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> Game formats converter, Requests and game format research
Nyerguds
messaggioOggi, 12:25
Messaggio #26



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Hahaa! I can save it! Any image that can be divided into smaller blocks can be compressed with this system. And I figured out a pretty fast optimisation system, too. And the resulting matrix table was exactly the same as the one in the original file blush.gif

Now I just need to add the save options for normal BMP, which needs frames instead of one single image.



Ah, crap. I just realised that I have no way to import a single frame, and many of these formats use single frames. I'll need to make a frame import function in the menu specifically, or tweak all the code to allow saving from one image...

I might make some options in the program. I already had auto-zoom in mind. I might add an option to disable auto-frame-detection in there; it's been bothering me sometimes. If I make it a menu option that shouldn't be a problem blush.gif

[edit]

The OFF chunk is clearly not what I thought. It seems to be a bunch of 32-bit integers. Maybe data offsets in the chunk. But it seems the VGA/BIN format doesn't have them, so maybe they're just extra data needed for the SCN and VQT types which I don't know how to open.

Messaggio modificato da Nyerguds il Oggi, 14:01


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Command & Conquer Gold v1.06 - Upgrading C&C95, byte by byte...
 
Nyerguds
messaggioOggi, 14:34
Messaggio #27



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Released v2.0 biggrin2a.gif



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Command & Conquer Gold v1.06 - Upgrading C&C95, byte by byte...
 
TheRuler
messaggioOggi, 16:44
Messaggio #28



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CITAZIONE (Nyerguds @ 22 Sep 2017, 15:34) *
Released v2.0 biggrin2a.gif



I am currently looking into the scummvm code (DGDS engine) to see if I can find something about that pesky VQT. Found nothing so far, unfortunately. Early stage engin and documentation, though.


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Nyerguds
messaggioOggi, 17:00
Messaggio #29



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The research continues... it seems Dynamix frames can only have a width divisible by 8. In fact it might apply to all their image formats. I'll release a new version soon to address that; currently it crashes on uneven frame widths.

Also, I finally dumped the RotD files, and found they use the same tiled matrix BMP image format for their scrolling street backgrounds. There appears to be some text on there, so it looks like my efforts of reconstructing the Matrix format weren't even for nothing biggrin2a.gif


("bum-away activated"... lol)

You see the wall is suspiciously patterned; the blocks are 8x13, and the whole image is built to be optimised by this system. The full image is 2880 blocks, but as you see, with all duplicates removed, the final image only contains 606 (000->605) unique frames.

Unfortunately, the actual matrix block is not compressed so that does take some space, but being an index of mostly consecutive numbers, there is very little repeating data in there, so I guess compressing it wasn't deemed very useful since it wouldn't compress well anyway. The image data itself is compressed after this optimisation, though.

Messaggio modificato da Nyerguds il Oggi, 17:17


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Command & Conquer Gold v1.06 - Upgrading C&C95, byte by byte...
 
TheRuler
messaggioOggi, 17:05
Messaggio #30



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Found something about framed images, could it be of any help?

CITAZIONE
/**
* The animation map is a list of files loaded from an ADS
* RES file that contains filenames and an index. Since the index
* is incremental, theres no need to make this a hashmap.
*/


CODICE
Animation::Animation() {
    _script = 0;
}

Animation::~Animation() {
    if (_script)
        delete _script;

    _animationMap.clear();
}

bool Animation::init(Resource *res) {
    bool ret = false;

    Resource *ver = res->getSubResource("VER:");
    Resource *ads = res->getSubResource("ADS:");
    Resource *adsres = ads->getSubResource("RES:");
    Resource *scr    = ads->getSubResource("SCR:");

    if (ver == NULL || adsres == NULL || scr == NULL)
        return ret;

    _version = ver->to_s();
    delete ver;

    scr->seek(0);
    if (scr->readByte() != 0x02)
        error("[%s] Script Data Corruption", getName());

    uint32 size = scr->readUint32LE();

    assert(size != (uint32)scr->size());
    //Common::SeekableReadStream *decomp = decompLZW(scr, size);
    delete scr;
    //_script = new Resource(decomp, false);

    adsres->seek(0);
    uint32 resCount = adsres->readUint16LE();
    for (uint32 i = 0; i < resCount; i++) {
        adsres->skip(2); // skip over the index
        _animationMap.push_back(adsres->to_s(false));
    }

    delete adsres;
    delete ads;

    debugC(kDebugResources, "[%s] Version[%s] ResourceItems[%d]", getName(), _version.c_str(), resCount);
    for (uint32 i = 0; i < _animationMap.size(); i++) {
        debugC(kDebugResources, "Resource %2d: %s", i + 1, _animationMap[i].c_str());
    }

    return ret;
}


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Nyerguds
messaggioOggi, 18:58
Messaggio #31



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Looks to me like that loads animation scripts, not the actual images...


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

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

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