Benvenuto Visitatore(Log In|Registrati)

6 Pagine V  « < 2 3 4 5 6 >  
Reply to this topicStart new topic
> Traduzione avventura Heart of China/Rise of the dragon, by Dynamix
Nyerguds
messaggio12 Jul 2017, 22:26
Messaggio #76



Gruppo icone

Gruppo: OldGamer
Messaggi: 255
Iscritto il: 27 June 14
Utente Nr.: 20.463
BGE Command & Conquer: Tiberian Dawn
SO Windows7




Looks like a small untested update of a toolsets class I did before starting on this messed up all reading and writing of the font types... meaning the new Dynamix fonts were the only ones that used these toolset in a way that worked.

Everything has now been vastly fixed and optimized internally, and everything works again in the new 1.9.2 biggrin2a.gif

Oh, and I added that compression option in the program settings.


--------------------

Command & Conquer Gold v1.06 - Upgrading C&C95, byte by byte...
 
TheRuler
messaggio13 Jul 2017, 14:50
Messaggio #77



Gruppo icone

Gruppo: SMod
Messaggi: 11.287
Iscritto il: 20 January 06
Da: Bologna
Utente Nr.: 2.653
Entropologo part-time

BGE AG: Indy3
Arcade: Silpheed
Free Roaming: Shadow of the Colossus
RTS: Praetorians

Playing Magari...
SO Windows7

OGI Supporter




Good to know Nyerguds! approved.gif

CITAZIONE
Now I'm thinking about compression, I wonder if the game would mind if I do a silly little optimization in this that the Westwood Studios fonts have - namely, if multiple symbols are the same, to only save one of them, and make the index refer to that same location multiple times biggrin.gif

I made the same optimization in Kyrandia and Hand of Fate inventory items to save space for the italian translation (plain text into the exe). ;-)


CITAZIONE
I might look into the graphics formats later

Many thanks, Nyerguds, I really appreciate that.


--------------------
 
selven
messaggio13 Jul 2017, 17:19
Messaggio #78





Gruppo: Gamer
Messaggi: 907
Iscritto il: 27 June 12
Da: Ravenna
Utente Nr.: 19.437
BGE The Last of Us
Playing Poco e niente
SO Windows7




I'm going a little off topic, but...
I see you have updated c&c, the italian translation still ok or you need something?
 
Nyerguds
messaggio13 Jul 2017, 18:16
Messaggio #79



Gruppo icone

Gruppo: OldGamer
Messaggi: 255
Iscritto il: 27 June 14
Utente Nr.: 20.463
BGE Command & Conquer: Tiberian Dawn
SO Windows7




The only update I did on C&C were some tweaks on the configuration tool, since it applied compatibility modes the way we figured out it worked best on Windows XP. On win7/Win8/Win10 these compatibility modes seemed to work better when set differently, so that really needed updating :p

---

It seems I messed up the byte order of the overall file size written to the header of the Dynamix v2 font type in v1.9.2... I fixed that now. Was a final leftover of cleaning up these tool classes. I keep confusing Little Endian and Big Endian sbonk.gif

I also implemented symbol index optimizing, to remove duplicates, and tried it out on HOC's "chinese.fnt", since it is filled with 1-pixel-wide dummies instead of using the symbol start and end as it should. The result was pretty interesting: when "collapsed" that way and compressed with RLE, the font went from 1.39k (original, with LZ compression) to 1.10k blush.gif

In fact, it was only a single byte larger than when I removed all the dummy symbols from the font and then compressed it with RLE. So, great success blush.gif

Could you guys test that specifically? Just... make two symbols the same and test if they both show up all right in the game.

Or you could give me some hints on how to set up the game for testing myself. Do the games require these files to be packed in the archives or do they work as loose files too?

Messaggio modificato da Nyerguds il 13 Jul 2017, 19:07


--------------------

Command & Conquer Gold v1.06 - Upgrading C&C95, byte by byte...
 
