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Old 12-28-21, 05:16 PM   #16
Jeff-Groves
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As to Hex Editing?
I started with free editors. I moved to SweetScape 010 LONG ago for it's features.
It's not free but once you buy it and learn it's capabilities? There's nothing like it out there!
I bought it years ago around version 3 and am running version 12 now!
I have used it to figure out AND write Scripts and Templates to work Animations in SH3, SH4, and a bunch of stuff for SH5.

For serious Hex Work? I don't think there's anything better! And I've been doing Hex for 30+ years!

Now if you want SERIOUS information and help on Game files?
https://forum.xentax.com/index.php?s...421e40b58139b8

Yes I'm a registered member there but under a different Handle.
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Old 12-28-21, 06:50 PM   #17
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Originally Posted by Jeff-Groves View Post
@Andreas86,

You mention you have some code you can't compile.
Would you mind sharing that code?
Being from the 80's maybe C code?

Well, I didn't save the info but I found it online, think it was a source for LZW/huffman compression from the 80s? As I understand it caught on with many game developers.. But coding / compiling /decompiling etc is beyond my understanding. See if I can find it in the browser history though.

Last edited by Andreas86; 12-28-21 at 07:01 PM.
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Old 12-28-21, 07:09 PM   #18
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No problem. I've got some code and a few programs now to test.
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Old 12-28-21, 07:29 PM   #19
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@Jeff-Groves: Is there any chance you could help me work out how to save the TOWER frames back into SCN/OFF format sprite BMPs? Engie just hangs upon saving. I have contacted the creator of Engie, but it is a longshot. It would be so nice to be able to give the old conning tower a stroke of paint..
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Old 12-28-21, 07:54 PM   #20
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Quote:
Originally Posted by Andreas86 View Post
@Jeff-Groves: Is there any chance you could help me work out how to save the TOWER frames back into SCN/OFF format sprite BMPs? Engie just hangs upon saving. I have contacted the creator of Engie, but it is a longshot. It would be so nice to be able to give the old conning tower a stroke of paint..
I'm going to look at this problem.
With the information you are providing that helps me to break down file structures and work towards a solution.
The OFF sets could be a clue once looked at in Hex.
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Old 12-28-21, 08:10 PM   #21
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Excellent!
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Old 12-28-21, 11:46 PM   #22
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Quote:
Originally Posted by John Pancoast View Post
I use Firefox. Click on the download icon in the upper right corner of the screen.

John,

Thanks! I tried them all and nothing but I went back in under Firefox today and downloaded them into WinRAR, that worked and I can now extract to the desktop.

Tim
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Old 12-29-21, 08:06 AM   #23
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John,

Thanks! I tried them all and nothing but I went back in under Firefox today and downloaded them into WinRAR, that worked and I can now extract to the desktop.

Tim

If I understand you right, it has something to do with my files being in 7zip format. Sorry, I have become so used to 7zip archiving that I did not consider that others may not use it. Happy you got it sorted.
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Old 12-29-21, 09:39 PM   #24
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No worries Jens!


I need to try 7-zip anyways as it appears more game downloads are using that.


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Old 12-30-21, 03:15 PM   #25
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I'm breaking down the Header area of the BMP files.
I can see the count of frames, size of each frame, and so on in the INF section.
There's more information in the SCN section that I'm working to understand.

OH! I also have the source code for the Engie File Converter.
That is proving VERY interesting!
And according to the license terms?
We can do whatever we want with the source!

Now I hate C# with a passion! (always thought it was a lazy language and slow compared to a proper C++) But I'm good enough to read the source.
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Old 12-30-21, 04:00 PM   #26
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Information on the BMP format!
This is just a quick break down on the HEX format. More work to follow.

4 bytes = BMP:
4 bytes read as a signed short = file size to read.
4 bytes = INF:
4 bytes = the amount of data to read. This contains frames and sizes of each frame in pixels.
This section is variable but you read each as a byte with a 00 seperator.
4 bytes = BIN: (or other) I'll Explain this later.
4 bytes read as a signed short = data to read until we hit the next chunk.

To be continued!!!
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Old 12-30-21, 05:14 PM   #27
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Good work Jeff! Looking forward to more
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Old 12-30-21, 05:21 PM   #28
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I'm still following the Hex values along with the source code for clues.
What I want is the source to decompress. From that? We can re-compress.
Then it's just to rebuild the file structure.
Given what I know now? I could probably inject things in a file through hex work.
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Old 12-30-21, 05:32 PM   #29
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Jeff,

Very nice.

Watching with keen interest. Now, I'll shut up get out of the way!

Good hunting,
FUBAR295
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Old 12-30-21, 06:33 PM   #30
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Using the Battery.bmp file?
I've ripped out the whole VGA section info.
I changed the file size to read in Hex and the file opens in Engie File Converter.
That tells me We CAN adjust things just in Hex.
Next thing to try is to cut just a single section and run some decompression tests. Then re-compress for comparative.
Given what I did so far? I could probably extend files beyond stock features.
It's understanding the file structures and how the Game uses them that is the Key!

Andreas86 provided so much information that is helping greatly! So do NOT forget that this IS a Team effort!
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