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Difference between revisions of "DEV7 Information"

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===Contact===
===Contact===
* Stephane Allegro at stephane.allegro@vup-interactive.com (found in LOADER7.EXE / Dev7VM.EXE)
* Stéphane Allégro at stephane.allegro@vup-interactive.com (found in LOADER7.EXE / Dev7VM.EXE)
* Mathieu Legay at mathieu.legay@havas-interactive.com (found in a5c_robot3d.obc)
* Mathieu Legay at mathieu.legay@havas-interactive.com (found in a5c_robot3d.obc)


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* implemented the first Debug Menu.
* implemented the first Debug Menu.
* implement HTML into the Engine.
* implement HTML into the Engine.
* Some 1.0.0.0 EXE's requires the CD at all to start up the Game.
----
----
1.1.0.0
1.1.0.0
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* added to the Debug Menu screen written in the left corner on the bottom.
* added to the Debug Menu screen written in the left corner on the bottom.
* use as default the icon of DEV7 instead of what the Game wants to use.
* use as default the icon of DEV7 instead of what the Game wants to use.
* Original Filename of LOADER7.EXE was Dev7VM.EXE in Development of version 1.3.0.0
----
----


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* C:\Base KATEGO\Developpment\DEV7\loader7\Release\loader7.pdb (French version Adiboud'chou la a mer)
* C:\Base KATEGO\Developpment\DEV7\loader7\Release\loader7.pdb (French version Adiboud'chou la a mer)
* C:\AdiGold500\Developpment\DEV7\loader7\Release\loader7.pdb (French version Adi 5 version 5.01)
* C:\AdiGold500\Developpment\DEV7\loader7\Release\loader7.pdb (French version Adi 5 version 5.01)
* D:\sourcesafe\DEV7\loader7\Release\loader7.pdb (French non interactive demo of Adibou 2)
* E:\Development\SourceSafe Bases\Base C\Developpment\DEV7\Loader7\Release\loader7.pdb (Nathan vacances du CE2 vers le CM1 1.00)