TheRuler
messaggio13 Jul 2017, 19:13
Messaggio #80



Gruppo icone

Gruppo: SMod
Messaggi: 11.287
Iscritto il: 20 January 06
Da: Bologna
Utente Nr.: 2.653
Entropologo part-time

BGE AG: Indy3
Arcade: Silpheed
Free Roaming: Shadow of the Colossus
RTS: Praetorians

Playing Magari...
SO Windows7

OGI Supporter




The Header of the BMP file:

CODICE
00 String     "BMP:"
04 Dword      File size
08 String     "INF:"
xx Dword      INF size
xx Bytes      INF BLOCK (VQT size related)
xx String     "VQT:"
xx Dword      VQT size
xx Bytes      IMAGE BLOCK (probably RLE compressed)
xx String     "OFF:"
xx Dword      OFF size
xx Bytes      OFF BLOCK (VQT size related)



Files allegati
File Allegato  BMP.RAR ( 219.82k ) Numero di download: 8
 


--------------------
 
Nyerguds
messaggio14 Jul 2017, 01:19
Messaggio #81



Gruppo icone

Gruppo: OldGamer
Messaggi: 255
Iscritto il: 27 June 14
Utente Nr.: 20.463
BGE Command & Conquer: Tiberian Dawn
SO Windows7




After comparing several files I noticed that the first 2 bytes in the INF block are a Word value that indicates the amount of following Word values in the section, divided by 2. This could indicate that these following values are pairs of Word values... so, they could be something like different frame widths and heights, perhaps?

Messaggio modificato da Nyerguds il 14 Jul 2017, 01:22


--------------------

Command & Conquer Gold v1.06 - Upgrading C&C95, byte by byte...
 
TheRuler
messaggio14 Jul 2017, 09:26
Messaggio #82



Gruppo icone

Gruppo: SMod
Messaggi: 11.287
Iscritto il: 20 January 06
Da: Bologna
Utente Nr.: 2.653
Entropologo part-time

BGE AG: Indy3
Arcade: Silpheed
Free Roaming: Shadow of the Colossus
RTS: Praetorians

Playing Magari...
SO Windows7

OGI Supporter




CITAZIONE (Nyerguds @ 13 Jul 2017, 19:16) *
I also implemented symbol index optimizing, to remove duplicates, and tried it out on HOC's "chinese.fnt", since it is filled with 1-pixel-wide dummies instead of using the symbol start and end as it should. The result was pretty interesting: when "collapsed" that way and compressed with RLE, the font went from 1.39k (original, with LZ compression) to 1.10k blush.gif

In fact, it was only a single byte larger than when I removed all the dummy symbols from the font and then compressed it with RLE. So, great success blush.gif

It works. I replaced characters "N" and "T" with "I" in chinese.fnt.
File Allegato  dragon_000.png ( 4.45k ) Numero di download: 0


Unfortunately with dragon.fnt the editor reports an error when saving: "value can't be null, parameter name: first".

All Sierra and Dynamix games have large volume.xxx / resource.xxx file archives, but you can put files in the same directory and the engine will treat them as patches, ignoring those in the archives.
You can extract all the files from the archives with midi_dump tool.
Do you know which type of file the .gds (included in the bmb rar) could be? I read "SDS:", so it could be a script file that could contain text but it seem to be compressed and the midi tool doesn't handle it like the v2 fonts.
CITAZIONE
so, they could be something like different frame widths and heights, perhaps?

Do you mean like a sprite file?


--------------------
 
Nyerguds
messaggio14 Jul 2017, 09:42
Messaggio #83



Gruppo icone

Gruppo: OldGamer
Messaggi: 255
Iscritto il: 27 June 14
Utente Nr.: 20.463
BGE Command & Conquer: Tiberian Dawn
SO Windows7




Fixed some more bugs in the font editor... apparently the symbol optimizing crashed on fonts that had empty symbols in it. I only tested it on dragon.fnt, with its 1-pixel-wide dummy symbols on 0-31... stupid, of course.

So yea. Now there's v1.9.4.

