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mikew

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Posts posted by mikew

  1. Well, the TAW (and most other) did.dat files are of this form:

    The first 4 bytes are pointer to to the index section at the end of the file.

    In the case of TAW's this is 0x03cc22ae which gets us to this point:

    didhex1.jpg

    At this point are 4 16-bit numbers:

    0x312c=12588 The number of files in the archive

    0x0069=105 Number of path specifiers

    0x0047=71 Number of file extensions

    0x06e1=1761 Number of bytes until the start of the index (ie to the point after the paths and extensions) are listed:

    didhex2.jpg

    Now we have the list proper and there are 12 bytes for each of the 12588 files:

    The first 4 bytes are a mysterious index, then 4 bytes for the offset in did.dat, finally 4 bytes for the file size.

    In this case we have:

    Index=0x8006c719, Offset=0x02bd558a, Size=0x00000068

    The hope would be that this 'index' is a compressed version of the filename, but hope is fading...

    These 'index' numbers increment in a strange way, the differences don't correspond to the compressed or uncompressed sizes of the files they relate to.

    This index is of TFX's 3460 files, but you get the idea. I've left the index as hex, but converted the offsets and sizes to decimal:

    0 80117f36 1572576 415
    
    1 8020f12b 1714256 421
    
    2 802fc869 3142886 40
    
    3 80310755 1706269 432
    
    4 80416965 1068735 206
    
    5 8045e661 3154385 240
    
    6 80487169 1397285 587
    
    7 8052fd69 1248725 526
    
    8 805fc74a 2916069 940
    
    9 80624825 3132188 40
    
    10 806d494a 1881578 1702
    
    11 8075a665 3155401 267
    
    12 8078b479 3117002 40
    
    13 807b5549 1708292 536
    
    14 8080b759 1371479 859
    
    15 80861761 1068095 437
    
    16 80897c35 3169674 152
    
    17 808b6635 3171708 152
    
    18 808d6835 3173492 152
    
    19 808dcb35 1571740 836
    
    20 808fdb50 3274013 4610
    
    21 80903553 2814718 607
    
    22 80910579 1227034 346
    
    23 80913f53 2819051 156
    
    24 80923953 2819948 156
    
    25 809c1532 1674678 122
    
    26 80a31f35 1583159 196
    
    27 80a38c23 3162430 183
    
    28 80a51935 1585754 308
    
    29 80ab154d 1712500 655
    
    30 80b93c35 3171252 152
    
    31 80bb2635 3173120 124
    
    32 80bd2835 3176176 152
    
    ....
    
    2857 afcfa293 10413207 169
    
    2858 afd60c8a 2541536 5756
    
    2859 afd7a493 10376338 214
    
    2860 afd8a291 10378145 246
    
    2861 afda332b 1715744 1156
    
    2862 afdaa5d4 1939414 141
    
    2863 afdfaaa8 3213531 82
    
    2864 afe9ffd9 1594625 302
    
    2865 aff993a9 1885281 130
    
    2866 affbb7a0 1961241 552
    
    2867 30209303 1511452 565
    
    2868 30db9c02 1981640 15589
    
    2869 3210a202 3159339 30
    
    2870 3966dc01 333934 5678
    
    2871 3c168102 3496343 133
    
    2872 3e3cb702 1840737 204
    
    2873 3f3eb502 1895112 1830
    
    2874 40060605 1043223 4895
    
    2875 40ba5904 1640423 5796
    
    2876 41080405 1048118 3733
    
    .....
    
    3445 7f095d29 2809104 603
    
    3446 7f31fc35 3156283 40
    
    3447 7f3f522e 2265448 140
    
    3448 7f498535 1502889 431
    
    3449 7f4d9d35 1503320 412
    
    3450 7f632629 7075180 6017
    
    3451 7f845429 3194679 40
    
    3452 7f87912d 1656202 756
    
    3453 7fb41429 3194919 40
    
    3454 7fccf939 1222871 565
    
    3455 7fd5d638 3390152 8639
    
    3456 7fd9282a 2092604 198
    
    3457 7fe9a529 1918678 113
    
    3458 7feadc2c 3196081 50
    
    3459 7ff3e635 4247747 120866
    
    

  2. @Krycztij,

    I realize that this is somewhat a moot point, but I was unable to find the extracted ADF-specific DID.dat. I'll keep looking, but just so you know I didn't forget.

    I did extract the ADF files, although without their proper names.

    It was a long time ago, but I believe I created a script to at least categorize the files into .3, .ssd etc.

    I'll check later....

    It might be an idea to have another look at the did.dat file structure to see if it's possible to extract all the files (with names!) using a standalone tool. I'll start a thread on the subject after I've gathered some information.

  3. Nice!

    There is only one texture folder, but there are many palettes for day and night with various weather.

    I haven't looked into the EF files in much detail, but the pd_cr.txt etc, files in the 'lev' folder may help determine when each palette is used.