===Compiler===
===Compiler===
* As Compiler is Intel(R) C++ Compiler for 32-bit applications in version 5.0.1 Build 010922Z used with Visual Studio 6.0 (SP5).
* Former versions (1.0.0.0,1.1.0.0,.1.2.0.0 (not the 1.20a release) used standalone Visual Studio 6.0 build 8168)
* Intel Compiler was initially used in version 1.20a of Loader7.exe
* Later versions of LOADER7 used Intel(R) C++ Compiler for 32-bit applications in version 5.0.1 Build 010922Z used with Visual Studio 6.0 build 8168 (SP5) as Compiler.
* OS used to compile DEV7 1.3.0.0 was Windows 2000 Professional (SP2)
* OS used to compile DEV7 1.3.0.0 was Windows 2000 Professional (SP2)
* DEV7 1.3.0.0 is using various Compiler flags: -I -O2 -Ob2 -G6 -Qvc6 -Qlocation -MT -DWIN32 -c -Fo -D_WINDOWS -Iinclude -DCURE_SOFT_USE_TILETMAP
* DEV7 1.3.0.0 (1.30, 1.30a, 1.30b) is using various Compiler flags: -I -O2 -Ob2 -G6 -Qvc6 -Qlocation -MT -DWIN32 -c -Fo -D_WINDOWS -Iinclude -DCURE_SOFT_USE_TILETMAP
* DEV7 1.20a used this Compiler flags: DPOLYFILLER_USE_RENDER_555ASM -DPOLYFILLER_USE_RENDER_555C -DPOLYFILLER_USE_RENDER_888
* Older DEV7 version (most likely 1.0.0.0) used the /MAP flag to generate an Loader7.map debug symbol file.
* used CPP files in the Compiler: CVMDDecoder.cpp, C2DSurfaceFill.cpp, C2DSurfaceBitBlt.cpp, AudioDecompressor.cpp, CUREImage.cpp, MUtilsSqrt.cpp, MUtilsMatrix.cpp, MUtilsQuaternion.cpp, AudioCompressor.cpp, mmxMemcpy.cpp, C2DSurfacePixel.cpp, C2DSurfaceCopy.cpp, C2DSurfaceMove.cpp, C2DSurfaceBlend.cpp, AudioAdpcmCodec.cpp, CUREImageQuant.cpp, scanline_ArbitraryTextureAlone.cpp, scanline_Flat.cpp, scanline_Gouraud.cpp, scanline_TextureAffine.cpp, scanline_TextureAffineGouraud.cpp, scanline_TextureCorrected.cpp, scanline_TextureCorrectedGouraud.cpp, scanline_ZBuffer.cpp, MUtils.cpp, CUREImageScale.cpp, ObjectNodeCollide.cpp, OctreeQuant.cpp, OctreeQuantDither.cpp, ModelSphere.cpp, ModelTriangle.cpp, ModelBox.cpp, ModelSphereCollide.cpp, ModelBoxCollide.cpp, ModelTriangleCollide.cpp, OBBTreeCollide.cpp
* used CPP files in the Compiler: CVMDDecoder.cpp, C2DSurfaceFill.cpp, C2DSurfaceBitBlt.cpp, AudioDecompressor.cpp, CUREImage.cpp, MUtilsSqrt.cpp, MUtilsMatrix.cpp, MUtilsQuaternion.cpp, AudioCompressor.cpp, mmxMemcpy.cpp, C2DSurfacePixel.cpp, C2DSurfaceCopy.cpp, C2DSurfaceMove.cpp, C2DSurfaceBlend.cpp, AudioAdpcmCodec.cpp, CUREImageQuant.cpp, scanline_ArbitraryTextureAlone.cpp, scanline_Flat.cpp, scanline_Gouraud.cpp, scanline_TextureAffine.cpp, scanline_TextureAffineGouraud.cpp, scanline_TextureCorrected.cpp, scanline_TextureCorrectedGouraud.cpp, scanline_ZBuffer.cpp, MUtils.cpp, CUREImageScale.cpp, ObjectNodeCollide.cpp, OctreeQuant.cpp, OctreeQuantDither.cpp, ModelSphere.cpp, ModelTriangle.cpp, ModelBox.cpp, ModelSphereCollide.cpp, ModelBoxCollide.cpp, ModelTriangleCollide.cpp, OBBTreeCollide.cpp
* LOADER7.exe / Dev7VM.exe was built for NT version 4.0 and still works without any issues under Windows 11.
* LOADER7.exe / Dev7VM.exe was built for NT version 4.0 and still works without any issues under Windows 11.
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* C2DSurfaceMove.cpp (stored in .\source\)
* C2DSurfaceMove.cpp (stored in .\source\)
* C2DSurfaceBlend.cpp (stored in .\source\)
* C2DSurfaceBlend.cpp (stored in .\source\)
* AudioAdpcmCodec.cpp (stored in .\source\)
* AudioAdpcmCodec.cpp (stored in .\source\) (ADPCM Audio Codec)
* CUREImageQuant.cpp (stored in .\source\com)
* CUREImageQuant.cpp (stored in .\source\com)
* scanline_ArbitraryTextureAlone.cpp (stored in .\source\software\PFillers\)
* scanline_ArbitraryTextureAlone.cpp (stored in .\source\software\PFillers\)
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* scanline_TextureCorrectedGouraud.cpp (stored in .\source\software\PFillers\)
* scanline_TextureCorrectedGouraud.cpp (stored in .\source\software\PFillers\)
* scanline_ZBuffer.cpp (stored in .\source\software\PFillers\)
* scanline_ZBuffer.cpp (stored in .\source\software\PFillers\)
* CUREImageScale.cpp (stored in .\source\com)
* CUREImageScale.cpp (stored in .\source\com) (Used for Image Scaling in CURE files)
* ObjectNodeCollide.cpp (stored in .\source\core)
* ObjectNodeCollide.cpp (stored in .\source\core)
* OctreeQuant.cpp (stored in .\source\com)
* OctreeQuant.cpp (stored in .\source\com)
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* RecordSessionsMAC.cpp (this records the Session how often you started the Game)
* RecordSessionsMAC.cpp (this records the Session how often you started the Game)
* ReadINI.cpp (for reading the INI files)
* ReadINI.cpp (for reading the INI files)
* newfont.cpp
* newfont.cpp (this is used for the LET fonts)
* NetMAC.cpp
* NetMAC.cpp
* MDOTTS.cpp (probably for Text to Speech)
* MDOTTS.cpp (probably for Text to Speech)
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===CFS===
===CFS===
* CFS stands for Celine File Server
* CFS stands for Celine File Server
** Maybe developed by Céline Leger


