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Old 17 February 2020, 19:55   #21
DamienD
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Quote:
Originally Posted by TjLaZer View Post
Might want to rename ger_gameoption.info to ger_gameoption.shp
So I tested this. Basically it looks like mombasajo used the "euro_gameoption.shp" file for his custom scene disk and couldn't work out how to edit the image (which I can't either; I was just going to draw a German flag).

So, if you rename "ger_gameoption.info" --> "ger_gameoption.shp" you get this (which is the same as the "European Challenge" icon):



If you leave it as "ger_gameoption.info" (which can probably be deleted completely, as it serves no purpose), then the game can't find the right image so shows this:



I might leave it as is; this way you know it's a different scene pack

Quote:
Originally Posted by TjLaZer View Post
Also 4 of the rear car pics have cracktro texts in them.
Checked the .IPFs of all car disks.

On a cracked version of "Test Drive II - The Muscle Cars" there were these extra files:
  • camo.rear.info
  • dodge.rear.info
  • gt500.rear.info
  • gto.rear.info
  • stingray.rear.info
To be safe; I removed all 197 files underneath the "cars" folder from Retroplay's installed package; and then copied all the files from the "cars" folders from each of these disks (192 files):
  • Test Drive II - The Duel (1989)(Accolade)[0588].zip [IPF]
  • Test Drive II - The Muscle Cars (1989)(Accolade)[data disk][0591].zip [IPF]
  • Test Drive II - The Supercars (1989)(Accolade)[data disk][0590].zip [IPF]

Last edited by DamienD; 18 February 2020 at 12:25.
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Old 17 February 2020, 22:37   #22
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Yeah the info files were clearly from someone using DPaint to edit those pics for their cracktro texts.

Attached Thumbnails
Click image for larger version

Name:	TestDriveCrackText.JPG
Views:	358
Size:	34.7 KB
ID:	66216  
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Old 18 February 2020, 00:10   #23
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LAME!!!
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Old 18 February 2020, 08:56   #24
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Still these IFFs on Test Drive were great source to start learning to "photoshop" with DeluxePaint I tuned a lot of these cars
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Old 18 February 2020, 13:25   #25
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I wonder if any coder could work out how these .SHP work and can be edited?

Would be cool to be able to adjust this image for mombasajo's "Northern Germany Challenge" to say, just have a German flag displayed:



"ger_gameoption.shp" attached.
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File Type: zip ger_gameoption.shp.zip (402 Bytes, 82 views)
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Old 18 February 2020, 13:54   #26
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Quote:
Originally Posted by DamienD
I wonder if any coder could work out how these .SHP work and can be edited?
I've just had a very quick look at the file. It's crunched so we would need to find something capable of decrunching it before we can do anything.

Quote:
Originally Posted by TjLaZer View Post
Yeah the info files were clearly from someone using DPaint to edit those pics for their cracktro texts.

Wow. What a lame crack.
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Old 18 February 2020, 14:15   #27
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Quote:
Originally Posted by Hewitson View Post
I've just had a very quick look at the file. It's crunched so we would need to find something capable of decrunching it before we can do anything.
Interesting. Tried using "xfddecrunch" but am told "Not crunched".

I wonder what cruncher was used?
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Old 18 February 2020, 14:35   #28
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An older thread where Nightshft mentioned the same thing: Test Drive 2 Samples and rpck format
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Old 18 February 2020, 15:01   #29
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Are we sure this is crunched? Looks to me like it could be interleaved bitplane data?