I really need to test more on all cases before I make releases sbonk.gif

Messaggio modificato da Nyerguds il 14 Jul 2017, 09:52


--------------------

Command & Conquer Gold v1.06 - Upgrading C&C95, byte by byte...
 
TheRuler
messaggio14 Jul 2017, 10:01
Messaggio #84



Gruppo icone

Gruppo: SMod
Messaggi: 11.287
Iscritto il: 20 January 06
Da: Bologna
Utente Nr.: 2.653
Entropologo part-time

BGE AG: Indy3
Arcade: Silpheed
Free Roaming: Shadow of the Colossus
RTS: Praetorians

Playing Magari...
SO Windows7

OGI Supporter




Happy to betatest it for you! ;-)

Now it says: "destination matrix length insufficient, check "destIndex", length and lower limits of the matrix".


--------------------
 
Nyerguds
messaggio14 Jul 2017, 14:01
Messaggio #85



Gruppo icone

Gruppo: OldGamer
Messaggi: 255
Iscritto il: 27 June 14
Utente Nr.: 20.463
BGE Command & Conquer: Tiberian Dawn
SO Windows7




What says that? The game, or the editor? I don't use any kind of "matrix"... and I just tested the compacted symbols in the game and it worked fine.

[edit]

Ugh, I found it. I'll get it fixed ASAP.

Messaggio modificato da Nyerguds il 14 Jul 2017, 14:32


--------------------

Command & Conquer Gold v1.06 - Upgrading C&C95, byte by byte...
 
TheRuler
messaggio14 Jul 2017, 14:13
Messaggio #86



Gruppo icone

Gruppo: SMod
Messaggi: 11.287
Iscritto il: 20 January 06
Da: Bologna
Utente Nr.: 2.653
Entropologo part-time

BGE AG: Indy3
Arcade: Silpheed
Free Roaming: Shadow of the Colossus
RTS: Praetorians

Playing Magari...
SO Windows7

OGI Supporter




The editor, when saving. Phereps it is mispelled. The italian message says "matrice" (matrix).


--------------------
 
Nyerguds
messaggio14 Jul 2017, 17:45
Messaggio #87



Gruppo icone

Gruppo: OldGamer
Messaggi: 255
Iscritto il: 27 June 14
Utente Nr.: 20.463
BGE Command & Conquer: Tiberian Dawn
SO Windows7




Ah, yes, the .Net framework's famous translated error messages. rolleyes.gif

The person who thought it was a good idea to make programmers deal with all the languages that their users use should be hanged engry.gif
(It's an "array", by the way. I guess they translate that to "matrice" in Italian :-\)

Anyway!

I tested everything now, both load and save, and the Westwood formats too (because I accidentally messed up the 4-bit reading logic). So everything should work now.

1.9.5:
http://nyerguds.arsaneus-design.com/projec...Editor/release/

Messaggio modificato da Nyerguds il 14 Jul 2017, 18:38


--------------------

Command & Conquer Gold v1.06 - Upgrading C&C95, byte by byte...
 
TheRuler
messaggio14 Jul 2017, 19:41
Messaggio #88



Gruppo icone

Gruppo: SMod
Messaggi: 11.287
Iscritto il: 20 January 06
Da: Bologna
Utente Nr.: 2.653
Entropologo part-time

BGE AG: Indy3
Arcade: Silpheed
Free Roaming: Shadow of the Colossus
RTS: Praetorians

Playing Magari...
SO Windows7

OGI Supporter




Like a charm. approved.gif



Matrix and array could be synonyms in italian, actually. In math we use "vettore" (vector) and in computer science we use "array" (the english term). Thecnically, an array is also a monodimensional matrix. Thus the misspell.
By the way, those guys who decided to translate error codes end programming terms should have a reserved place in the outer circle from Dante's inferno. Agreed.


