Search found 348 matches

by mikew
2024-Feb-06, 20:10
Forum: Development
Topic: ✔️ FIXED BUG: TFXplorer crashes if no audio devices are available.
Replies: 4
Views: 437

Re: 🔴 OPEN BUG: TFXplorer crashes if no audio devices are available.

Good idea!
wdbgPNG.PNG
wdbgPNG.PNG (116.62 KiB) Viewed 353 times
by mikew
2024-Feb-06, 08:55
Forum: TFXplorer
Topic: API Documentation
Replies: 27
Views: 7563

Re: API Documentation

This really has made me look at the way I've approached programming over the years. The car analogy is that by knowing the key 'activates' the machine, and putting a lever to the 'R' position and using the right pedal to speed up and slow down allows me to go anywhere...as long as I have plenty of t...
by mikew
2024-Feb-05, 23:10
Forum: Development
Topic: ✔️ NEW FEATURE: Control Mapping
Replies: 11
Views: 2337

Re: 💡 OPEN FEATURE: Control Mapping

I was just about to throw out that now 20 year old Logitech FF joystick that we were having so much trouble with identifying axes 10 years ago. I'll rescue it for now...
by mikew
2024-Feb-05, 23:03
Forum: TFXplorer
Topic: API Documentation
Replies: 27
Views: 7563

Re: API Documentation

I'm still having trouble with this so it seems I'm not the rockstar programmer I thought I was. :( So, i have these 2 files derived from that Colombia .bmp from above: tfx_e.7z colpal.dat is 1024 bytes and contains 256 colours arranged as ARGB. colmap.dat is 40000 bytes giving a 200x200 index to tho...
by mikew
2024-Feb-05, 10:48
Forum: Development
Topic: ✔️ FIXED BUG: TFXplorer crashes if no audio devices are available.
Replies: 4
Views: 437

✔️ FIXED BUG: TFXplorer crashes if no audio devices are available.

Maybe not the most common scenario on PCs these days, but I ran into it while RDPing a Windows PC without setting up the audio. The symptoms were that I got the 'DirectX SDK June 2010 not installed, so there'll be no sound' message in the first screen. I ignored that as I wasn't interested in sound ...
by mikew
2024-Feb-01, 23:07
Forum: TFXplorer
Topic: API Documentation
Replies: 27
Views: 7563

Re: API Documentation

Thanks to chatGPT, I was (after a couple of hours tracking down some trivial syntax errors) able to replace the generated texture with something loaded in from disk, Next I need to try to make different tiles, so it's not the same tile repeated. That requires a struct of structs I suppose. gonewrong...
by mikew
2024-Jan-28, 21:53
Forum: Development
Topic: Ace Combat levels
Replies: 50
Views: 8327

Re: Ace Combat levels

I don't have a clue, but if I open that file and display it graphically, there appears to be blocks of regularity. This is at 396 bytes per row:
axeac.png
axeac.png (196.97 KiB) Viewed 1758 times
I haven't looked at those higher number directories before...
by mikew
2024-Jan-28, 16:09
Forum: Development
Topic: Ace Combat levels
Replies: 50
Views: 8327

Re: Ace Combat levels

Krishty wrote: 2024-Jan-27, 23:50I don’t quite know what’s going on there, and I am curious about the first byte. It’s a signed number, going from -47 to 52?!
I'd suggest that the first 2 bytes are combined into a little-endian 16 bit number, since the 2nd byte increments when the 1st byte reaches 0xff.
by mikew
2024-Jan-27, 00:19
Forum: TFXplorer
Topic: API Documentation
Replies: 27
Views: 7563

Re: API Documentation

Thanks!
It's how individual tiles are defined/handled I'm having trouble understanding. The example with the 256x256 pixel repeated texture seems to allow an infinite map...or at least I can scroll to thousands of tiles in North and east directions in Explorer mode.
by mikew
2024-Jan-26, 23:28
Forum: TFXplorer
Topic: API Documentation
Replies: 27
Views: 7563