Code:
00000000  52 70 63 6b 00 00 06 f8  f6 50 50 6b 63 00 01 73  |Rpck.....PPkc..s|
00000010  63 6e 30 04 00 ee 0a 00  23 00 35 00 22 00 a0 00  |cn0.....#.5."...|
00000020  9b 00 00 01 02 04 08 10  16 00 fe ff ff 07 00 fe  |................|
00000030  ff ff 07 00 fe ff ff 0a  00 fd 0f ff f0 06 00 fd  |................|
00000040  0f ff f0 06 00 fd 0f ff  f0 03 00 fa ff ff 00 0f  |................|
00000050  ff f0 03 00 fa ff ff 00  0f ff f0 03 00 fa ff ff  |................|
00000060  00 0f ff f0 17 00 fa fc  3f 00 0f ff f0 03 00 fa  |........?.......|
00000070  fc 3f 00 0f c3 f0 03 00  fa fc 3f 00 0f c3 f0 03  |.?........?.....|
00000080  00 fa fc 3f 00 0c 00 30  03 00 fa fc 3f 00 0c 00  |...?...0....?...|
00000090  30 03 00 fa fc 3f 00 0c  00 30 03 00 fa fc 3f 00  |0....?...0....?.|
000000a0  0f c3 f0 03 00 fa fc 3f  00 0f c3 f0 03 00 fa fc  |.......?........|
000000b0  3f 00 0f ff f0 17 00 fa  ff ff 00 0f ff f0 03 00  |?...............|
000000c0  fa ff ff 00 0f ff f0 03  00 fa ff ff 00 0f ff f0  |................|
000000d0  03 00 fe ff ff 07 00 fe  ff ff 07 00 fe ff ff 07  |................|
000000e0  00 fa ff ff 00 0f ff f0  03 00 fa ff ff 00 0f ff  |................|
000000f0  f0 03 00 fa ff ff 00 0f  ff f0 15 00 ff 40 07 00  |.............@..|
00000100  fe 21 40 07 00 fe 21 40  07 00 fe 21 40 07 00 fe  |.!@...!@...!@...|
00000110  21 40 07 00 fe 21 40 07  00 fe 21 40 07 00 fe 21  |!@...!@...!@...!|
00000120  40 07 00 fe 21 40 07 00  fe 21 40 07 00 fe 21 40  |@...!@...!@...!@|
00000130  07 00 fe 21 40 07 00 fe  21 40 07 00 fc 21 40 00  |...!@...!@...!@.|
00000140  fc 05 00 fc 21 40 00 fc  05 00 fc 21 40 00 fc 05  |....!@.....!@...|
00000150  00 fc 21 40 00 fc 05 00  fc 21 40 00 fc 05 00 fc  |..!@.....!@.....|
00000160  21 40 00 fc 05 00 fc 21  40 00 fc 05 00 fc 21 40  |!@.....!@.....!@|
00000170  00 fc 05 00 fc 21 40 00  fc 05 00 fe 21 40 07 00  |.....!@.....!@..|
00000180  fe 21 40 07 00 fe 21 40  07 00 fe 21 40 07 00 fe  |.!@...!@...!@...|
00000190  21 40 07 00 fe 21 40 07  00 fe 21 40 07 00 fe 21  |!@...!@...!@...!|
000001a0  40 07 00 fe 21 40 03 00  fa 0f ff f0 00 21 40 03  |@...!@.......!@.|
000001b0  00 fa 0f ff f0 00 21 40  03 00 fa 0f ff f0 00 21  |......!@.......!|
000001c0  40 07 00 fe 21 40 07 00  fe 21 43 06 ff fd fc 21  |@...!@...!C....!|
000001d0  43 06 ff fd fc 21 43 03  ff fa f0 00 0f fc 21 43  |C....!C.......!C|
000001e0  03 ff fa f0 00 0f fc 21  43 03 ff fa f0 00 0f fc  |.......!C.......|
000001f0  21 43 06 ff fd fc 21 43  06 ff fd fc 21 43 06 ff  |!C....!C....!C..|
00000200  fa fc 21 43 ff 00 00 03  ff fa fc 21 43 ff 00 00  |..!C.......!C...|
00000210  03 ff fa fc 21 43 ff 00  00 03 ff fd fc 21 43 06  |....!C.......!C.|
00000220  ff fd fc 21 43 06 ff fd  fc 21 43 06 ff fd fc 21  |...!C....!C....!|
00000230  43 06 ff fd fc 21 43 06  ff fd fc 21 43 06 ff fd  |C....!C....!C...|
00000240  fc 21 43 06 ff fd fc 21  43 06 ff fd fc 21 43 06  |.!C....!C....!C.|
00000250  ff fd fc 21 43 06 ff fd  fc 21 43 06 ff fd fc 21  |...!C....!C....!|
00000260  43 06 ff fd fc 21 43 06  ff fd fc 21 43 06 ff fd  |C....!C....!C...|
00000270  fc 21 43 06 ff fd fc 21  43 06 ff fd fc 21 43 06  |.!C....!C....!C.|
00000280  ff fd fc 21 43 06 ff fd  fc 21 43 06 ff fd fc 21  |...!C....!C....!|
00000290  43 03 ff fa f0 00 0f fc  21 43 03 ff fa f0 00 0f  |C.......!C......|
000002a0  fc 21 43 03 ff fa f0 00  0f fc 21 43 06 ff fd fc  |.!C.......!C....|
