Search found 349 matches
- 2022-Mar-04, 20:34
- Forum: Development
- Topic: Phantom keyboards
- Replies: 1
- Views: 1078
Re: Phantom keyboards
Seems Windows (like any big codebase developed over decades) is totally out of control.
- 2022-Mar-04, 20:03
- Forum: Other DID Games
- Topic: Typhoon
- Replies: 21
- Views: 7710
Re: Typhoon
Back to typhoon.exe, and surfing for strings, we see a lot of things like this:
I was led to believe that Typhoon was based on the amazing 3dream engine, but maybe it's just a re-skinned TAW but a bit dumbed down.
Those names don't look very Icelandic. I was led to believe that Typhoon was based on the amazing 3dream engine, but maybe it's just a re-skinned TAW but a bit dumbed down.
- 2022-Mar-04, 19:54
- Forum: Other DID Games
- Topic: Typhoon
- Replies: 21
- Views: 7710
Re: Typhoon
I suspect the hash algorithm will be something similar to TAW's... Well, I don't suspect that anymore. The hashes are arranged in the dat file in a similar order, ie those starting with 0x80 first, but for EF/ADF/TAW the first 4 bits gives the length of the filename being hashed. So, in practice, t...
- 2022-Mar-04, 13:26
- Forum: Other DID Games
- Topic: Typhoon
- Replies: 21
- Views: 7710
Re: Typhoon
'typhoon.dat' has certain similarities to the 'did.dat' of earlier games, but a couple of notable differences. The file can be considered to contain a 'header', the 'payload' files, then 3 blocks of data with each one starting at an address given by 3 pointers in the 'header'. The first block is jus...
- 2022-Mar-03, 16:06
- Forum: Other DID Games
- Topic: Typhoon
- Replies: 21
- Views: 7710
Re: Typhoon
So, leaving the exe for a moment to look at the big data archive 'typhoon.dat'... The files from the Steam release and original are exactly the same size, and while I haven't done a byte comparison, I expect them to be identical. Some time ago, there was a discussion on Discord about this file, and ...
- 2022-Mar-03, 15:39
- Forum: Other DID Games
- Topic: Typhoon
- Replies: 21
- Views: 7710
Re: Typhoon
Aha, so what I thought was some smart 'steamification tool' is likely an ugly 'warez hack'. If I do a quick search for 31313931, it's mentioned a couple of times as being in the header of 'Heroes of Might and Magic' and 'Command & Conquer', so maybe the same operator. I don't really want to look...
- 2022-Mar-02, 19:43
- Forum: Other DID Games
- Topic: Typhoon
- Replies: 21
- Views: 7710
Typhoon
Going off topic on the very first post... For a change of scenery, I thought I'd take a another look at Typhoon. Last time the game was <10 years old, so felt a bit guilty trying to take it apart to see if it contains any F22 heritage. While the game has been available on Steam since 2014, nothing h...
- 2022-Mar-01, 19:55
- Forum: Development
- Topic: Flight Model
- Replies: 15
- Views: 2235
Re: Flight Model
There's also the diagnostic system which seems to use its own variables.
...but maybe it works better that way.
...but maybe it works better that way.
- 2022-Feb-26, 10:18
- Forum: Ready Room
- Topic: Air War over Ukraine (nothing graphic!)
- Replies: 116
- Views: 47896
Re: Air War over Ukraine (nothing graphic!)
Any air war has been pretty much one way due to overwhelming superiority in numbers on one side. From a simulation point of view, I'm not sure has any attempt been made to model the civilian population in such a scenario. That's a fairly complex ejection system on the Ka-50/52. I had to read up on t...
- 2022-Feb-19, 23:03
- Forum: F-22 ADF/TAW
- Topic: Air Dominance Fighter Cheats
- Replies: 3
- Views: 2426
Re: Air Dominance Fighter Cheats
Amazing!
I found those debug menus in TAW, but could only enable them one at a time by hex editing the exe.
Presumably, the other stuff is there as well. I'll try it out when I get time...
I found those debug menus in TAW, but could only enable them one at a time by hex editing the exe.
Presumably, the other stuff is there as well. I'll try it out when I get time...
