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I've been making a few tweaks here and there to a few of my projects since the last update. A quick summary. - WCP DVD Patch: due to the release of the WCP on GOG, i decided to revisit my WCP DVD patch and make a few improvements. Basically, i changed the Direct. Show interface being used by the patch in order to improve compatibility with Wine, which means the patch now works correctly on Linux. The subtitle code ended up being reworked as well, and should hopefully work better in the more recent versions of Windows. You can get it here and follow the CIC thread here. Third party MIDI software synths are a great alternative to Microsoft's default synth, but unfortunately might now work well together with P2 as of yet. It becomes necessary to coerce P2 to use one specific MIDI device, which can be problematic, especially in Windows 8. Hopefully this option should help with that. Other tweaks are in progress. This new version of the Privateer 2 patch can be downloaded here, feel free to join into the ongoing CIC thread here- WC3 3. DO Movies: ok, so I thought I had the movie decoder fully documented, but recently discovered the script I put together perfectly uncompresses one file sample I had, but apparently doesn't decompress the movie files I am ripping from the CD images i dumped into my hard drive. Looking into it, it seems there are *two* variants of the WC3 3. DO codec, which is very interesting. Part of the CEL chunk structure is different, and the VGA chunk corresponding to the Huffman stage seems to be encoded differently. Naturally, i have a research stream were I'm exploring this. Began exploring the possibility of making a COM file for dynamically patching SO2 into supporting full- angled ships and started tweaking the Dralthi stats. As an aside, I also began thinking about a way to use the new COM file to expand the WC1/WC2 mission environment and hook a new scripting system. Looks like it could be fun! But first things first: finish that Dralthi.. The WCP Dralthi is a bit more detailed than the WC3 or WC4 versions, and the quality difference is noticeable even in the low- resolution sprites used by WC2. As an aside: since the importer can now read WCP meshes, I couldn't resist trying to import one of the Nephilim ships into WC2 : -) Here are a few WCA screenshots showcasing the Manta. I gotta say, I'm surprised how well it looks in the WC2 palette! On one hand, i managed to figure out how the game handles the various types of ship encodings. The game handles every ship internally as having 6. Y axis (3. 0 degree increments), and with every rotation set having a 3. X axis. Still, there's only one ship file that actually has the full set of 6. Ayer's Rock. All other ship files encode a more reduced set of sprites, 3. The game then uses a set of 4 lookup tables to map the 6. I made an overview of this scheme at the CIC thread here. As I prepare for tweaking the SO2 EXE a bit, I decided to begin importing the WC4 Dralthi into WCA as a test subject. The Dralthi is asymmetric, which means it will be a nice test subject for the SO2 hacking I have in mind, but at the same time, it's asymmetry is subtle enough that it won't spoil the fun as a WCA ship, even before adding symmetry support. I doubled the sprite resolution of the Dralthi on both axes compared to the Hellcat, which means that the ship scales a lot better on close- ups. The current file is around 4. RLE optimizations off and no LZW compression), but the game seems to handle it well. As expected, having a larger sprite means that the scale factor needs to be adjusted. I haven't done this yet, which means that the Dralthi on the screenshots below is actually larger than it should be. I'm currently working on documenting the engine exhaust chunks and am making good progress gathering data. In the meantime, I managed to implement proper ship stats based on suggestions of Quarto and Capi. Download this file and unzip it into the WCA Gamedat directory, then launch the game. The Hellcat replaces the Wraith in WCA for now. Give it a try, and leave feedback on the discussion thread at the CIC! This can be annoying if you want to play with the mouse or keyboard. You can get it here(GOG / CD version EXE) or here (BSDiff patch file). This really was a quick patch, the ideal solution would be to change the P1 joystick routine and improve it in order to make it timed.. I am currently putting together a new dedicated WC- machine, so i will, over time, be revisiting a number of issues that the older games still have (eg. WC1 speed issues in fast DOS machines). October 7th 2. 