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XCOMUFO & Xenocide

AbraM

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  1. I think the underscore has been added automatically by the board software. I'm pretty sure the file was without the underscore.
  2. TFTD crashes with the message below every time any of my crafts "catches" alien sub. This happens both on default settings, and with all fixes disabled. "XCOM crashed at 0x44A15B with error 0xC0000005 trying to access 0x4EC4425D" BTW, I appreciate your work on this. It would be great if TFTD had a fully functional and bug free equivalent of UFO Extender.
  3. Since page faults happen on exit in both mp3play and fmod versions, I guess they can have something to do with dll unloading maybe? You are probably right that a delay in the right place would do the trick. As for the slowdown: QueryPerformanceCounter() seems to have a very poor quality on win9x, so timer_t::pause() should be reimplemented with different waiting method. If you don't need this functionality at all, then modify ufo_patch_api_pause() so that it is empty. This is easier than modifying the EXE to remove calls to this function. EDIT: Reimplemented the patch to use timeGetTime() instead of QueryPerformanceCounter() - see the attachment. ufo_patch.dll
  4. That's weird. What about the new version? I don't have an access to a computer with win9x, so I won't help you much. Besides, if the new version works then there is no point in that. As for the support of other music formats: The patch searches for files with mp3 and ogg extensions only - you would need to modify the code (a tiny change) and recompile it.
  5. The old links are dead, unfortunately. I uploaded the patch again. http://www.4shared.com/zip/Fy5M-2ZC/mp3play.html Here you can find the patch in both versions (with and without debug information), its source code, and the corresponding UFO executable. This is not exactly the same patch that was originally posted in this topic, as it has some bug fixes (I don't remember the details, sorry). http://www.4shared.com/zip/2oROtteI/ufo_patch.html Here you can find the newer patch, remade from scratch. It uses FMOD library to play music instead of Direct X. It can play mp3 and ogg files. Rules for selecting track to play are simpler (given a command to play gmtactic.mid, the patch will search for gmtactic*.mp3 and gmtactic*.ogg, and randomly select one of the found files, if any). Additionally I added FPS limit, so the game goes with normal speed regardless of how super-fast your computer is. This is the version I recommend. EDIT: I decided to upload those files here as well. Regards, AbraM mp3play.zip ufo_patch.zip
  6. Well, that's quite easy. In the XCOM game directory there is a subdirectory 'sound'. It contains various midi files (like gmtactic.mid). All you need to do is to place in this directory some mp3 files which are named like the midi files (for example gmtactic.mp3). During the game, mp3's will be played instead of midi. You can use any mp3s - for example, you may find Lustmord's Heresy to be a better choice for battles than the origial Playstation XCOM music . You can also use more than one mp3 for a single midi. For example, if you have three tracks that would be nice to play during battles, then name them gmtactic_1.mp3, gmtactic_2.mp3, and gmtactic_3.mp3 and place in the 'sound' subdirectory. I hope my answer is useful, despite being a little late...
  7. I don't browse this forum frequently (more like once a few months...), so maybe my response is late, but I want to clarify something. My patch would be very hard to implement in DOS version of game. I used windows version because windows supports dynamic link libraries (so I had to do only minimal changes in exe, almost everything is in dll), and also windows has already library to play mp3s (as a part of direct X). In DOS, I would have to code it myself and everything would have to be included in exe (both to be precise). I'm not going to do that. However I don't see any reason why Spymaster's patch should not work with DOS version, assuming that it is ran under windows. I didn't test it, but since Spymaster's patch simply checks accessed files, it should be completely independent from game exe. The only problem is that its Launcher.exe starts UFO defense.exe. Maybe try to delete UFO defense.exe, run Launcher.exe and then launch the game using RunXComW.bat. If it doesn't work, then unfortunately some changes in code are needed. BTW, I'm a perfectionist just like you are, and I think in most cases it's rather a disadvantage. My experiences with Morrowind are anxiously similar - two weeks of play, realized that this game has many flaws but also there are many interesting mods, trying to create a perfect mod combination, didn't played Morrowind from that time
  8. Change extension to 'mod'. You can play this files for example in Winamp.
  9. I found a few tracks at Amiga Music Preservation. It's not complete, but still worth checking.
  10. OK, download this file, unpack it and copy mp3play.dll into your ufo directory. Play game for a while (few minutes is more than enough I think), and then post contents of a mp3play.log file, which should be created in your ufo directory. Post also listing of your ufo\sound directory (in case you don't want to write to much and don't know how to do it fast - write "dir <your ufo\sound directory> /b > aaa.txt" in command prompt - it will create file aaa.txt, which contain listing of files in this directory). EDIT: Hmm, looks like he lost interest. Whatever...
  11. You should be more detailed. As I said before, mp3 files must have the same name as midi files (plus eventual ending '_1', '_2',...) and be placed in the same directory. Also in the main game directory must be file called mp3play.dll and you must have installed at least direct-x 8.1. I suppose you did everything correctly. So, what happens: - there is music but midi instead of mp3, or - there is no music at all, or - there are no music and no sounds?
  12. Intro music? Where did you get mp3 music for intro? Not from PSX version I suppose, cause it has normal video as an intro so extracting only music (without sounds) is rather difficult. Anyway for me intro (with midi music) works good, but I don't watch it anyway Also note, that I added only mp3 support, everything else (including sounds during intro and fixed alien screams) was done by Mok.
  13. If you are able to understand assembler, then why don't you find it yourself ? Seriously, understanding assembler code of such size isn't simple task. Since I add only some minor modifications to the executable (I spent few hours with debugger), I am probably not the best person to answer your questions. I'm sure people, who created more advanced patches posses much larger knowledge. But even with their help it's not just copy-paste and you have exe with all features you wanted. If you want to create what you said, you'll have to get to known program structure, and it means a lot of time in front of monitor. Without this, you'll not be able to create correctly working executable. In other words, I can't answer your questions without spending at least few more hours looking at unreadable assembler code I may write asm code I added, but you can easily see it if you compare original mok's exe with mine (I also explained how it works there). You can port it to max's version, but nobody said, that for example memory region that I used for some variable isn't used for something else. Or place that I used for code is not free. Or even something else. Now think about mixing together all features you listed... Don't get me wrong, it isn't impossible, but it isn't also simple. Or maybe it's only me thinking that assembler is hard (why isn't ufo source open? life would be such easy ).
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