Awesome, great work delMar!
Sorry for not commenting before, i'm suddenly in crunch mode at the day job. End of year deadlines...
Just a few comments, from various posts:
Any chance of hacking in speech?
It should be possible, yes, but it will require different approaches depending on whether we decide to focus on hacking the DOS or Windows / KS EXE. Personally, i'm inclined to keep hacking the DOS version, but i'm open to feedback on that. Regardless, it would probably be best to use the SM2 EXE for WC1 modding and SO2.EXE for WC2 modding whenever possible, since they probably support a few features the earlier EXEs don't (eg. Dralthi "stealth" support on SM2, as well as framerate limiter, or Mace / full-angle ship support in SO2).
On the other hand, Sega CD is without Secret Missions and I don't know anything about the audio format on that one.
I made a quick extractor for SegaCD audio some time back, after looking at the SegaCD sound chip specs. You can find it here:
http://hcl.solsector.net/segacd/segarip_v0.1.zip
Also, in case you're interested, i have a couple links with all ripped SWC 3DO audio and movie data on my site as well.
In any case, i agree with Whistler and Madman, i also tend to prefer the SegaCD voice cast over the SWC once.
If the AI was a generic engine with only some parameters, which define a pilot's behaviour, then it could be possible to fix this as well.
I think the AI is hardcoded for WC1... but, and i'll have to check my notes to confirm, for WC2 the AI behavior is stored in separate files from what i recall (INTELSHP files).
I'm fairly sure the Drakhai SM2 AI is reused from the individual WC1 Aces AI, but i can try to confirm that.
I'd make the following suggestion: Assume that both game AIs can be parameterized. If the plans I have for my little COM file do pan out as planned, i'll be hooking the EXE at some key points, in part to make certain hardcoded options configurable via some kind of text file (ex. how many angles used by each ship). AI could certainly become configurable at some point. (although hooking a new mechanism to influence mission behavior is probably easier to acheive, given the parts of the EXE i've researched at this point)
I didn't know there was a framerate limiter in SM2. Interesting
There is, but it's only applied to spaceflight. One of the many things i'm hoping to do for SM2 is to apply the limiter to other parts of the gameplay that aren't currently using it (eg. autopilot and talking head sequences, those are still too fast.. same thing for WC2 actually)