Re: API Documentation

Sorry, I need to ask something trivial... I'd like to expand your example with the orange 1-pixel texture in the 'Rendering Terrain' section by having the colour of a particular tile based on information loaded from disk. So, say we have this 200x200 bitmap from TFX, which is in .bmp format right no...
by mikew
2024-Jan-22, 13:55
Forum: Development
Topic: Ace Combat levels
Replies: 50
Views: 8327

Re: Ace Combat levels

I still can't see anything obvious for 'Time of Day', so tried to see if the sun position could help. Plotting out the sun azimuths and elevations doesn't really help... While all missions with a negative sun elevation are night missions, there are some night missions with the sun high in the sky ac...
by mikew
2024-Jan-21, 20:25
Forum: Development
Topic: Ace Combat levels
Replies: 50
Views: 8327

Re: Ace Combat levels

According to the internet, the first mission 'Awakening' has a feature where if all the primary targets are destroyed within 3 minutes, a second wave appears as a mission update. That time has to be specified somewhere, together with the rules about how the mission ends if those primary targets are ...
by mikew
2024-Jan-20, 23:26
Forum: Development
Topic: Ace Combat levels
Replies: 50
Views: 8327

Re: Ace Combat levels

Heh, I kind of regretted that '24 bit integer' comment, as while they indeed looked like 24 bit integers, it would be unusual if they were used like that.

I should revisit my AC3 parser.
by mikew
2024-Jan-06, 13:01
Forum: TFXplorer
Topic: API Documentation
Replies: 27
Views: 7563

Re: API Documentation

Understanding is definitely going to be the problem as even though your C++ code has the best comments I've ever seen, I struggle with that language in particular and just fixate on things like line 67 where you have: struct UAW_float_XYZ where everything else looks like it should be in the format s...
by mikew
2024-Jan-06, 12:51
Forum: Ready Room
Topic: Radar Cross Section Estimates
Replies: 8
Views: 1503

Re: Radar Cross Section Estimates

In that animation, you can think of the receive beam in the same way where the received echo will be received best when the beam is pointing at that direction in space. The transmit and receive beams don't necessarily have to be the same shape though. You can have more receive beams, so you can simu...
by mikew
2024-Jan-06, 10:36
Forum: Ready Room
Topic: Radar Cross Section Estimates
Replies: 8
Views: 1503

Re: Radar Cross Section Estimates

For a parabolic antenna like in your picture, the receiver will have the same beam shape as the transmitter where the receiver will be most sensitive to signals coming from the same point in space as gets the maximum power on the transmit side. By rotating the antenna, you create a 'synthetic apertu...
by mikew
2024-Jan-05, 21:53
Forum: Ready Room
Topic: Radar Cross Section Estimates
Replies: 8
Views: 1503

Re: Radar Cross Section Estimates

Where's the jamming coming from? If it's the stealth aircraft, then it's blown its cover.
I'm just considering a 1v1 situation with a Radar vs a stealth aircraft. It's usually more complicated than that of course.
by mikew
2024-Jan-05, 21:34
Forum: TFXplorer
Topic: API Documentation
Replies: 27
Views: 7563

Re: API Documentation

If it's easier to document the plane API stuff first then go ahead with that.

I've been looking through 'UAW API.h' and I think I need to go on a programming course.
As far as I know, I've never written a 'callback' function...
by mikew
2024-Jan-05, 16:13
Forum: Ready Room
Topic: Radar Cross Section Estimates
Replies: 8
Views: 1503

Re: Radar Cross Section Estimates

Certainly nicely presented. I've always been a bit sceptical about the effort put into stealth aircraft after hearing some anecdotes about the F-117 not being particularly difficult to track over 30 years ago with 1980s era radars. Since then, I would assume that developments in Radar signal process...
by mikew
2024-Jan-03, 17:27
Forum: TFXplorer
Topic: API Documentation
Replies: 27
Views: 7563

Re: API Documentation

Be sure to have pulled the latest source code version!
That needed more exclamation marks. :D
I missed that step and it didn't go well...