000002b0  21 43 06 ff fd fc 21 40  07 00 fe 21 40 07 00 fb  |!C....!@...!@...|
000002c0  21 40 00 ff ff 04 00 fb  21 40 00 ff ff 04 00 fb  |!@......!@......|
000002d0  21 40 00 ff ff 04 00 dd  21 40 00 ff ff 00 0f ff  |!@......!@......|
000002e0  f0 00 21 40 00 ff ff 00  0f ff f0 00 21 40 00 ff  |..!@........!@..|
000002f0  ff 00 0f ff f0 00 21 40  00 ff ff 04 00 fb 21 40  |......!@......!@|
00000300  00 ff ff 04 00 fb 21 40  00 ff ff 04 00 fe 21 40  |......!@......!@|
00000310  07 00 fe 21 40 07 00 a4  21 40 00 ff ff 00 0f ff  |...!@...!@......|
00000320  f0 00 21 40 00 ff ff 00  0f ff f0 00 21 40 00 ff  |..!@........!@..|
00000330  ff 00 0f ff f0 00 21 40  00 ff ff 00 0f ff f0 00  |......!@........|
00000340  21 40 00 ff ff 00 0f ff  f0 00 21 40 00 ff ff 00  |!@........!@....|
00000350  0f ff f0 00 21 40 00 ff  ff 00 0f ff f0 00 21 40  |....!@........!@|
00000360  00 ff ff 00 0f ff f0 00  21 40 00 ff ff 00 0f ff  |........!@......|
00000370  f0 00 21 40 07 00 fe 21  40 07 00 e0 21 40 00 ff  |..!@...!@...!@..|
00000380  ff 00 0f ff f0 00 21 40  00 ff ff 00 0f ff f0 00  |......!@........|
00000390  21 40 00 ff ff 00 0f ff  f0 00 21 40 03 00 fa 0f  |!@........!@....|
000003a0  ff f0 00 21 40 03 00 fa  0f ff f0 00 21 40 03 00  |...!@.......!@..|
000003b0  dc 0f ff f0 00 21 40 00  ff ff 00 0f ff f0 00 21  |.....!@........!|
000003c0  40 00 ff ff 00 0f ff f0  00 21 40 00 ff ff 00 0f  |@........!@.....|
000003d0  ff f0 00 21 40 07 00 fe  21 40 07 00 ff 21 15 00  |...!@...!@...!..|
000003e0  fe ff ff 07 00 fe ff ff  07 00 fe ff ff 07 00 fa  |................|
000003f0  ff ff 00 0f ff f0 03 00  fa ff ff 00 0f ff f0 03  |................|
00000400  00 fa ff ff 00 0f ff f0  35 00 fa 03 ff 00 0f ff  |........5.......|
00000410  f0 03 00 fa 03 ff 00 0f  ff f0 03 00 fa 03 ff 00  |................|
00000420  0f ff f0 03 00 fa 03 ff  00 0f ff f0 03 00 fa 03  |................|
00000430  ff 00 0f ff f0 03 00 fa  03 ff 00 0f ff f0 03 00  |................|
00000440  fa 03 ff 00 0f ff f0 03  00 fa 03 ff 00 0f ff f0  |................|
00000450  03 00 fa 03 ff 00 0f ff  f0 17 00 fa ff ff 00 0f  |................|
00000460  ff f0 03 00 fa ff ff 00  0f ff f0 03 00 fa ff ff  |................|
00000470  00 0f ff f0 06 00 fd 0f  ff f0 06 00 fd 0f ff f0  |................|
00000480  06 00 fd 0f ff f0 03 00  fe ff ff 07 00 fe ff ff  |................|
00000490  07 00 fe ff ff 18 00 ff  00                       |.........|
00000499
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Old 18 February 2020, 16:25   #30
Retroplay
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Archives updated on ftp.
TD2 v1.1 (old v1.2) and v1.2 includes all SPS data disks and Northern Germany Challenge.
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Old 18 February 2020, 16:45   #31
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The XFD decruncher is for a file-id of 'RPck' but the file has 'Rpck'.
So this will not detect these files.
It seems these file formats are different variants.
As the XFD slave also expects byte 9 to be zero, which is not the case in the example file someone needs extract the decruncher from the game main executable and maybe enhance the XFD slave..
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Old 18 February 2020, 17:06   #32
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Thanks for the information Wepl

