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#1 |
Registered User
Join Date: Jul 2001
Location: Bruxelles / Belgium
Age: 58
Posts: 176
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What is an .Wrp file and how to decompress it ?
Hello,
I have somes games that are in wrp format, with wich decompressor can i get it back to adf or usable files ? |
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#2 |
2 contact me: email only!
Join Date: May 2001
Location: Auckland / New Zealand
Posts: 3,187
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Warp files
Warp files are made with either MFMWarp or NOMADWarp.
MFMWarp is the much better product (both written by sceners, Ferox in 1995 and N.O.M.A.D. in 1992 respectively) and MFMWarp even handles NOMADWarp files. MFMWarp also compresses the data using the XPK libraries. Unless you know what you are doing, the large majority of disks will not write back to floppy, or they will write back the wrong data/corrupt. This is due to the original holding more data on a track than your standard unmodified Amiga drive will allow you to write. Hence you get corruption. The imaging page I wrote on the WHDLoad site has a lot more info and the tools you need there, but as I say, the number of games which will work after writing back to floppy is quite small. The Action site has more info and tools in the utilities section. |
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#3 |
Give up the ghost
Join Date: Apr 2001
Location: U$A
Age: 33
Posts: 4,662
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My guess is that he's talking about the warp files I put in the ADF Zone (for Codetapper...)
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#4 |
Registered User
Join Date: Jul 2001
Location: Bruxelles / Belgium
Age: 58
Posts: 176
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Twistin' Ghost:
Maybee well ![]() ![]() The files ares: Loopz, Plan9 2-3-4 I have downloaded in July so many files that i must sort now. I can't remember where i got it. I try to collect the must possible working classics game for my collection. I like so much Amiga games, and some of it remember me good time. I am not looking only for pirated (abandonware) games i have download free an public domain from Aminet. So, no offence i hope ![]() Codetapper: I have understand what you have explain here and your page on whdload is very good too. I think that is a format too complicated for me and then the games are useless (protected copy backup). Thanks again ![]() Last edited by Maverick357; 08 August 2001 at 01:37. |
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#5 |
2 contact me: email only!
Join Date: May 2001
Location: Auckland / New Zealand
Posts: 3,187
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...and worse than that, Loopz and Harley Davidson are unreadable and you would never be able to HD install them from those files...
Most of the others will at least work (until you get stuck asking for a word from the manual) except for a few which have copy protection and whoever upped them didn't warp up the copy protected track... |
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#6 |
Registered User
Join Date: Oct 2012
Location: Italy
Age: 49
Posts: 2,951
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Old thread, but i need to add something
I also have more than 2000 wrp files and i tried to save some of them as ADF with Unwarp command For what i saw till now, everything gone OK Resulting ADF is working as expected Why there should be problems with these kind of disks then ? Am i missing something ? ![]() |
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#7 |
Registered User
Join Date: Jul 2005
Location: -
Posts: 1,698
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I have had no problems extracting warp using unwarp or various nibble warp programs. For nibble warp, I believe I used extended ADFs.
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#8 |
Registered User
Join Date: Aug 2018
Location: USA
Posts: 168
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Warp was used in the 80’s early scene. Not sure what Codetapper is talking about.
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#9 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,381
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Codetapper means that warp files aren't able to clone all formats.
Of course if there's no protection MFMWarp will work, but so does DMS. The only interest of MFMWarp is to image games that aren't DOS tracks but can be copied with xcopy nibble mode. For instance Zool, or a lot of other Gremlin games. And some formats, when hacked (RN 12 track) can also be warped. I think I saw a nibble copy of Unreal once too. But MFMWarp isn't going to be able to write longtracks or protections (even if it could store longtracks so we can use that data in RawDIC, that I'm not sure). Same limitation goes for most "warpers". |
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#10 |
Registered User
Join Date: Oct 2012
Location: Italy
Age: 49
Posts: 2,951
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Thanks for the info jotd
![]() Summarizing we can say there's no problem in using .wrp or .dms with non-protected disks ? ![]() At least it seems so ![]() |
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#11 |
move.l #$c0ff33,throat
Join Date: Dec 2005
Location: Berlin/Joymoney
Posts: 6,865
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#12 |
Registered User
Join Date: Oct 2012
Location: Italy
Age: 49
Posts: 2,951
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What do you mean exactly ?
I never found "problems" using .DMS They seems to work as expected ![]() |
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#13 |
move.l #$c0ff33,throat
Join Date: Dec 2005
Location: Berlin/Joymoney
Posts: 6,865
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Bugs in the compression algorithm, bugs in the verify algorithm and a lot more. Once you created a DMS archive of a disk and used the "test" option of DMS to make sure the written data is fine and then discover the resulting disk image once you write it back to disk is DIFFERENT to the original you'd never use DMS again!
These days there is no reason to use DMS anymore anyway. |
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#14 |
Registered User
Join Date: Oct 2012
Location: Italy
Age: 49
Posts: 2,951
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Thanks for clarification
The only thing i can say is that, from my experience, when i used some .DMS (converting back them to ADF) the resulting ADF was fine I use always ADF-Workshop to check the content of a converted .DMS So, at the moment, i never found a bugged .DMS it seems At least, i never noticed something strange after the conversion ![]() |
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#15 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,381
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Ah forgot about this DMS stuff. Then you can use DIC from whdload package and compress the images with a non-buggy packer.
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#16 |
Registered User
Join Date: Sep 2006
Location: New Sandusky
Posts: 944
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Yeah DMS is a broken format. I'm not a big fan of ADF either though due to it being a straight dump with no built-in error detection, etc. or variable track formats, etc.
For regular AmigaDOS floppies though ADF + gz or xz is fine since you get the benefit of compression and error detection from the compressor. I wish more stuff had built-in xz support. |
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#17 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,381
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with some experience you know which ones will have copy protection and which ones won't. Heavily depends on the editor. But there are exceptions. Microprose games usually use document protection, but Gunship uses doc protection AND disk protection. Same for Lucasfilm or Sierra. Early games had disk protection. Others just have this awful VM protection that we hate (but crack anyway
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