Nyerguds Posted January 17, 2009 Share Posted January 17, 2009 A more reasonable request... can you ALWAYS show a 3x3 tiles grid? That will make it easier to change the foundation dimensions and will make sure the image doesn't suddenly blow up to gigantic proportions when editing a single frame.You can just grey out & disable the unused tiles bhen the dimension of the set that's being edited is smaller than 3x3. But show them anyway. Quote Link to comment Share on other sites More sharing options...
ArrakisResearchCo Posted January 17, 2009 Share Posted January 17, 2009 The grid will "auto-show" regardless of foundation dimensions but will fit the foundation dimensions of the specific TileMap reference (one of the 26). So if one of the TileMap references - say the Repair Facility - is changed from 3x2 to 3x3 the grid will auto-resize to the new dimensions. I do have to copy/shift the previous setup into the new dimensions and then fit the new "empty" tiles with new tile references. My plan is to drop concrete slabs into these "empty" tiles. I have to re-write the TileMap reference setup first though: to read the dimensions from the EXE. This will present a problem: if your editor has been used to change the foundation dimensions the ICON.MAP file will not match and will result in under-/overflow and seriously messed up references. Alternatively I have to add code to patch the EXE from the Tile Editor when changing the foundation size in the editor. I'm still looking into these things :) Quote Link to comment Share on other sites More sharing options...
Nyerguds Posted January 18, 2009 Share Posted January 18, 2009 It's just that it's handier that it doesn't change size whenever you click on something different -_- Quote Link to comment Share on other sites More sharing options...
dvalin Posted January 19, 2009 Share Posted January 19, 2009 For Doon Lunacy I've moved all code handling the native data format intoa separate library for easier and better maintenance etc., while alsomaking it possible for others to benefit from as well.So you might just have interest in the library which you'll find athttps://code.launchpad.net/~doonlunacy/doonlunacy/libeastwood .:)The library is written in C++, so I'm not sure of how much use itis for you guys with Visual Basic. I don't really have any knowledgeof VB nor development on Windows at all, but I guess for someonewith both VB and C++ skills it shouldn't be hard to create someVB bindings to make it possible to use with VB..I'm not really sure on what specific use you have in mind for thesethings either, but if it's basically just about reading and extractinggame data, then writing tools for such using the library is a veryeasy task. I've been thinking about the need for such for a whilesince I haven't really seen any other free and portable tools outthere supporting all the formats (only tool coming close is sandtoolswhich isn't actively maintained and still lacks support for someof the data formats), so I plan on getting such tools in placesooner or later. I might also create some python module usingthe library as well, since it's a very easy language to learnand use, while also being available for most platforms thisseems like something that could be of great use to many people,maybe if I just write the python module someone else couldeasily write the actual tools in python using this. :)The library supports near all of the formats used in Dune 2,even the format used for text used with cutscenes, mentat etc..Only formats that I can recall it missing support for isthose used by .c55 & .xmi midi music (support for .adl is inplace, but support for the others is needed as .adl is theformat Dune 2 uses when you have midi only, so it has someextra instruments being played some places used as soundeffects in place of the missing digital sound effects whichsounds a bit odd when playing the sound effects in addition.Also interesting note is that when using midi only, midiintruments are used for sound effects in the game. Whenusing digital sound effects most sound effects uses the.voc samples, but there's still some sound effects usingmidi instruments then as well, ie. like the Sonic Tankand also some of the machine gun during the intro seemsto be using what I suspect is the midi instruments formachine gun or something. :D) and .pcs for pc speakerwhich I also would like to support since it givessome extra retro feeling for some of the pc speakernostalgics out there. I'm at least one of those as Ididn't have a sound blaster back then and had touse pc speaker, watching the intro with pc speakerunder dosbox gives me such nostalgic sensations.:O)In the future I'm planning on adding support forother formats as well, ie. support for more of theC&C data formats. With freecnc being more or lessdead, picking up much of their code and supportingC&C with the Doon Lunacy engine could be interesting,just think of the cheezy opportunities that can bemade possible with playing ie. Nod vs Atreides vsFremen vs Russia vs GDI vs The Allied. Who do youthink would win in a fight between group of frementroopers, Tanya and a GDI commando? :PFor anyone wondering about Doon Lunacy's currentstate development kinda stopped at the end of thesummer as school work occupied most of the time instead, but as someone expressed interest incontributing to development I found some motivationfor doing a bit work again the other day, so maybe2009 will be the year where a playable versionwill finally be released. :O)I'm not really following this forum more than sporadicallyevery now and then a few times a year, but I mighttry follow it closer if anyone has interest in thelibrary or tools etc. using it, for anyone who would wantto get in direct touch I'm available on #dunelegacy @ irc.freenode.netand also by mail (you'll find my address on the launchpadproject page).I hope this might be of use to you. :) Quote Link to comment Share on other sites More sharing options...