All this is way beyond my skill level though.

Last edited by DamienD; 18 February 2020 at 22:29. Reason: Missed a word out of the sentence...
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Old 18 February 2020, 17:28   #33
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Quote:
Originally Posted by Retroplay View Post
Archives updated on ftp.
TD2 v1.1 (old v1.2) and v1.2 includes all SPS data disks and Northern Germany Challenge.
Great

Up to you Retro, but I would leave "ger_gameoption.info" and not rename to "ger_gameoption.shp"; see my post above.
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Old 18 February 2020, 17:47   #34
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Btw, I installed everything from scratch using v1.3 beta installer in the zone.
The dat merger skips German Challenge and I have to add it by hand to scen.dat0.

I've upped a new adf with file names corrected and scen.dat2 on the data disk, please try and see if you can get the installer (dat merger) to "pick it up" without the need for a manual edit.
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Old 19 February 2020, 03:47   #35
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Quote:
Originally Posted by DamienD View Post
Great

Up to you Retro, but I would leave "ger_gameoption.info" and not rename to "ger_gameoption.shp"; see my post above.
Why is that? This makes it not load any picture and leaves an ugly placeholder. edit: oh so you know it's not the Euro Challenge. Got it. Wish we can edit this file to make it a German flag!
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Old 19 February 2020, 17:32   #36
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@Toni the game uses audio interrupts. INTREQ is set from the interrupt itself (ack channel int). I don't see how it could be incorrect

There's a DMACON write at 8FA which is possibly suspicious because I suppose you have to wait a while before starting audio. But it seems that it stops audio dma

I've checked with new beta and chipset_hacks. Yes, the music is bad now, so I can experience the bug. But so far no log entries. Is there something to enable?