--------------------
 
Nyerguds
messaggio17 Jul 2017, 08:42
Messaggio #89



Gruppo icone

Gruppo: OldGamer
Messaggi: 255
Iscritto il: 27 June 14
Utente Nr.: 20.463
BGE Command & Conquer: Tiberian Dawn
SO Windows7




The BMPs don't seem to be LZW or RLE, from what I can see. I really hope "VQT" doesn't mean Vector Quantized compression... that'd be quite a mess. Westwood used that in their videos too.


--------------------

Command & Conquer Gold v1.06 - Upgrading C&C95, byte by byte...
 
TheRuler
messaggio17 Jul 2017, 08:56
Messaggio #90



Gruppo icone

Gruppo: SMod
Messaggi: 11.287
Iscritto il: 20 January 06
Da: Bologna
Utente Nr.: 2.653
Entropologo part-time

BGE AG: Indy3
Arcade: Silpheed
Free Roaming: Shadow of the Colossus
RTS: Praetorians

Playing Magari...
SO Windows7

OGI Supporter




I think it is a simple raster image. They called them bmp afterall.
At least a png.


--------------------
 
Nyerguds
messaggio17 Jul 2017, 09:26
Messaggio #91



Gruppo icone

Gruppo: OldGamer
Messaggi: 255
Iscritto il: 27 June 14
Utente Nr.: 20.463
BGE Command & Conquer: Tiberian Dawn
SO Windows7




I doubt it; there's barely any repetition in the data, and the actual data block always seems to be around 1/3rd to 2/3rd of the size you'd need for the frame sizes in the header. So that definitely looks like compression.

Here's the results for EXCPIT.BMP, an image which, if I got the frames thing correct, contains only 1 frame. Visualized on EXCPIT.PAL.
  1. Raw data (about 2/3rd filled)
  2. RLE decompressed (overflow)
  3. LZA decompressed (about 90% filled)



Messaggio modificato da Nyerguds il 17 Jul 2017, 09:49


--------------------

Command & Conquer Gold v1.06 - Upgrading C&C95, byte by byte...
 
TheRuler
messaggio17 Jul 2017, 17:43
Messaggio #92



Gruppo icone

Gruppo: SMod
Messaggi: 11.287
Iscritto il: 20 January 06
Da: Bologna
Utente Nr.: 2.653
Entropologo part-time

BGE AG: Indy3
Arcade: Silpheed
Free Roaming: Shadow of the Colossus
RTS: Praetorians

Playing Magari...
SO Windows7

OGI Supporter




The RLE one seems to be something. At least near the center. What if you adjust the width?

I've searched for infos into other file that share same header and I might found something.
If you take a look at Dynamix.scr, that shuld be the intro logo animation, have the same header and it seems to be uncompressed. Don't you?
I think BMP are static images and SCR are like animated gifs, a sequence of BMPs.
Files allegati
File Allegato  DYNAMIX.RAR ( 9.89k ) Numero di download: 7
 


--------------------
 
TheRuler
messaggio18 Jul 2017, 15:45
Messaggio #93



Gruppo icone

Gruppo: SMod
Messaggi: 11.287
Iscritto il: 20 January 06
Da: Bologna
Utente Nr.: 2.653
Entropologo part-time

BGE AG: Indy3
Arcade: Silpheed
Free Roaming: Shadow of the Colossus
RTS: Praetorians

Playing Magari...
SO Windows7

OGI Supporter




I have to change my previous statement.
Reading the .TTM movie files, a scripted sequence of files, I fell into error.
This is INTRO.TTM, the intro logo animation scene:
CODICE
VER:   3.38 PAG:   ¨ TT3:¥            ¡    @È   ða  _ðDYNAMIX.PAL Q  /ðDYNAMIX.BMP ða  ðDYNAMIX.SCR ‘  oðDYNAMIX.SNG ¡


DYNAMIX.PAL = palette
DYNAMIX.BMP = static background image shiny star animation
DYNAMIX.SCR = shiny star animation static background image
DYNAMIX.SNG = music theme

BMP and SCR format are actually viceversa.

