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by jurassicPieter at 7:34 AM EST on November 2, 2009
The linking error is known and fixed now. It seems all the compiled libs used different settings and heaps, so i removed the libs and added the source code. Now you don't need external dll's in winamp anymore too.

here's my compiled version:
http://www.megaupload.com/?d=GCZDXEWN
there still seems to be some weird thing with loading lengths. It runs perfectly when running from the Visual C++ IDE, but it crashes if i start it outside the Visual C++ IDE

edited 8:17 AM EST November 2, 2009
by jurassicPieter at 8:39 AM EST on November 3, 2009
Here are some random outputs converted to OGG with the filewriter winamp output plugin and using Siiqstream to read the SQF files. I shouldn't add more format support as long the winamp plugin crashes if you don't start it from the visual studio IDE. At least i got rid of most heap corruption errors and it runs more stable.

Doom with Siiqstream:
http://www.megaupload.com/?d=2N01T6O0

Prince of Persia (1983 game) with Siiqstream:
http://www.megaupload.com/?d=K0ROL5BI
by arbingordon at 1:50 PM EST on November 3, 2009
doom sounds pretty nice :)
manakoAT says it works in winamp for him, but trying to run another file in the playlist doesn't (or rather, that's the jist of what I got from him) and the plugin consequently crashes.
don't know if that helps at all
by jurassicPieter at 6:51 AM EST on November 9, 2009
It seems it's a compiler setting that makes it crash, since the current version doesn't crash in debug and it does crash in optimized release version in fluidsynth code. I have made changes to disable loading soundfonts when it only needs lengths and also it doesn't create a fluidsynth synth and now the release version doesn't crash until it plays the next track(like manakoAT is experiencing).

In debug everything works, but if i read the output when all debugging code is verbose i see it allocates the memory with siiqstream memory unit, but that it deallocates with WinAmp's heap. To figure out this bug I need to read either the assembler or has to go through all compiler settings.

Next release will be adding RSEQ support, including my batch-script that makes SQF files of a brsar-file(but uses a sf2 for the soundfont so far instead of the RBNK and RWAR files inside the brsar).
by nensondubois at 9:10 AM EST on November 9, 2009
What about .arc files after they get extracted into multiple files somehow?
by arbingordon at 10:14 AM EST on November 9, 2009
one thing at a time, nenson.

though pikmin/luigi's mansion rips would be awesome :)
by MarkGrass at 11:23 AM EST on November 10, 2009
Great work, jurassicPieter! I'm looking forward to further development. :)
by arbingordon at 6:20 PM EST on November 16, 2009
here's some crap regarding pikmin/luigi's mansion,
stuff
the pikmin one has some windows dlls i found in the iso, really weird, even has the MZ header
(I figure someone might be able to figure out the piki file format by reverse engineering plugPiki.dll)
there's also some ILK files, no idea what they are, but they're tagged up as being made with windows when viewed in a hex editor, so i figure those also have something to do with the development

no idea on what to do with luigi's mansion
by unknownfile at 8:00 PM EST on November 16, 2009
from what i could remember, there are two versions:

- luigi's mansion / mario sunshine / pikmin. the driver is written in C and has all of the sequences scrambled together in a single ARC file. to get the offsets for the sequences themselves, look in JaiInit.aaf:

GoodNight.com in Luigi's Mansion is located at 0x00022CC0 in the file and is 0x00000280 bytes big

- zelda / mario kart. the driver is written in C++, and the sequences can be extracted out of the ARC file using common tools.

it's more of a script format than anything else, using all sorts of commands rather than simple key on/offs to do stuff.

edited 8:03 PM EST November 16, 2009

edited 8:10 PM EST November 16, 2009
by arbingordon at 5:19 PM EST on November 17, 2009
uf: any idea on what the dlls were meant to do?

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