't test your dumper yet, but from what I read it can dump UNP files? If so, great work!!! (if it can only dump HSQ files, great work anyway)The dumper program i made extract sprites (bmp format) from files previously uncompressed (UNP comming from decompression of HSQ files with the help of a tool provided by someone on a previous post).I also provided a tool to compress a UNP file to a HSQ to test modification of the game, and to help finding file format informations.Those tools may (certainly) have bugs; but source are provided, so... Quote Link to comment Share on other sites More sharing options...
Malcolm Posted April 14, 2008 Share Posted April 14, 2008 Hello. I would like to get to the pikchures from DUNE. Portraits of characters and their mimicry especially interest. Tell please as it to make. Quote Link to comment Share on other sites More sharing options...
rymoah Posted May 4, 2008 Share Posted May 4, 2008 Hi all, :)During these last days I re-discovered this nice project and wanted to contribute in some way (I hope it isn't dead yet, according to Monsieur OUXX it shouldn't).I have to admit that my programming skills are limitated (I know a bit of Java), but anyway I would like *really* bad to help getting this amazing project done. :) So, here is what I have discovered for the moment:ABOUT THE PHRASEXX FILESAs Nema Fakei stated, these type of files contains the characters' speeches in various languages. Actually after having decompressed them with unhsq and opened them with a text editor there is still some weird characters -- that's because they are binary files I think and any modification applied to them with an editor will result in a corrupted file. The phrases are separated by each other with a "unhsq_linux.zip Quote Link to comment Share on other sites More sharing options...
Nyerguds Posted May 5, 2008 Share Posted May 5, 2008 Audacity can open .voc files ;) Quote Link to comment Share on other sites More sharing options...
rymoah Posted May 5, 2008 Share Posted May 5, 2008 Audacity can open .voc files ;)That's a good news, I didn't remember that Audacity could handle .voc files :) But it can also export to this format? Because if so the re-dub (registration, echoeing, ecc.) can be done directly in Audacity, without ripping.However, here is attached a batch script to automatically convert with the VOC2WAV tool by Creative all the dialogues contained in the dune.dat directory (extracted with MultiEx Commander) to .wav. Extract the two files in the zip archive (VOC2WAV.exe and voctowav.bat) in the main Dune dat directory, and then launch voctowav.bat (it can take some minutes since the files are many). After conversion is done, you will find in each PA, PB, ..., PZ directory a "wav" subfolder containing the .wav files.Rymoahvoctowav.zip Quote Link to comment Share on other sites More sharing options...
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