01. A quick update on our WCA Hellcat project! The slowdown that I experienced on the first few imports was due to the lack of a terminator code on the RLE stream, which caused the game to process garbage.. Fortunately, i was able to count with the help of CIC- regular Howard Day, who made a fabulous cockpit in full WC2 palette. After he sent me the PNGs with two versions of the cockpit (with every component . Check out the images below! Since the formats are so similar (and the RLE encoding is the same for both games), I can kill two birds with one stone and support both WC1 and WC2/WCA, with only a change of palette and a small change on the file packaging logic. For the first step, I needed images to encode: 3. A quick Matlab script allowed me to generate these images from the WC4 model, generating a set of 1. After quantization to the WCA palette, it looked like this. This resolution was chosen in order to get image sizes similar to the original WCA ships, so I can develop my importer without worrying about scale or memory issues at first. Again, i'm not an artist, so i'm going to reuse the VDU and debris of the Wraith for the first few tries. Still, watching the Hellcat V show up in WCA for the first time was really exciting! This was surprising to see, as it has no good reason to be happening.. My guess is that it could be related to engine exhaust placement (not quite matching this ship anymore), which tends to be rendered a bit differently when the slowdown occurs. In any case, not too bad for a first attempt! Once this issue is solved, it's time to give our Hellcat some real game stats and VDU. These are, basically, modified versions of Gulikoza's DXMCI and Jari Komppa's DDHack, tweaked in order to make the two patches play along with each other. Some of the changes I introduced involved adding a few game specific DLL- patches, in order to directly interface with the EXE at points that were useful, such as hack subtitle text coordinates or accessing the game Bitmap objects directly. These changes were hacked together in a bit of a time constraint at the time, so no effort was made in order to maintain compatibility with other games (and there are a few warnings in there that have no place to be there..). Still, it compiles and works fine for WC4. DVD, as long as you patch the DLL reference DDRAW. DLL to DWRAP. DLL on the game EXE (this was done on the GOG EXE). The purpose of this change was to allow the DD wrapper and real Direct. Draw to work side by side, therefore allowing Direct. Show to work without further wrapping Direct. Draw interfaces. Studying the technical aspects of these gems has always been an exciting endeavor, and ended up motivating me to get familiar with compression techniques and algorithms on my spare time over the years. The console game ports are also unique, and it's really rewarding to study them and see how the programmers used the available hardware in order to put together the game. Sure enough, most of the game assets are coded in CEL format, in order to take advantage of the specialized CEL processor. The CEL format supports a number of pixel- formats, as well coded and uncoded modes, packed and unpacked.. The chunks used by these files pretty much match the ones created by the official 3. DO SDK apps, so anyone familiar with these will feel pretty much at home when looking at SWC data. After a bit of hacking, i had what i needed to unpack CELs generated by the 3. DO SDK as well as SWC data. Watching the first ship CELs show up was really exciting! Given the specs of the 3. DO, it made sense that the game's FMV was also based on the CEL format so, since i already had a basic CEL extractor in place, i decided to go the extra mile and see if FMV sequences could also be extracted. As it turns out, they can! SWC movies basically use 1. CELs in order to code the differences between consecutive frames, each of them further compressed with an LZ7. WC2 animation frames, by the way, are grouped together into ~6. EMS memory, and optionally compressed with a form of LZW. As a curiosity, most WC2 assets are LZW- compressed, but can be decompressed at install- time optionally (the . WC3 3. DO, on the other hand was a clear adaptation of the WC3 PC algorithm, with a few changes here and there, mostly in order to take into account the 3. DO CEL engine and frame- buffer memory layout. Interestingly, it supports some pixels coded in 1. As soon as the day job allows it, i hope to put some more time into it. I expect these to be compressed with a form of ADPCM, probably running on the 3. DO DSP.. With some luck, these will be integrated on the CIC's excellent Holovids archive at some point (Happy Birthday guys!). In the meantime, here are the links for the files on my GDrive.
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