HCl
WC EXE archaeologist
Hey guys,
Sorry for the away time! Unfortunately, had a crazy crunch period at work that took all the energy I had to pull through. Guess that's the downside of working in the telecom industry... I'm glad it's over though, and that i can finally get back to the really interesting stuff (this community and our WC-related projects )
So, here's a quick summary of where was I before the insanity started:
- Managed to work a bit more on my WC2 bytecode disassembler. Although i was making good progress, I was clearly still some time away from getting it all 100% documented. I think more work still needs to be done on this until the mechanism / commands for triggering animations is fully understood, so it's probably wise to push the converter for WC animations a bit down the feature list. I mean, we know how to convert animations, but until the mechanisms for triggering them in-game are understood, the converter isn't going to be particularly useful...
- So, given the above, i decided put away the animation converter for a bit and focus on my web-based WC2 ship converter. I ended up playing a bit with pure javascript, but ended up deciding to use the GWT. Looks like Java is the ideal language for this, at this point: it integrates very well with Matlab, which is pretty much my WC-Research platform of sorts, and with the GWT i can compile the same Java code to Javascript and run it on a web page. Hopefully i'll be able to avoid re-implementing algorithms in multiple languages from this point on.
Anyway, i think the WC2 converter, is relatively close to a first release. I'm going for a very simple load-file-then-export-ship mechanism at first, then incrementally add functionality to it. Each milestone will include a sample source files for conversion.
(note: the WC2 converter works perfectly fine offline... i can also make a zip file for offline use).
So, in short, I would recommend converting "standard" resolution ships for now.
I'll upload my Dralthi soon, even in its incomplete form it should be fun to play around with
Sorry for the away time! Unfortunately, had a crazy crunch period at work that took all the energy I had to pull through. Guess that's the downside of working in the telecom industry... I'm glad it's over though, and that i can finally get back to the really interesting stuff (this community and our WC-related projects )
So, here's a quick summary of where was I before the insanity started:
- Managed to work a bit more on my WC2 bytecode disassembler. Although i was making good progress, I was clearly still some time away from getting it all 100% documented. I think more work still needs to be done on this until the mechanism / commands for triggering animations is fully understood, so it's probably wise to push the converter for WC animations a bit down the feature list. I mean, we know how to convert animations, but until the mechanisms for triggering them in-game are understood, the converter isn't going to be particularly useful...
- So, given the above, i decided put away the animation converter for a bit and focus on my web-based WC2 ship converter. I ended up playing a bit with pure javascript, but ended up deciding to use the GWT. Looks like Java is the ideal language for this, at this point: it integrates very well with Matlab, which is pretty much my WC-Research platform of sorts, and with the GWT i can compile the same Java code to Javascript and run it on a web page. Hopefully i'll be able to avoid re-implementing algorithms in multiple languages from this point on.
Anyway, i think the WC2 converter, is relatively close to a first release. I'm going for a very simple load-file-then-export-ship mechanism at first, then incrementally add functionality to it. Each milestone will include a sample source files for conversion.
(note: the WC2 converter works perfectly fine offline... i can also make a zip file for offline use).
Try using the image above as a guide (thanks for posting it Chris!). Note that each tile is 160x120 pixels large and the rotations are in 30-degree steps. Let's call this "standard" resolution. It will be the first mode supported by the converter. Also, i'll aim to include the target VDU components in the next unused 3 tiles, so we can generate a ship file from a single image.if somebody could give me an example of the various angles for the ships, I'll see what I can do about rendering out my ships for use in the game.
You *can* up the resolution, my test scripts my Dralthi uses "double" resolution mode, which is 320x240 size-tiles. But, you need to tweak the ship stats (including length, scale factors and so on) to make it work... and even then, i think it could use one or two EXE-based tweaks to really polish it up.Also, can we up the resolution, or is it fixed?
So, in short, I would recommend converting "standard" resolution ships for now.
I'll upload my Dralthi soon, even in its incomplete form it should be fun to play around with