Original intro animation:
Original DYNAMIX.SCR (background), DYNAMIX.BMP (shiny star) and DYNAMIX.PAL (palette)
File Allegato  dragon_002.png ( 5.16k ) Numero di download: 0


SYMBOL.SCR renamed to DYNAMIX.SCR
File Allegato  dragon_000.png ( 22.62k ) Numero di download: 0

the Rise of the dragon symbol took the place of the Dynamix logo (with wrong palette), original DYNAMIX.BMP animation of the shiny star is still there.

EXPLODE.BMP renamed to DYNAMIX.BMP
File Allegato  dragon_001.png ( 6.15k ) Numero di download: 0

The animation of the shiny star has been replaced with the explosion animation (with wrong palette).
We should leave as is, damn Dynamix and his creative file extensions!


--------------------
 
TheRuler
messaggio18 Jul 2017, 18:04
Messaggio #94



Gruppo icone

Gruppo: SMod
Messaggi: 11.287
Iscritto il: 20 January 06
Da: Bologna
Utente Nr.: 2.653
Entropologo part-time

BGE AG: Indy3
Arcade: Silpheed
Free Roaming: Shadow of the Colossus
RTS: Praetorians

Playing Magari...
SO Windows7

OGI Supporter




Did some other experiments.

- renamed EXCIPT.BMP to DYNAMIX.SCR
- changed the BMP: to SCR: into the header.
- removed the INF: block and changed the offsets accordingly.
- removed the OFF: final block

bath.bmp animation is displayed in place of the shiny star, don't take into account

Modified EXCPIT.BMP:
File Allegato  dragon_003.png ( 11.45k ) Numero di download: 0


Modified EXP.BMP:
File Allegato  dragon_004.png ( 11.46k ) Numero di download: 0


We still have to edit BMP files cause there is TEXT even into animations (*), so any job done till now is valid.

*
nextday.bmp - transition with "THE NEXT DAY"
Mean2.bmp - Transition with "MEANWHILE"
vidfone.bmp - vidfone remote
did not found the file with credits, yet.


--------------------
 
Nyerguds
messaggio18 Jul 2017, 18:43
Messaggio #95



Gruppo icone

Gruppo: OldGamer
Messaggi: 255
Iscritto il: 27 June 14
Utente Nr.: 20.463
BGE Command & Conquer: Tiberian Dawn
SO Windows7




Hmm. OFF might be the screen offsets to paint the frames in.


--------------------

Command & Conquer Gold v1.06 - Upgrading C&C95, byte by byte...
 
TheRuler
messaggio18 Jul 2017, 19:03
Messaggio #96



Gruppo icone

Gruppo: SMod
Messaggi: 11.287
Iscritto il: 20 January 06
Da: Bologna
Utente Nr.: 2.653
Entropologo part-time

BGE AG: Indy3
Arcade: Silpheed
Free Roaming: Shadow of the Colossus
RTS: Praetorians

Playing Magari...
SO Windows7

OGI Supporter




CITAZIONE (Nyerguds @ 18 Jul 2017, 19:43) *
Hmm. OFF might be the screen offsets to paint the frames in.

Could it be, but it would be a relative offset. The absolute offset is set by the .ttm file, I think.


--------------------
 
Nyerguds
messaggio25 Jul 2017, 13:05
Messaggio #97



Gruppo icone

Gruppo: OldGamer
Messaggi: 255
Iscritto il: 27 June 14
Utente Nr.: 20.463
BGE Command & Conquer: Tiberian Dawn
SO Windows7




It looks like there are 2 kinds of SCR images. Besides the VQT ones, there's also one that seems to be a clever way to combine a 4-bit image with its higher quality 8-bit version. From what I can see, It basically has the image as 4-bit image in one chunk, and then an additional layer in another chunk to combine with that to get 8-bit color. Like the fonts, these chunks start with a compression method byte and the decompressed length, and then the compressed data. The existing pictures seem to use LZW.

I managed to decode FTANK3S.SCR, which is such a file.

