Quantifier
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Problem Starting Up X-com On Dosbox
Quantifier replied to 7neal's topic in Xcom 1: Technical Support
Be careful with running just by "go", you need to make sure you run "go.bat" file. There might be "go.com" file (a leftover from 1.2 version) which hangs in 1.4. -
And actually, health can't wrap to 0 (256) without bad things happening. Once when it did, on the very start of battlescape my soldier fell down unconscious, then died and left two corpses.
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This is some sort of header, I haven't fully understood it either. Version with 1.4 patch has 3 bytes before the WAV file, unpatched version has 6 bytes before raw pcm data. If you want to use longer samples, then you'll need to rebuild the file with modified "table of contents". This table is located at the very beginning of the .cat file, and for every entry it has two 4-byte words: offset and the length.
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Here are some development screenshots of my latest project. There are still few things to do: - only battlescape editor is reachable from gui - custom samples (external wave files) are disabled - procedure generating final file is never used I had to make two ways to read pre-1.4 sounds. If you read directly from game files, sound data will work correctly only in CE. DOS version requires resampled files - this degrades quality slightly and can't be done just anyhow, proper sample rate conversion is a subject for some bigger project. It has a dark theme on screenshots because it uses system native colors and this is how my whole system looks. If you have some reasonable ideas, comments or questions, feedback is welcome.
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Bad Version? Questions About The 1.4 Patch
Quantifier replied to Thus Spake Nosferatu's topic in Xcom 1: Technical Support
That's one way, and the best thing you can do, because it leaves you a choice of old vs. new for each sound separately. The downside is that I'm not aware of any tools for that besides those which I wrote myself, and they are far from being pretty. The other way is to download patch with all the sound effects converted to new format (attached to this post by Inteck) However, it has everything from old version, including samples like footsteps and such, which didn't change much between 1.2 and 1.4 except for improved quality. -
Bad Version? Questions About The 1.4 Patch
Quantifier replied to Thus Spake Nosferatu's topic in Xcom 1: Technical Support
If you're using DOS version then ignore Mok's patch altogether, it works properly only in CE version under Windows. -
Bad Version? Questions About The 1.4 Patch
Quantifier replied to Thus Spake Nosferatu's topic in Xcom 1: Technical Support
If by "copy over" you mean to extract old sounds from old file, convert them, and put into the new file, then yes. If you mean just copying game files, then it will not work. -
My tool is written in Pascal (come on, everyone used it someday in the past ) I can post it later today when I get home. The reason you get them garbled is probably you treat them as unsigned values - you need to read signed bytes. In the function soundFile::loadCeCat() don't call wav2sample(), but something more like derivative of raw2sample() SAMPLE *signedpcm2sample(const std::string& buf) { SAMPLE *spl = create_sample(8, 0, 11025, buf.size()); /* above returns NULL if len == 0 */ if (spl == NULL) return NULL; /* copy data */ buf.copy(static_cast<signed char *>(spl->data), buf.size()); /* fix signedness */ for (unsigned i = 0; i < buf.size(); i++) (static_cast<unsigned char *>(spl->data))[i] = ((static_cast<signed char *>(spl->data))[i] + 128); return spl; } (I'm not saying this code will work... I'm Tcl coder, and much prefer C over C++ - anyway I hope you get it working)
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Here's the (unfortunately short) list of sounds that I'm pretty certain. 001 - 012 footsteps 013 tank movement 030 underwater explosion 031 underwater explosion 043 throwing 044 mc noise 045 item placement 046 weapon reload 047 automatic door 048 door 049 underwater ambient 050 - 061 footsteps 077 - 080 explosions 092 throwing 093 mc noise 094 item placement 095 weapon reload 096 automatic door 097 door 100 death scream 101 tank destruction(?) 102 aquatoid death 103 gillman death 104 tentaculat death 105 lobsterman death 106 tasoth death 107 calcinite death 108 deep one death 109 biodrone death 110 triscene death 111 hallucinoid death 112 xarquid death 116 tentaculat movement For some reason there are lots of duplicates in the file, some exact and some just similar. Also I'm afraid I won't be much of help with weapon sounds :\ - there's lot of them, most are very similar, and I never played TFTD that much actually. PS. Sorry it took so long, I still can't enjoy fully the motorcycle I recently bought
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It depends. You can upack them the same way as .cat files from EU (DOS version 1.4 or CE), but the actual sound data is different. First part of the file is table of contents, with two longints for each sound effect: offset and length. Actual data for each sound lies at offset+3 bytes, so not exactly headerless as I posted (waves from EU 1.4 also have them, I have no idea what it is for - do you?) Anyway, I'll rip them all and try to make a list of those which I recognise.
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TFTD has similar format of .CAT files compared to those from EU, version 1.4. I described it here. About the samples I can say from head that they are headerless PCM data, 11025 Hz, 8 bit signed. In the evening I'll try to find more detailed notes, and maybe port my crude EU sound extraction tool to TFTD.
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I didn't know you can do it that way in XcomUtil, but now when I think about it, that's what it was created for in the first place. I experimented somewhat with XcomUtil, but never used it for actually playing the game, other than patching the executable (and I did that only recently) - my choice was the vanilla version with my own modification. And no, I don't mind at all. Also, the wiki table says IGLOB.DAT stores date and time, I'm pretty sure I've seen specific offsets somewhere online.
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Read this and this thread, they might help.
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Desert terrain in the plain game has some other bugs too. Desert09.map (20x20, the one with two long sand dunes) has some sand floating in the air in the NE corner. Maybe I have this file corrupted, but it might be like this in original copy as well. Could someone confirm this?
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Save Games & Difficulty Lvl
Quantifier replied to whydoihavetoregistertoread's topic in Xcom 1: General
Difficulty setting is stored in IGLOB.DAT file in save directory. If it is 64 bytes long, then last 4 bytes (double word) indicate level: 0 = Beginner 1 = Experienced 2 = Veteran 3 = Genius (EU) 4 = Superhuman (EU), Genius (TFtD) 5 - never used 6 = Superhuman (TFtD) (TFtD uses the same labels for two hardest levels, but their internal values are higher than in EU) If the file is only 60 bytes long, then it must have been saved with DOS version of EU, not patched by XComUtil. In this case, original difficulty setting is lost, and will be restored as 0 (Beginner) when you load.