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Old 01-02-22, 04:04 PM   #46
John Pancoast
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Quote:
Originally Posted by Jeff-Groves View Post
Looking for that wave motion but haven't found a solid lead at this time.

I am a bit confused about a file and trying to track it's history now.
Shapes.vol
File size in a DOS version is 279,558 bytes
File size in a CAOD version is 727,656 bytes
I suspect the first may be a compressed version or lower details on Models?

I checked the 2 patches available here at SubSim and none contain that change. Yes I opened the Resources.xxx files.

AOD Dos is running on my system but the CAOD is not at this time.

In the Subsim.exe, those shapes are listed with a .bmd extension.
BMD usually means Binary Model Data and there are bmd files in the Game folders.

Most likely due to detail level. CAOD has slightly more detailed graphics.
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Old 01-02-22, 04:15 PM   #47
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So all the files you sent me are CAOD.
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Old 01-02-22, 04:21 PM   #48
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So all the files you sent me are CAOD.

No, don't even own it.
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Old 01-02-22, 04:34 PM   #49
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That's strange cause all your files have the larger Shapes.vol then the AOD DOS I downloaded.
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Old 01-02-22, 04:38 PM   #50
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Quote:
Originally Posted by Jeff-Groves View Post
That's strange cause all your files have the larger Shapes.vol then the AOD DOS I downloaded.

Most if not all the downloadable versions are not patched.
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Old 01-02-22, 04:41 PM   #51
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The ships in CAOTD are textured, whereas the ones in DOS AOD are not. Could this have any relation to the problem?
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Old 01-02-22, 04:42 PM   #52
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It could. Interesting to figure out.
The smaller file will probably be best to work with to understand the shapes.
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Old 01-03-22, 01:02 PM   #53
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I prefer unmodded as safer! I have no experiance modding software I think the factory graphics look great!


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Old 01-03-22, 01:56 PM   #54
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Old 01-03-22, 05:32 PM   #55
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Originally Posted by ChristopherTarana View Post
I prefer unmodded as safer! I have no experiance modding software I think the factory graphics look great!


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I agree. We also don't want to try to make AOD more like SH3 (vice versa in fact would be better).
But the work already done and being done isn't doing that and add to the game vs. trying to make it something it isn't.
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Old 01-04-22, 04:26 PM   #56
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I have extracted all .dat files from AOD.DYN, they can be found below in the link. I have also posted ALL the extracted graphic files from both SHELLVOL.DYN and AOD.DYN in a new thread.

https://drive.google.com/file/d/1jI4...ew?usp=sharing

@Jeff, you have probably already extracted these already, but there is an intriguing .dat file called COUNTER.DAT, it contains the information below. Could it be a lead to some of the inner workings of AOTD?

MISC
INIT
LUMP
SCENES
MONO
EVENTS
AI
DIALS
CLIPPING
IO
LOOP
MISC_VM
SIMRATE
DRAWING
MOVEMENT
COLLISION
TEMP1
TEMP2
TEMP3
TEMP4


Also, reading through SUBSIM.EXE in HxD is interesting.. Has anyone ever seen a UFO in the game?

Last edited by Andreas86; 01-04-22 at 05:26 PM.
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Old 01-04-22, 06:42 PM   #57
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I have to correct myself regarding my earlier post in the other thread, regarding BRIDGE.PAL. It is indeed used by the game, and is in fact loaded in right after all the TOWER.BMP files.

How AOD loads in various files, and their order can be viewed by running DOSbox in debug mode (DOSbox SVN DAUM has this included), and directing the output log to a text file. This is interesting! Here is a short example logfile i made, just starting AOTD, selecting single patrol, convoy encounter, starting the sim and then going to the bridge view:

https://drive.google.com/file/d/1taB...ew?usp=sharing

It will output a log of everything that happens ingame, and the files that are loaded accordingly, so I recommend trying this! Also, the log confirmes that AOTD will indeed look for the files it needs in the SIM folder, and then afterwards in the .DYN archive if it cannot find a standalone file.



-By the way, from now on I will post everything I find out relevant to modding in this thread. In my other thread with the graphics mod I will just post updates and additions to the mod.
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Old 01-12-22, 11:54 AM   #58
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I have made a new torpedo stopwatch, see the screenshot underneath. It works in many screens, and I have got the palette stuff worked out. Problem is it crashes the game in some screens like the map screen. And when in bridge view, the are that should be transperant shows garbled pieces of what seems to be other textures in memory.. For some reason AOD seems very finicky about the LZW compressed BMP sprite files. Engie will not save in LZW, and because of that the file size of my new CLICK.BMP (3 sprites in 1 file) is much larger than the original. So I suspect that may be the cause of the problem. The strange thing is if I try to make a new CLOCK.BMP using a solid block type clock like the original, the game won't accept it. But this new one with transparent background works ok, at least this specific file. Some of my other variations dont. Weird.



Last edited by Andreas86; 01-12-22 at 12:41 PM.
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Old 01-21-22, 05:18 PM   #59
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I placed "ACE-OUT.EXE" in AOD's "SIM" folder per the instructions.

I went into DOSBOX, navigated to this folder, ran "ACE-OUT AOD.DYN DAMAGE.BMP" and it spit out the "DAMAGE.BMP" file in that folder.

Awesome!

But no matter which graphical editing program I open it with, it gives me a file corrupted error.

Any ideas? I am on Linux if that matters, but I used dosbox to extract the .BMP so I don't think it should.
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Old 01-22-22, 09:37 AM   #60
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Quote:
Originally Posted by Giesemaschine View Post
I placed "ACE-OUT.EXE" in AOD's "SIM" folder per the instructions.

I went into DOSBOX, navigated to this folder, ran "ACE-OUT AOD.DYN DAMAGE.BMP" and it spit out the "DAMAGE.BMP" file in that folder.

Awesome!

But no matter which graphical editing program I open it with, it gives me a file corrupted error.

Any ideas? I am on Linux if that matters, but I used dosbox to extract the .BMP so I don't think it should.

Great to hear that you tried it out! The problem is that it is no ordinary BMP, and normal graphic editors won't open it. You have to open it with Engie, the program I have linked to and included. In Engie, you can open those files, view and save. The BMPs that ACE-OUT spits out are files containing multiple frames/images. So for any file with .BMP ending, you should choose "save as frames" in the Engie file menu.

BUT you have to make sure you open those files with the corresponding palette file, and save while the correct palette is loaded. I assume you have downloaded the archive with all extracted files from AOD? The palette files are in there.

It doesn't matter if you are on Linux regarding Dosbox, but I have not tried Engie in Linux. Maybe it can work under Wine?
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