MrFlibble Posted January 20, 2009 Share Posted January 20, 2009 Wow dvalin, you've done a lot of work and research. Keep it up! :)Which blue colour(s) exactly cause the remap problem? Is it all of those?I did not test thoroughly, but it looks like all light-blue colors after the red HK set are part of the remap scheme. Perhaps they wanted to make different colors for units, buildings and/or infantry, Brotherhood of Nod (TD) style (I remember it is mentioned in the book that Harkonnen uniforms were blue - maybe that's the case?). Anyhow, if they are all remapable, some substitute should be then found among the remaining colors - editing the palette as I proposed earlier is certainly out of the question, as those colors (of the other Houses) are also used elsewhere. Quote Link to comment Share on other sites More sharing options...
ArrakisResearchCo Posted January 20, 2009 Share Posted January 20, 2009 Nyerguds: I'll keep your request about the zoom view in mind :)dvalin: Thanks for the hint. I've already looked at your fine library but it took me a while to figure out which repository tool was needed to download the library. Bazar does the trick. Quote Link to comment Share on other sites More sharing options...
MrFlibble Posted February 10, 2009 Share Posted February 10, 2009 Hm, I still can't find a good solution for the IX remap bug - there are no other colors quite close to those which are remapable in the palette, so it's either editing it (a prospect I don't like, since it will require either finding some unused colors, if there are any, or replacing some used ones and editing the graphics where they are present) or somehow editing the EXE to exclude the colors in question from the remap list (any ideas about this Nyerguds?)Otherwise the tool has been very useful, allowing me to fix the broken frame of the gun turret in the v1.0 tileset and to change the first frame to what it looks like in v1.07 (the checkerboard frame which is used when an old savegame is loaded). Quote Link to comment Share on other sites More sharing options...
ArrakisResearchCo Posted February 10, 2009 Share Posted February 10, 2009 After I fixed my (de)compressor my House of IX didnt have any visible remapping with wrong colors. Maybe there's a structure bug or something or maybe some of the tiles have been encoded wrongly / maybe it has been patched already. I'm not sure why the wrong colors persit.Anyhow - I hope my editor has been of some use and just let you guys know: I'm still working on a few more tweaks to my editor. I'm working on adding the option to edit foundation size for the structures in the editor and to keep the same zoom view regardless of foundation size. Things are a bit slow on the project at the moment tho because of other things :) Quote Link to comment Share on other sites More sharing options...
Nyerguds Posted February 11, 2009 Share Posted February 11, 2009 the game remaps too much. That's the bug. It doesn't happen for Harkonnen because the original remap is red, and they're already red, so the remap is skipped for them. Quote Link to comment Share on other sites More sharing options...
MrFlibble Posted February 16, 2009 Share Posted February 16, 2009 So it's EXE editing to fix that, right? Any ideas on how to find the required data within it? Quote Link to comment Share on other sites More sharing options...
Nyerguds Posted February 17, 2009 Share Posted February 17, 2009 Nope.. not a clue. Quote Link to comment Share on other sites More sharing options...
MrFlibble Posted March 1, 2009 Share Posted March 1, 2009 I've kinda fixed the remap bug with gray color for my SD2SE project (the Sardaukar remap was especially ugly):But it's still not the same... Quote Link to comment Share on other sites More sharing options...
Nyerguds Posted March 2, 2009 Share Posted March 2, 2009 still, it doesn't look too bad :) Quote Link to comment Share on other sites More sharing options...
MrFlibble Posted March 10, 2009 Share Posted March 10, 2009 Here's a new, better version:I believe it's the closest thing to the original colours available in the game palette. Quote Link to comment Share on other sites More sharing options...
Nyerguds Posted March 11, 2009 Share Posted March 11, 2009 ooh, I like it! Yes, that is better than the grey :) Quote Link to comment Share on other sites More sharing options...
MrFlibble Posted March 14, 2009 Share Posted March 14, 2009 Definitely. I included this version in both Super Dune II: Classic Edition and in Dune 2 eXtended. Quote Link to comment Share on other sites More sharing options...