* Text Files
* Text Files
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* 1.2.0.0 (Release 2001 used until 2002)
* 1.2.0.0 (Release 2001 used until 2002)
* 1.3.0.0 (Release 2002) Latest known Version of DEV7
* 1.3.0.0 (Release 2002) Latest known Version of DEV7
1.2.0.0 different variants:
* loader7.exe Name: Loader 7 Build date: 25.06.2001 13:38:20
* loader7.exe Name: Loader7 v1.20a Build date: 20.02.2002 18:19:06
----
----
1.3.0.0 different variants
1.3.0.0 different variants:
* loader7.exe (Dev7VM.exe) Name: Dev7 VM Build date: 03.07.2002 16:07
* loader7.exe (Dev7VM.exe) Name: Dev7 VM Build date: 03.07.2002 16:07
* loader7.exe (Dev7VM.exe) Name: Dev7 VM v1.30a Build date: 14.08.2002 14:58
* loader7.exe (Dev7VM.exe) Name: Dev7 VM v1.30a Build date: 14.08.2002 14:58
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* C:\Users\RaphaelT\My DEV7\DEV\PckC\Trace.txt (leftover Path in a LOADER7.EXE called DEMO.EXE)
* C:\Users\RaphaelT\My DEV7\DEV\PckC\Trace.txt (leftover Path in a LOADER7.EXE called DEMO.EXE)
* C:\Users\RaphaelT\SSAFE\Developpment\Servers\Adi5\ADICelineFileUpdater\Debug\ADICelineFileUpdater.exe -ini ADICelineFileUpdater.ini -work <ME>
* C:\Users\RaphaelT\SSAFE\Developpment\Servers\Adi5\ADICelineFileUpdater\Debug\ADICelineFileUpdater.exe -ini ADICelineFileUpdater.ini -work <ME>
===CLEANER.BAT===
* CLEANER.BAT's code was discovered in UNINST.EXE (Uninstaller of the Games), the Program was calling the Batch file aswell, but it was never shipped with the Games.
[https://github.com/BJNFNE/DEV7/blob/tools/CLEANER/CLEANER.BAT Code of CLEANER.BAT]


===Icons===
===Icons===
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*LoaderMDO (Loader7.exe of Adibou'CHOU à la mer)  
*LoaderMDO (Loader7.exe of Adibou'CHOU à la mer)  
*Loader 7 (Loader7.exe of Adibou'CHOU)
*Loader 7 (Loader7.exe of Adibou'CHOU)
*Loader 7 v1.20a
*Loader 7 v1.10a (LOADER7.exe of ADDY5 & Adibou presente)
*Loader 7 v1.10a (LOADER7.exe of ADDY5 & Adibou presente)
* Dev7 VM (LOADER7.exe of Adibou 3 3.10)
*Dev7 VM (LOADER7.exe of Adibou 3 3.10)
*Dev7 VM v1.30a (LOADER7.exe of АНТОШКА 3 3.10)
*Dev7 VM v1.30a (LOADER7.exe of АНТОШКА 3 3.10)
*Dev7 VM v1.30b (LOADER7.exe of Adiboo3 3.10)
*Dev7 VM v1.30b (LOADER7.exe of Adiboo3 3.10)
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* 1.3.0.0 LOADER7.exe (Originalname Dev7VM.exe)
* 1.3.0.0 LOADER7.exe (Originalname Dev7VM.exe)


===LOADER7 / Dev7VM EXE Infos===
===LOADER7 / Dev7VM EXE Checksum/Size Info===
*LOADER7 (1.2.0.0 German Adiboo3) Filesize:1785928 MD5:b0eb4273c71729ed749cd3003ab99c1e
*LOADER7 (1.2.0.0 German Adiboo3) Filesize:1785928 MD5:b0eb4273c71729ed749cd3003ab99c1e
*LOADER7 (1.3.0.0 German Demo Adibou3 Dev7VM.exe) Filesize:2383940 MD5:0d8f2c8b7da9ae97ad28001332981383
*LOADER7 (1.3.0.0 German Demo Adibou3 Dev7VM.exe) Filesize:2383940 MD5:0d8f2c8b7da9ae97ad28001332981383
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*LOADER7 (1.0.0.0 German Adiboud'chou a la mer) Filesize:1507405 MD5:95343564215586fe585b8111799f2afe
*LOADER7 (1.0.0.0 German Adiboud'chou a la mer) Filesize:1507405 MD5:95343564215586fe585b8111799f2afe
*LOADER7 (unknown German Adiboud'chou sur la banquise) Filesize:1609800 MD5:56fbfa4e3e7e88555fd4245030a09feb
*LOADER7 (unknown German Adiboud'chou sur la banquise) Filesize:1609800 MD5:56fbfa4e3e7e88555fd4245030a09feb
*DEMO.EXE (French non interactive demo of Adibou 2) Filesize:1503295 MD5:0d9a122651cdbc29f1f67ca91814961d
*loader7 (unknown German ADDY5 Mathe Demo) Filesize:1552461 MD5:407e45dbeff8537de45b80192ff3136f
*loader7 (German version Adiboud'chou dans la jungle et la savane) Filesize:1960099 MD5:dc8742b6fffb217f28b2cc7fb35c6807
*LOADER7 (1.0.0.0 unknown German Adiboud'chou sur la banquise) Filesize:2051539 MD5:0f7ff935416f6f26fc490a8c4fc6b3f5


