Difference between revisions of "Xpat"

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==Games that used the Engine==
==Games that used the Engine==
* In einem Land vor unserer Zeit Kindergarten - Abenteuer (German version)
* In einem Land vor unserer Zeit Kindergarten - Abenteuer (German version)
* Le Petit Dinosaure Aventures (French version)
* Land Before Time Kindergarten (English version)
* The Land Before Time Math Adventure (English version)
* The Land Before Time Creativity Center (English version)


==CPP files found in Xpat==
==CPP files found in Xpat==
Line 28: Line 32:
*C:\Xpat32\XpatFC\Map_ss.cpp
*C:\Xpat32\XpatFC\Map_ss.cpp
*C:\Xpat32\XpatFC\Filecore.cpp
*C:\Xpat32\XpatFC\Filecore.cpp
* Cursor.cpp
* Xcsdll.cpp
* Xpat.cpp
* Xpatdll.cpp
* xpatnode.cpp
==Components==
*some games are using DirectX, WinG, VFW


==Debug Symbols==
==Debug Symbols==
Line 33: Line 45:


==XCOMPILE.EXE==
==XCOMPILE.EXE==
* XCOMPILE can compile code into the XCS files
[[File:XCOMPILE EMPTY.png|XCOMPILE is empty|thumb]]
[[File:XCOMPILE FILLEDOUT.png|XCOMPILE is filled out|thumb]]
* XCOMPILE is also known as XPAT Compile / XCOMPILE MFC Application
* XCOMPILE compile Code of the SPT Scripts into the XCS Files, See [[Xpat#SPT Scripts|SPT Script section]]
* Version: 1.0 (currently only known that 1.0 exists) developed in 1995
* Application 16-bit NE
----
*XCOMPILE.EXE Options (at the line when : appears that means that it is a overview for that section of XCOMPILE) (and when a Word and then - follows that means it is an option that can be used)
* Project Information:
* Project Name - Write here your Name for your Project for the XCS File.
* X Resolution - here can be the X Resolution added.
* Y Resolution - here can be the Y Resolution added.
* Allow Modification and Recompilers - does same as it as mentioned.
* Scripts:
* Path - here you need to write down the Path where XCOMPILE can find your Script (.SPT).
* Update Path - currently not known.
* Name of the Starting Script - write here how your Script is named so that XCOMPILE can search for it.
* DLLs:
* Path - here you need to write down the Path where XCOMPILE can find your DLL.
* Update Path - currently not known.
----
* How to use XCOMPILE.EXE
* Use it at your own Risk! XCOMPILE is sometimes very unstable.
* Run the program at first! (you find it in on D or whatever your CD/DVD Drive Letter its is stored in Letter/SETUP) (or even better extract the entire Folder named SETUP to your Hard Drive to avoid Read/Write problems)
* at first write your Project Name into Project Name
* then write your X and Y Resolution if wanted otherwise keep it at 0 , then you choose if you wanna uncheck "Allow Modifications and Recompilers".
* Write now your Path to your Scripts Folder (Scripts are .SPT Files) (Note: you only need to do \ because XCOMPILE searches in the Path where it is stored.)
* Leave Update Path blank for now.
* Write by Name of Starting Script how your Script is called liked (example: example.spt).
* Now write the Path where the DLL Files are stored (you need to to the same as for Path for the Script File).
* Leave Update Path empty.
* Now press on the Save button (Floppy icon).
* Then a new Window pop up, "Enter Base Path for the Compiler", write here in which Folder XCOMPILE.EXE is located (Note: Only add to the Path of the Folder where XCOMPILE is stored is enough example: \ ). (you can choice Force Recompile if wanted / required.)
* Congrats, now the Script gets compiled!
 
==RLEMAP.EXE==
*RLEMAP is also known as RleMap for Win32 Console
*RLEMAP.EXE can convert your Images into other Image formats.
* Command line parameters: Syntax:  RleMap [-d] [-r] [-nohead] [-notail] Filename_or_Mask
*-r  recurse subdirectories
*-d  set DM header signature for bitmaps (otherwise set BM signature)
*-nohead  remove 1st frame (& associated audio) from FLX file
*-notail  remove circular tail frame (if present) from FLX file
* Supported File Formats: BMP, DMP, FLX, FLC, FLI


==Versions==
==Versions==
* 1.0.0.1 (LBT_KIND.EXE)
* 1.0.0.1 (LBT_KIND.EXE / LBTKA.EXE)
* 1.0.0.2 (XPATFCD.DLL)
* 1.0.0.2 (XPATFCD.DLL)


Line 45: Line 100:
==Graphics==
==Graphics==
*Graphics are controlled by GRAPHSRV.DLL and using the Sync Engine for that.
*Graphics are controlled by GRAPHSRV.DLL and using the Sync Engine for that.
*Sprites are stored in BMP files
==XCS Scripts==
*XCS Scripts are responsible for handling the Game logic etc
*XCS Scripts are known as Xpat Compiled Script
*they were compiled over [[Xpat#XCOMPILE.EXE|XCOMPILE.EXE]]
==SPT Scripts==
*Some versions of Xpat Games contains Code in the SPT Files.
* SPT Scripts can be compiled over XCOMPILE
* SPT stands most likely for Script
==FLX Files==
*FLX Files are including the Animations for the Game

Latest revision as of 17:35, 17 November 2023

  • Xpat is a Engine that was developed by Digital Media International in 1994

Games that used the Engine

  • In einem Land vor unserer Zeit Kindergarten - Abenteuer (German version)
  • Le Petit Dinosaure Aventures (French version)
  • Land Before Time Kindergarten (English version)
  • The Land Before Time Math Adventure (English version)
  • The Land Before Time Creativity Center (English version)