Code:
SongIntHandler:
	MOVEM.L	D0-D7/A0-A7,-(A7)	;0860: 48e7ffff
	MOVEA.L	#__H0_end+32766,A4	;0864: 287c00008b7e
	MOVE.W	INTREQR,D0		;086a: 303900dff01e
	LEA	Track0Info,A0		;0870: 41f900000e2a
	MOVE.W	#$0007,D1		;0876: 323c0007
	MOVE.W	#$0001,D2		;087a: 343c0001
	MOVE.W	#$0080,D3		;087e: 363c0080
	BSR.S	CheckChannelInt		;0882: 6142
	LEA	Track1Info,A0		;0884: 41f900000e74
	MOVE.W	#$0008,D1		;088a: 323c0008
	MOVE.W	#$0002,D2		;088e: 343c0002
	MOVE.W	#$0100,D3		;0892: 363c0100
	BSR.S	CheckChannelInt		;0896: 612e
	LEA	Track2Info,A0		;0898: 41f900000ebe
	MOVE.W	#$0009,D1		;089e: 323c0009
	MOVE.W	#$0004,D2		;08a2: 343c0004
	MOVE.W	#$0200,D3		;08a6: 363c0200
	BSR.S	CheckChannelInt		;08aa: 611a
	LEA	Track3Info,A0		;08ac: 41f900000f08
	MOVE.W	#$000a,D1		;08b2: 323c000a
	MOVE.W	#$0008,D2		;08b6: 343c0008
	MOVE.W	#$0400,D3		;08ba: 363c0400
	BSR.S	CheckChannelInt		;08be: 6106
	MOVEM.L	(A7)+,D0-D7/A0-A7	;08c0: 4cdfffff
	RTE				;08c4: 4e73
CheckChannelInt:
	BTST	D1,D0			;08c6: 0300
	BEQ.S	clear_channel_interrupt		;08c8: 675c
	TST.W	70(A0)			;08ca: 4a680046
	BNE.S	LAB_0049		;08ce: 665e
	TST.W	18(A0)			;08d0: 4a680012
	BLT.S	clear_channel_interrupt		;08d4: 6d50
	BEQ.S	LAB_0046		;08d6: 670c
	TST.W	34(A0)			;08d8: 4a680022
	BNE.S	LAB_0047		;08dc: 6632
	CLR.W	18(A0)			;08de: 42680012
	BRA.S	clear_channel_interrupt		;08e2: 6042
LAB_0046:
	SUBQ.W	#7,D1			;08e4: 5f41
	BCLR	D1,SfxState		;08e6: 03b900000e02
	MOVEA.L	40(A0),A1		;08ec: 22680028
	CLR.W	(A1)			;08f0: 4251
	MOVEA.L	44(A0),A1		;08f2: 2268002c
	MOVE.W	#$007c,(A1)		;08f6: 32bc007c
	MOVE.W	D2,DMACON		;08fa: 33c200dff096
	MOVE.W	#$ffff,18(A0)		;0900: 317cffff0012
	CLR.W	72(A0)			;0906: 42680048
	CLR.W	70(A0)			;090a: 42680046
	BRA.S	clear_channel_interrupt		;090e: 6016
LAB_0047:
	MOVEA.L	52(A0),A1		;0910: 22680034
	MOVE.W	34(A0),(A1)		;0914: 32a80022
	MOVEA.L	48(A0),A1		;0918: 22680030
	MOVE.L	36(A0),(A1)		;091c: 22a80024
	MOVE.W	#$ffff,18(A0)		;0920: 317cffff0012
clear_channel_interrupt:
	MOVE.W	D3,INTREQ		;0926: 33c300dff09c
	RTS				;092c: 4e75
LAB_0049:
	CMPI.W	#$ffff,72(A0)		;092e: 0c68ffff0048
	BEQ.S	clear_channel_interrupt		;0934: 67f0
	TST.W	72(A0)			;0936: 4a680048
	BEQ.S	LAB_0046		;093a: 67a8
	SUBQ.W	#1,72(A0)		;093c: 53680048
	BRA.S	clear_channel_interrupt		;0940: 60e4

Last edited by jotd; 19 February 2020 at 17:38.
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Old 19 February 2020, 17:56   #37
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There are also 2 different audio hack options:

- KS audio.device workaround, it sets period to very low value (4 or so) and assumes audio state goes to zero quickly enough. AFAIK only JIT can cause this if it has translated "too many" instructions to single block.

- Too early AUDxLC update. Some games (Fighting Soccer at least), start audio DMA, then do CPU wait, write new value to AUDxLC and assume AUDxLC has already been copied to internal buffer but if CPU is too fast, AUDxLC gets updated before AUDxLC is copied to internal register. Wrong sample gets played.

Logging added to both.
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Old 20 February 2020, 09:50   #38
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any beta where I can see this? latest betas seem to be from last year

Quote:
Too early AUDxLC update. Some games (Fighting Soccer at least), start audio DMA, then do CPU wait, write new value to AUDxLC and assume AUDxLC has already been copied to internal buffer but if CPU is too fast, AUDxLC gets updated before AUDxLC is copied to internal register. Wrong sample gets played.
that would mean that the notes are played at a crazy rate! Maybe it could happen in a sound fx engine, but not in a music player right?
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Old 20 February 2020, 17:49   #39
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any beta where I can see this? latest betas seem to be from last year
"winuae.7z" -> search

Last edited by lilalurl; 20 February 2020 at 18:12.
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Old 20 February 2020, 17:57   #40
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Quote:
Originally Posted by jotd View Post
any beta where I can see this? latest betas seem to be from last year

http://www.winuae.net/files/b/winuae.7z
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