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DrKevDog

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  1. DrKevDog

    F22 ADF Extracted-Working

    We are thinking along somewhat the same pathways. Searching 'JSOW' is what initially motivated me to make this post about ADF. There are a significantly larger number of search returns in the ADF executable than for that for TAW. Some of that is, most probably, a result of the different modes and interfaces and yet, there may be some leads to suggest different levels of support in ADF that were abandoned for TAW. So far I've found a number of curiosities, for example: I only found one .mdl-like file (ADF nnm7104) and it deserves some analysis, as it is not in a standard format.
  2. DrKevDog

    F22 ADF Extracted-Working

    Some certainly say seeing Simon seems senseless, so...I have collected all the files referencing the JSOW, unfortunately that has not yet born any fruit. I have hex edited the simultor.txt to run sim14jc.txt instead of mission sim14c and still no joy. I spent yesterday creating weapons tables from the ADF F22.dat, in order to understand the weapons system. I admit to getting side tracked by the AGM86ALCM, which I had previously activated in the past, however, I am making some progress. Does anyone know how the weapons handling process works, starting with the .pak, files?
  3. DrKevDog

    TAW 3View — A Renderer for TAW's .3 Files

    Thanks for the potential support. I also suggest starting to write a unique OS...just notify me when it's done 😱...
  4. DrKevDog

    F22 ADF Extracted-Working

    It's because of you, and a handful of others, that we have most of what we now have. I'll cut to the chase on the executable analysis: do you know of major differences that would allow the ADF executable to support such things as the JSOW feature and it's sub-munitions. The ADF Tour of Duty parser file describes the sim14cj mission, which is the JSOW mission. This is of critical importance because I NEED a 100 mile standoff weapon for my next Campaign...😄
  5. DrKevDog

    F22 ADF Extracted-Working

    I am asking because I am wanting to compare the executable's and their differences as well as some specific analyses. For example, I want to see how ADF handles the 2BXX code in the .3 files and how it handles the unusual files (maps, JSOW's, etc..) that are included in it's did.dat which are not in that of TAW.
  6. DrKevDog

    F22 ADF Extracted-Working

    Does there exist a working, extracted F22 ADF?
  7. DrKevDog

    F-22 ADF Original Patches

    f22_pilot_97, My files go "way back" and are extensively complete. I had to go thru some floppy disks first but it was on other media. What I would ask is that you keep us informed about the progress of your throwback project. My current project is dissecting F22.dat, the graphics memory program (special case coding for AGP) and I have made some fascinating discoveries. My next phase is to involve F22ADF to find out "what they knew and when they knew it"...🤔 WEBUPDATE
  8. DrKevDog

    Interpretation of SSD files

    Okay I now see that there are three to which this static target list applies and has common namespace. In tfx3 in IDA, the off_6652C8 enumerates that list and in tfx2 (superw.dat) the AAAA list may be the one at DGROUP:0056BC40. thanks about the EF2000 debug, I find it much more useful than that in tfx3 although I seem to recall Krycztij eluding to a dual screen process which I have not yet discovered. There are still some things I wish to improve upon in the use of the process, for example: initially I could not get the collision boxes to remain stable for viewing. somehow I discovered that if I get the camera in a position of displaying an unstable CBox and I pressed the "C" key, all the boxes became stable. Do you know anything about that?
  9. DrKevDog