CPP files found in Xpat

  • C:\Xpat32\XpatFC\Strex.cpp
  • C:\Xpat32\XpatFC\Array_u.cpp
  • C:\Xpat32\XpatFC\Array_p.cpp
  • C:\Xpat32\XpatFC\Timecore.cpp
  • C:\Xpat32\XpatFC\List_p.cpp
  • C:\Xpat32\XpatFC\Array_b.cpp
  • C:\Xpat32\XpatFC\Filest.cpp
  • C:\Xpat32\XpatFC\Map_pp.cpp
  • C:\Xpat32\XpatFC\Map_wp.cpp
  • C:\Xpat32\XpatFC\Array_s.cpp
  • C:\Xpat32\XpatFC\Dumpout.cpp
  • C:\Xpat32\XpatFC\List_s.cpp
  • C:\Xpat32\XpatFC\Afxmem.cpp
  • C:\Xpat32\XpatFC\Strcore.cpp
  • C:\Xpat32\XpatFC\Map_sp.cpp
  • C:\Xpat32\XpatFC\Filetxt.cpp
  • C:\Xpat32\XpatFC\Array_w.cpp
  • C:\Xpat32\XpatFC\Appinit.cpp
  • C:\Xpat32\XpatFC\Array_d.cpp
  • C:\Xpat32\XpatFC\Plex.cpp
  • C:\Xpat32\XpatFC\Map_pw.cpp
  • C:\Xpat32\XpatFC\Map_ss.cpp
  • C:\Xpat32\XpatFC\Filecore.cpp
  • Cursor.cpp
  • Xcsdll.cpp
  • Xpat.cpp
  • Xpatdll.cpp
  • xpatnode.cpp

Components

  • some games are using DirectX, WinG, VFW

Debug Symbols

  • C:\Xpat32\XpatFC\DebugDll\XpatFCd.pdb (XPATFCD.DLL)

XCOMPILE.EXE

XCOMPILE is empty
XCOMPILE is filled out
  • XCOMPILE is also known as XPAT Compile / XCOMPILE MFC Application
  • XCOMPILE compile Code of the SPT Scripts into the XCS Files, See SPT Script section
  • Version: 1.0 (currently only known that 1.0 exists) developed in 1995
  • Application 16-bit NE

  • XCOMPILE.EXE Options (at the line when : appears that means that it is a overview for that section of XCOMPILE) (and when a Word and then - follows that means it is an option that can be used)
  • Project Information:
  • Project Name - Write here your Name for your Project for the XCS File.
  • X Resolution - here can be the X Resolution added.
  • Y Resolution - here can be the Y Resolution added.
  • Allow Modification and Recompilers - does same as it as mentioned.
  • Scripts:
  • Path - here you need to write down the Path where XCOMPILE can find your Script (.SPT).
  • Update Path - currently not known.
  • Name of the Starting Script - write here how your Script is named so that XCOMPILE can search for it.
  • DLLs:
  • Path - here you need to write down the Path where XCOMPILE can find your DLL.
  • Update Path - currently not known.

  • How to use XCOMPILE.EXE
  • Use it at your own Risk! XCOMPILE is sometimes very unstable.
  • Run the program at first! (you find it in on D or whatever your CD/DVD Drive Letter its is stored in Letter/SETUP) (or even better extract the entire Folder named SETUP to your Hard Drive to avoid Read/Write problems)
  • at first write your Project Name into Project Name
  • then write your X and Y Resolution if wanted otherwise keep it at 0 , then you choose if you wanna uncheck "Allow Modifications and Recompilers".
  • Write now your Path to your Scripts Folder (Scripts are .SPT Files) (Note: you only need to do \ because XCOMPILE searches in the Path where it is stored.)
  • Leave Update Path blank for now.
  • Write by Name of Starting Script how your Script is called liked (example: example.spt).
  • Now write the Path where the DLL Files are stored (you need to to the same as for Path for the Script File).
  • Leave Update Path empty.
  • Now press on the Save button (Floppy icon).
  • Then a new Window pop up, "Enter Base Path for the Compiler", write here in which Folder XCOMPILE.EXE is located (Note: Only add to the Path of the Folder where XCOMPILE is stored is enough example: \ ). (you can choice Force Recompile if wanted / required.)
  • Congrats, now the Script gets compiled!

RLEMAP.EXE

  • RLEMAP is also known as RleMap for Win32 Console
  • RLEMAP.EXE can convert your Images into other Image formats.
  • Command line parameters: Syntax: RleMap [-d] [-r] [-nohead] [-notail] Filename_or_Mask
  • -r recurse subdirectories
  • -d set DM header signature for bitmaps (otherwise set BM signature)
  • -nohead remove 1st frame (& associated audio) from FLX file
  • -notail remove circular tail frame (if present) from FLX file
  • Supported File Formats: BMP, DMP, FLX, FLC, FLI

Versions

  • 1.0.0.1 (LBT_KIND.EXE / LBTKA.EXE)
  • 1.0.0.2 (XPATFCD.DLL)

Sound

  • Sound and Music are stored in WAV files.
  • Frequency 22050 hz Mono

Graphics

  • Graphics are controlled by GRAPHSRV.DLL and using the Sync Engine for that.
  • Sprites are stored in BMP files

XCS Scripts

  • XCS Scripts are responsible for handling the Game logic etc
  • XCS Scripts are known as Xpat Compiled Script
  • they were compiled over XCOMPILE.EXE

SPT Scripts

  • Some versions of Xpat Games contains Code in the SPT Files.
  • SPT Scripts can be compiled over XCOMPILE
  • SPT stands most likely for Script

FLX Files

  • FLX Files are including the Animations for the Game