(Note: the colours are too dark because these palettes use 6-bit colours, something TiledGGD doesn't seem to have support for. My tools do, though; Westwood uses the same thing)


Does this game have a lower colour mode, by any chance?

[edit]

Loaded into my image converter, with external palette (converted from Dynamix format to Westwood format, since the tool only accepts Westwood format palettes):



Messaggio modificato da Nyerguds il 25 Jul 2017, 13:40


--------------------

Command & Conquer Gold v1.06 - Upgrading C&C95, byte by byte...
 
Nyerguds
messaggio25 Jul 2017, 13:45
Messaggio #98



Gruppo icone

Gruppo: OldGamer
Messaggi: 255
Iscritto il: 27 June 14
Utente Nr.: 20.463
BGE Command & Conquer: Tiberian Dawn
SO Windows7




I just thought of an interesting thing.... can you see if these two files (FTANK3S.SCR and FSEWER3.SCR) are interchangeable with other pictures, like DYNAMIX.SCR?

If the game doesn't care if they're VQT format or BIN/VGA format, these screens you want to translate could be screenshotted and saved in BIN/VGA format.

[edit]

Seems I was right about the combined images. I can indeed get a 4-bit image out of the VGA chunk. Seems they designed their palettes specifically to allow this. These colours aren't 100% correct, but it's clearly visible as the same picture.

I wonder if this will give problems for saving them, or if the palette design makes sure this always works automatically...



I wonder if one of the accompanying files has some extra information specifying which indices off the main palette to use for its 16-colour version :P

Messaggio modificato da Nyerguds il 25 Jul 2017, 14:37


--------------------

Command & Conquer Gold v1.06 - Upgrading C&C95, byte by byte...
 
TheRuler
messaggio25 Jul 2017, 18:10
Messaggio #99



Gruppo icone

Gruppo: SMod
Messaggi: 11.287
Iscritto il: 20 January 06
Da: Bologna
Utente Nr.: 2.653
Entropologo part-time

BGE AG: Indy3
Arcade: Silpheed
Free Roaming: Shadow of the Colossus
RTS: Praetorians

Playing Magari...
SO Windows7

OGI Supporter




It does actually work!
Good catch, Maarten.

With original Dynamix palette and with specific ones. The files you're working on are from Heart of China, and I've tested them in Rise of the dragon engine. So that's a very good deal!

File Allegato  dragon_005.png ( 29.29k ) Numero di download: 0
File Allegato  dragon_008.png ( 29.22k ) Numero di download: 0


File Allegato  dragon_006.png ( 28.1k ) Numero di download: 0
File Allegato  dragon_007.png ( 27.92k ) Numero di download: 0


--------------------
 
Nyerguds
messaggio25 Jul 2017, 18:41
Messaggio #100



Gruppo icone

Gruppo: OldGamer
Messaggi: 255
Iscritto il: 27 June 14
Utente Nr.: 20.463
BGE Command & Conquer: Tiberian Dawn
SO Windows7




It seems the palettes of these scenes are actually designed so that each vertical row on the palette indeed has similar colours and brightness, so the high bits of the 8-bit colours (the values in the VGA chunk) can be used with, well, pretty much any vertical palette slice :P

Shown here on an X<->Y swapped palette:


There are some minor issues with the hole's colours, but overall, it gives a more or less good image no matter which row of 16 colours I use.

Anyway, I have no idea if the game can actually be played on these lower colour depths, but if we don't take that into account, writing the converter for this will be really easy. And, really, since it's all due to the palette design, we can't really take it into account...

Messaggio modificato da Nyerguds il 25 Jul 2017, 18:44


--------------------

Command & Conquer Gold v1.06 - Upgrading C&C95, byte by byte...
 

6 Pagine V  « < 2 3 4 5 6 >
Reply to this topicStart new topic
1 utenti stanno leggendo questa discussione (1 visitatori e 0 utenti anonimi)
0 utenti:

 

Modalità di visualizzazione: Normale · Passa a: Lineare · Passa a: Outline


Versione Lo-Fi Oggi è il: 23rd September 2019 - 17:20