===File Formats===  
===File Formats===  
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* Adibou presente Dessin (V1.1.0.0)
* Adibou presente Dessin (V1.1.0.0)
* Le pays des pierres Magiques (V1.2.0.0)
* Le pays des pierres Magiques (V1.2.0.0)
* Nathan vacances CE2 (V1.20a)
=== Game Internal Versions===
* Adibou 3's Drawing Pad is using beta1.2


===Alpha Games===
===Alpha Games===
* Adibou presente Dessin
* Adibou presente Dessin
** Version 0.90
** Version 0.90
===SETUP.EXE 2026 Error===
===SETUP.EXE 2026 Error===
* If the Date 01/01/2026 is reached you are no longer able to install the Game. due to a function called BAD_SYSTEM_YEAR that is stored in SETUP.EXE and get called by SETUP.DBF.
* If the Date 01/01/2026 is reached you are no longer able to install the Game. due to a function called BAD_SYSTEM_YEAR that is stored in SETUP.EXE and get called by SETUP.DBF.
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==Fonts==
==Fonts==
* DEV7 uses LET files as Fonts.
* DEV7 uses LET files as Fonts.
* DEV7 is backwards compatible with older LET files as like from Gobliins 2.
* DEV7 is backwards compatible with all DEV games which using LET files for Fonts.
* You can replace an font if you found out which Font is been used by the Game, and then extract it from an other game like Gobliins 2, then rename the Name of the font to that was the original of DEV7's and copy it into the root directory of the Game.
* You can replace an font if you found out which Font is been used by the Game, and then extract it from an other game like Gobliins 2, then rename the Name of the font to that was the original of DEV7's and copy it into the root directory of the Game.


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* To inject custom IMG's into the Game, you have to convert an Picture you would like to use into TGA format, then adjust the Screen resolution of it, and replace the name of the with file for the img. and for .TGA extension replace with .img
* To inject custom IMG's into the Game, you have to convert an Picture you would like to use into TGA format, then adjust the Screen resolution of it, and replace the name of the with file for the img. and for .TGA extension replace with .img


==MESH File Format==
==CTRK File Format==
* Sizes
* contains instructions about the Animation.
** CHUNK_OBBTREENODE_INDEXES
* Controls like how the Body has to move.
** CHUNK_OBBTREENODE_BBOXES
** CHUNK_SUBMESHES_BOUNDS
** CHUNK_SUBMESHES_ORDEREDTRISINDEXES
** CHUNK_SUBMESHES_VERTSANDFACESINDEXES


==ModelPaths==
==ModelPaths==
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* MDO Soft Mixer
* MDO Soft Mixer
* Lib Tracker
* Lib Tracker
* Lib CURE
* STL
* STL
* SmartHeap (only shipped with Adibou 3's Applications see [[DEV7 Information#SmartHeap|SmartHeap]])
* SmartHeap (only shipped with Adibou 3's Applications see [[DEV7 Information#SmartHeap|SmartHeap]])
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==cknet.dll==
==cknet.dll==
* Also known as: VUIPI CkNet
* Also known as: VUIPI CkNet
* Version: 1.0.0.3 (there are also other versions known of of CkNet.dll)
* Version: 1.0.0.3 (there are also other versions known of CkNet.dll)
Functions:  
Functions:  
* CRNet::accept
* CRNet::accept
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* CRNet::bind
* CRNet::bind
* CRNet::socketUdp
* CRNet::socketUdp
* loads WSOCK.DLL as depencies


==MDOSRLib==
==MDOSRLib==
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==VMD==
==VMD==
* VMDs from older games like from DEV6 or even older like Adibou 1 are compatible with DEV7.
* VMDs from older games like from DEV6 or even older like Adibou 1 are compatible with DEV7.
* VMD's from Sierra games are also compatible with DEV7.
* VMD's can be injected by copying an VMD to the root directory of the Game, and rename it from what you wanna replace it with.
* VMD's can be injected by copying an VMD to the root directory of the Game, and rename it from what you wanna replace it with.
* VMD's does need an Field to display the footage of the VMD if the Field does not exist, it plays only the Audio.


==VMD Functions==
==VMD Functions==
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