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> Sherlock Holmes: The Case of the Serrated Scalpel - terminato!
Nyerguds
messaggio5 Mar 2020, 23:27
Messaggio #126



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BGE Command & Conquer: Tiberian Dawn
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QUOTE (hrvg @ 5 Mar 2020, 20:11) *
I would like to thank Nyerguds for her help and especially her patience.

His help and his patience ;)

by the way, if anyone has more information about the way the game stores text... maybe consider publishing it somewhere. I'm constantly looking into completing the modding wiki.
http://www.shikadi.net/moddingwiki/The_Los...errated_Scalpel

Messaggio modificato da Nyerguds il 5 Mar 2020, 23:41


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Command & Conquer Gold v1.06 - Upgrading C&C95, byte by byte...
 
DK
messaggio6 Mar 2020, 09:44
Messaggio #127



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Good job guys!

QUOTE
by the way, if anyone has more information about the way the game stores text... maybe consider publishing it somewhere. I'm constantly looking into completing the modding wiki.

I think you can found all the specs in the source code of the engine of ScummVM.
 
Micartu
messaggio6 Mar 2020, 12:03
Messaggio #128



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Thank you hrvg, but we had already prepared, them a year ago. In this moment alpo, me, have no time to dedicate. Later this year we'll finish the job and fix other stuff that have to be fixed in this translation.

Good job Nyerguds!


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Nyerguds
messaggio7 Mar 2020, 22:42
Messaggio #129



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QUOTE (DK @ 6 Mar 2020, 09:44) *
I think you can found all the specs in the source code of the engine of ScummVM.

Gah, I hate digging into that. When I did that for Elvira the code I needed to dig into was insanely messy. Though I guess it depends on the author...

Also, one problem with the ScummVM code is that it is only ever focused on reading stuff, and I generally prefer making two-way conversion tools.

Though I guess in this case, getting the headers figured out is enough; I already have code to handle their compression.

[edit]

Welp, the ScummVM code gave some info... but not enough to figure out the whole format. The relevant code is in scene.cpp (and its accompanying scene.h), but this piece has me stumped...
CODE
for (int idx = 0; idx < bgHeader._numStructs; ++idx)
    _bgShapes[idx].load(*rrmStream, false);

It's performing a read of data there, but I have no idea what data it's actually interpreting that as; "_bgShapes" is helpfully defined as array of type "Object", meaning I can't possibly trace it back to an actual type, and I don't know where it's getting that "load" function from. So yea, I have no idea how much it's reading there, and how it's being interpreted...

[edit]

Dammit... they actually defined a custom object type named "Object". That's a great way to confuse people n7.gif

Messaggio modificato da Nyerguds il 9 Mar 2020, 13:32


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

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