Nyerguds Posted March 15, 2009 Share Posted March 15, 2009 and in the game patch? This is definitely patch material :) Quote Link to comment Share on other sites More sharing options...
401Kill Posted August 6, 2009 Author Share Posted August 6, 2009 Just came back to this thread, its been a long time since I had any time to think about such things!The VB effort expired a while back, and is probably dead for good, since I am now rewriting as a cross-platform app in Mono C# (as good an excuse to learn C# as any I guess :P). Only done the PAK reader so far (the easy bit!), and a quick VOC -> OGG conversion using PACPL - but thats kinda Linux dependant at the moment, need to implement a more universal solution (probably just a VOC -> WAV algorithm for starters). Looks like you guys have come up with a wealth of info on the graphics side of it, will need to read the thread in detail now!I am particularly interested in dvalin's work on the music, I was hoping to find some info on converting XMID into a (more) usable format.. eg normal MIDI. Any information on that front would be greatly appreciated! I can see he's done a lot of work on the file formats, and I shall try to make what sense I can of the C++ :PApologies for reviving an old thread and then wandering off topic, and many thanks for all info! :) Quote Link to comment Share on other sites More sharing options...
Nyerguds Posted August 7, 2009 Share Posted August 7, 2009 As far as I know, WinAmp can convert XMid to normal midi. You just open its file details and there's a Save button. Quote Link to comment Share on other sites More sharing options...
401Kill Posted August 9, 2009 Author Share Posted August 9, 2009 As far as I know, WinAmp can convert XMid to normal midi. You just open its file details and there's a Save button.Thanks. I'm trying to find a reasonable cross-platform, automated approach - either CLI or a library would be best, since I don't think my format hacking skills are up to decoding it yet lol. Will look into any possible CLI interface to Winamp.Also, I now have a C# routine which decodes all the WSA files correctly, except 'static.wsa' - is there any known issue with that file? I read somewhere that the WSA format used in 1.07 differs from 1.0, is 'static.wsa' perhaps a leftover in the earlier format? Quote Link to comment Share on other sites More sharing options...
Nyerguds Posted August 10, 2009 Share Posted August 10, 2009 The radar screen? Huh. Well XCC Mixer opens it just fine. Quote Link to comment Share on other sites More sharing options...
MrFlibble Posted August 11, 2009 Share Posted August 11, 2009 What version do you have? AFAIK all WSA files in 1.07 were updated to the new format, which is recognized by XCC Mixer. Quote Link to comment Share on other sites More sharing options...
401Kill Posted August 11, 2009 Author Share Posted August 11, 2009 What version do you have? AFAIK all WSA files in 1.07 were updated to the new format, which is recognized by XCC Mixer.I'm on 1.07 European. Fair enough, in that case it's most likely a bug in my code. Just seems strange that all the other WSA files work ???According to my routine, 'static.wsa' is 64 x 64 pixels, which I would guess is correct for the radar screen, and contains 23 frames. The offsets of which I find to be:Offsets int[23][0] 102[1] 2271[2] 5686[3] 7770[4] 11123[5] 13458[6] 16002[7] 17359[8] 18167[9] 18212[10] 18257[11] 18302[12] 18361[13] 18381[14] 18389[15] 18397[16] 18405[17] 18429[18] 18437[19] 18474[20] 18482[21] 18506[22] 20677Are these the correct values? Quote Link to comment Share on other sites More sharing options...
XTF Posted August 12, 2009 Share Posted August 12, 2009 IIRC there are files with 16 bits offsets and files with 32 bits offsets. That might be an issue. Quote Link to comment Share on other sites More sharing options...
401Kill Posted August 13, 2009 Author Share Posted August 13, 2009 IIRC there are files with 16 bits offsets and files with 32 bits offsets. That might be an issue.Thanks for pointing that out, double checked and static.wsa uses 32-bit offsets though.Also checked the first offset against the raw file data, it appears to be correct as far as I can tell.The problem seems to be that the Format80 decoding routine is using a 4096 byte (64 x 64 px) output buffer based on the image dimensions, however the EOF marker (command 128) is not encountered until the Destination pointer is at 4099 - ie. the decoded image is 4 bytes too long. If I increase the output buffer size, I can marshal the resulting byte array into a bitmap which looks ok, but then the second frame fails to decode.I've tried tweaking the start offset slightly, but that results in a complete failure to decode the first frame - so I think it's probably correct. Quote Link to comment Share on other sites More sharing options...
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