  4. I've dug out some parser code and I seem to treat the 0004 type the same as 0000 (and 0020) in terms of finding the start of the bytecode.

    There may be only 0000 and 0004 types in EF2000. I haven't seen anything else.

    EDIT: Confirmed that there is only 0000 and 0004

    EDIT2:

    ...and these are the 0004 files:

    aim_9x.3
    
    airb1.3
    
    airbrake.3
    
    alarm.3
    
    amraam.3
    
    asraam.3
    
    asraam1.3
    
    bl755.3
    
    canardl.3
    
    canardr.3
    
    crv7.3
    
    durand.3
    
    durandal.3
    
    empty.3
    
    f0agm65g.3
    
    flapl.3
    
    flapr.3
    
    fueli.3
    
    fuelo.3
    
    fueltank.3
    
    full.3
    
    gbu12.3
    
    gbu_16.3
    
    g_line.3
    
    ianraam.3
    
    laser_st.3
    
    lpamraam.3
    
    lps225.3
    
    lxamraam.3
    
    lxs225.3
    
    mamraam.3
    
    mav_ir.3
    
    mav_tv.3
    
    mk83.3
    
    mlamraam.3
    
    mpbl755.3
    
    mpdurand.3
    
    mpgbu12.3
    
    mpmk82.3
    
    mramraam.3
    
    mtpylon.3
    
    mxbl755.3
    
    mxdurand.3
    
    mxgbu12.3
    
    mxmk82.3
    
    neilch.3
    
    paim_9s.3
    
    palamo.3
    
    palarm.3
    
    pamraam.3
    
    paphid.3
    
    parcher.3
    
    pas7kery.3
    
    pasraam.3
    
    pbl755.3
    
    pcrv7.3
    
    pdurand.3
    
    pecm.3
    
    pf250_hd.3
    
    pfab250.3
    
    pfab500.3
    
    pfueli.3
    
    pfuelo.3
    
    pgbu12.3
    
    pgbu16.3
    
    pian.3
    
    pkab500l.3
    
    pkilter.3
    
    plaser.3
    
    pmav_ir.3
    
    pmav_tv.3
    
    pmk82.3
    
    pmk83.3
    
    pmoskit.3
    
    prbk500.3
    
    ps225x.3
    
    ps5_rock.3
    
    ps_eagle.3
    
    pylon.3
    
    rudder.3
    
    rxamraam.3
    
    rxs225.3
    
    wheell.3
    
    wheelm.3
    
    wheelr.3
    
    xaim_9s.3
    
    xalamo.3
    
    xalarm.3
    
    xamraam.3
    
    xaphid.3
    
    xarcher.3
    
    xas7kery.3
    
    xasraam.3
    
    xbl755.3
    
    xcannon.3
    
    xcrv7.3
    
    xdurand.3
    
    xf250_hd.3
    
    xfab250.3
    
    xfab500.3
    
    xfueli.3
    
    xfuelo.3
    
    xgbu12.3
    
    xgbu16.3
    
    xkab500l.3
    
    xkilter.3
    
    xlaser.3
    
    xmav_ir.3
    
    xmk82.3
    
    xmk83.3
    
    xmoskit.3
    
    xrbk500.3
    
    xs225x.3
    
    xs5_rock.3
    
    xs_eagle.3
    
    yamraam.3
    
    ysam.3
    
    

  5. I'm not working on anything right now :( , but a couple of months ago I tried to modify the TAW .3 file parser to deal with EF2000's .3 files and encountered these problems.

    Some of the EF files have the number of vertices just before the 0th bytecode as in TAW, but most seem to have ffff which required some changes to my 'find the ffff' routine.

    I think there are some different opcodes as well but don't remember exactly, and there were about 6 files that I couldn't handle at all since they bear little relation to any .3 file previously encountered....so I ignored them.

  6. Glad you're still around. :)

    There are plenty of rendering order artefacts in the game, so I may have to play it to try and gather evidence.

    It may be that the game creates an internal rendering order list based on the 'distance' to each object from the camera.

  7. I verified the functionality to my best; but still, bug reports are welcome.

    I hate mentioning problems with the viewer since it comes across as ungrateful...but what's the plan to deal with the rendering order problem in eg luxor.ssd?

    It appears that the terrain is drawn last.

    Is there anything in particular I should be investigating? Summer activities are playing havoc with my 'Quality TAW time' though. :)

  8. I would have thought that if a model index doesn't appear in any loaded ssd file, it will never be called....unless it is one of those that are not referenced by any ssd file, eg the f22_xx.3 control surface models, but I dont think these appear in ssinfo.fn anyway

  9. May be wrong, but in the Options screen, the two camos gave opposite formation light behaviour in the Luxor takeoff training mission.

    I'm in the arctic with a Linux laptop and sporadic cellular coverage for a few days, so can't try the game to confirm....

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