    Interpretation of SSD files

    Testing the collision boxes problems should work just as well for any test platform, as long as the TARGET_AREA_DATA / TARGPOS formats are identical. I think it is important to consider the progression of changes from tfx2 to tfx3 in the analysis of the target data features. A significant question for me is are the tfx2 and tfx3 data read differently? There are a number of obvious questions, for example, tfx3 has a unique campaign mode which is tied intricately to the target area data throught the AWACS mode GUI much differently than in tfx2. There is a lot here to re-consider from the 2011 analysis, when that target type list was discovered. Take for example the columns you have listed as "CBOX TYPE" and TARGETS TYPE", I would ask you to take a look at the "STRATVAL.txt" document in the F22DATA directory. It is clear from the values in your 2 lists that the values in those 2 columns are identical and if you compare the target types in the list you eluded to, you will find that it does not jibe as an ENUM to the list I found previously and is more reasonably explained as a stratval type-pointer. This may suggest a connection to target values and, potentially, campaign score value assignments. Looking in the executable there are 3 stratval errors which may be of some value in understanding the scope of these values. They state that, on some level, strategic values can be identified as Static, Flight and/ or Group. First, however, I think we need to declare our objective. If it is just to add a target type to the TFXplorer project, it probably isn't necessary to confirm that "stratval" is or is not involved in these SSD functions. I have decided to proceed in this analysis for the TFX2 and 3 knowledge base objectives. I don't know if you received the updated TFXplorer so I decided to look at what I do have that might be of some benefit. There is a mechanism I use in EF2K to turn on the collision boxes which may be of good help in answering some of your questions; I can also turn on the terrain collision triangles and other trackers. To summarize on the original question regarding: TARGPOS000000AAAAXXXXYYYYZZZZBBBB. I believe that AAAA is the Stratval number and I agree that BBBB is rotation as you deciphered it but is that also true for tfx2 as it is for tfx3?
  10. DrKevDog

    Interpretation of SSD files

    I have been working on a similar SSD project only not as ambitious as yours and in Tfx3. I had hoped to find data to help me understand the line in the World Info file: "TARGETSPACE 8276". It seems to me there ought to be a way to differentiate Target space from non-target space in the world. I have not, and that said, most simple, flat tiles do not have Target Area data so perhaps that presence is necessary. In a TFX3 target tile SSD, there are 3 things I would examine: 1. TARGET_AREA_DATA for correct target-tile type 2. TARGETS for individual targets Strategic Value and correct position 3. COLLISION_BOXES for Strategic Value and correct position I would also look at the Campaign.trg as you eluded to... I am very interested in your creating a viable SSD and look forward to the details of your success.
  11. DrKevDog

    Interpretation of SSD files

    Tricky, tricky, tricky
  12. DrKevDog

    Interpretation of SSD files

    Your statement about 'debris/explosions' I agree with but I'm not thinking it's collateral. What we have done before generated statements in my notes suggesting that the 4F opcode lines, in addition to defining the coordinates, gives a lookup value for the specific index in the list of explosions found in the explosions section of the redxxxx.txt files. 0 0 ex_l_1 1 1 ex_l_2 2 2 ex_l_3 3 3 ex_l_4 4 4 ex_l_5 5 5 ex_w_1 6 6 ex_hit1 7 7 ex_hit3 8 8 ex_hit5 9 9 ex_can_l 10 a ex_smk_1 11 b ex_smk_2 12 c ex_smk_3 13 d ex_smk_4 14 e ex_smk_5 15 f fx_hit 16 10 fx_miss 17 11 ex_can_w 18 12 ex_lcrsh 19 13 ex_wcrsh 20 14 ex_vol_1 21 15 ex_vol_2 22 16 ex_vol_3 23 17 ex_vol_4 24 18 ex_vol_5 25 19 ex_acrsh 26 1a ex_ls1 27 1b ex_ls2 28 1c ex_ls3 29 1d ex_ls4 30 1e ex_ls5 31 1f ex_smks1 32 20 ex_smks2 33 21 ex_smks3 34 22 ex_smks4 35 23 ex_smks5 36 24 ex_vols1 37 25 ex_vols2 38 26 ex_vols3 39 27 ex_vols4 40 28 ex_vols5 If that is correct, it would indicate that the explosions referenced for damage levels 1,2 &3, for rig_1.ssd is ex_smks2 and that for damage level 4 is ex_smks1. The 5 ex_smks ssd files are nearly identical with the basic difference being a gradient of scale (block 6).
  13. DrKevDog

    Back to TFX1

    I do hope you can continue your research, it's very interesting that it did not work and I would think it most helpful to know why. Buying a new card is tricky these days and I've lived this far without the cryptomining feature, I'm just grateful for my powerful dedicated AGP instead..LOL!
  14. DrKevDog

    TFXplorer

    Thanks! I did go back to my files and found your TFX 1 unknown SPRs. That is helpful, thanks.
  15. DrKevDog

    TFXplorer

    I have been following these threads and, as always, they prompt my curiosity about a number of things. First let me say thanks to Krycztij for the updates. I have been doing some work on the terrain recently and was curious about Mikes statement regarding GAMESPR, I would assume that to be a sprite, does the tfx1contain .tm textures in the spr directory?
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