- 2022-Feb-19, 15:09
- Forum: TFXplorer
- Topic: TFXplorer collisions
- Replies: 1
- Views: 2079
TFXplorer collisions
I forget what TFXplorer uses for collision detection for terrain, buildings and mobile objects.
Is it the same as TAW, ie using the COLLISION BOX and COLLISION TRIANGLE information from the ssd file, or have you rationalized it with some DirectX feature?
Is it the same as TAW, ie using the COLLISION BOX and COLLISION TRIANGLE information from the ssd file, or have you rationalized it with some DirectX feature?
- 2022-Feb-13, 20:51
- Forum: Development
- Topic: Flight Model
- Replies: 15
- Views: 2235
Re: Flight Model
Ah, I remember now. It must be over 5 years since we reversed the F22 flight model of TAW and I've just stopped having nightmares about it. Are you suggesting we do the same for EF2000 V2.0, and incorporate it into TFXplorer?
- 2022-Feb-13, 20:04
- Forum: Development
- Topic: Flight Model
- Replies: 15
- Views: 2235
Re: Flight Model
Ah not even text, just a block of binary data put into a specific place by the build system?
I'm sure you can inspect the disassembled code to find out which data is used in a particular calculations, but sounds like a lot of work.
I'm sure you can inspect the disassembled code to find out which data is used in a particular calculations, but sounds like a lot of work.
- 2022-Feb-13, 18:50
- Forum: Development
- Topic: Flight Model
- Replies: 15
- Views: 2235
Re: Flight Model
Are the tables commented by IDA to help us guess what each entry does?
I assume these tables are all in the source as we've never found anything flight model related in the extracted files.
I assume these tables are all in the source as we've never found anything flight model related in the extracted files.
- 2022-Jan-31, 22:22
- Forum: Development
- Topic: TFX Animations
- Replies: 4
- Views: 1299
Re: TFX Animations
By the way, I think EF2000 uses this system exclusively for the 'Intel inside' thing described in spir.256. That's lucky, as I'd have to use the Dosbox debugger to do the same for TFX. My interpretation of spir.256 is not quite how it looks at the start of EF2000 though... _spir.gif Not exactly a pr...
- 2022-Jan-31, 22:16
- Forum: Development
- Topic: TFX Animations
- Replies: 4
- Views: 1299
Re: TFX Animations
This line: "Each chunk of data is made up of a single 2 byte word, then a 4 byte pointer to the next block, then some 'payload'." ...is not quite correct. After the palette comes 2 bytes, giving the 'type' mentioned earlier, then for each frame, there's a 4 byte number giving the size of d...
- 2022-Jan-31, 21:43
- Forum: Development
- Topic: TFX Animations
- Replies: 4
- Views: 1299
Re: TFX Animations
'Type 0' have more complete frames...
The way these animations are directed is yet to be found, but there are some parser files with extension .par which may hold the key.
'inft' describes 40 frames which I've just stuck together with Imagemagick.The way these animations are directed is yet to be found, but there are some parser files with extension .par which may hold the key.
- 2022-Jan-31, 21:36
- Forum: Development
- Topic: TFX Animations
- Replies: 4
- Views: 1299
Re: TFX Animations
There is still plenty to understand about this process, but there are 2 types of file with a flag in the .256 showing how it should be handled. 'Type 1' files look like they have one base frames, then subsequent frames provide some delta. noname3382_0.png This an example where most of the animation ...
- 2022-Jan-31, 21:26
- Forum: Development
- Topic: TFX Animations
- Replies: 4
- Views: 1299
TFX Animations
Here's part of the first post of a thread I started over at Combatsim. The rest of that thread is largely irrelevant now, so I'll start again here: In the extracted set of TFX2 files, there's a strange beast called 'anim\spir.256' which, as far as I know, we haven't looked at before. For Inferno, th...
- 2022-Jan-30, 00:53
- Forum: Other DID Games
- Topic: MEdit
- Replies: 2
- Views: 1289
Re: MEdit
Yes, something that needs to be investigated. As I understand it, OSL1 is a common format, but different files are produced depending on whether it was aimed at Adlib, Soundblaster or Roland. The paths and extensions visible in the TFX did.dat hint at this, but I haven't proved it yet.