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*DEV7 was developed by I.C.E Development for [[Coktel Vision]].
*DEV7 was developed by I.C.E Development for [[Coktel Vision]].
*The Development began in the year 2000 (first known version of DEV7)
*The Development began in the year 2000 (first known version of DEV7)
===Contact===
* 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)
===Mindscape===
* Adiboo 3 German version
* has a different AutoRun program called: AutoHGF developed in 2002 by Denis Brouillet.
* uses InstallShield in version 10.50.0.125 as the Installer.
----


===Copyright===
===Copyright===
Line 10: Line 20:
===Changelog===
===Changelog===


Unknown former version before 1.0.0.0 known as 1.0
1.0.0.0
* implemented the first Debug Menu.
* 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
* changed the Design of the Debug Menu to run, and also include new Feature for it.
* Added Error window to DEV7
* Use the first time the Name Dev7VM in the executable not as original name but instead as the name for the Window called: IDD_DEV7VM_ERRORWINDOW
----
1.2.0.0
* Uses a new version of SCRIPT.INF for the installation of the Game.
* Uses a new Installer (SETUP.EXE) instead of using the old Installer from Adibou 2 / Adi 4.
* a new Uninstaller (UNINST.EXE) is used by 1.2.0.0 aswell.
* Also uses a new UNINST.INF for the uninstalling the Game.
* changed VMD file format (previous versions are able to play in VLC or converted into MP3 / MP4 via [https://github.com/DerCodeDev/VMDConverter/releases VMDConverter])
----
1.3.0.0
* allows to copy via Strg+C Comments from the Trace window.
* added in the left corner the little section called: screen written.
* added icon for LOADER7.EXE (Dev7VM.EXE)
* had a new way to open the Debug Menu instead of the old way.
* Upgrades Adibou 3 from version 3.00 to 3.10.
* adds a newer version of msg.def.
* added [https://wiki.scummvm.org/index.php?title=Atlas#Booster_Code BoosterCode] to some Application Discs.
* implemented a check if mdo.ini exists if not it bring up this Message:"Dev7VM File'MDO.INI' not found !
* added Screen for if you add to the LOADER7.EXE / Dev7VM.EXE a Parameter that is not existing in DEV7 it give you this message:"Dev7VM File'The Parameter you typed in.' not found !
* added Screen for if the starting OBC isn't found in the STK File, it gives you then this Message: "No starting OBC specified in file 'Filename of STK'."
* 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.
* Original Filename of LOADER7.EXE was Dev7VM.EXE in Development of version 1.3.0.0
----


===Debug EXE files===
===Debug EXE files===
Line 19: Line 64:
* C:\development\dev7\Dev7VM_Alone\Release\Dev7VM.pdb (German Demo version 1.3.0.0 Adiboo3)
* C:\development\dev7\Dev7VM_Alone\Release\Dev7VM.pdb (German Demo version 1.3.0.0 Adiboo3)
* C:\Development\SourceSafe_Bases\Base_C\Developpment\DEV7\Dev7VM_Alone\Release\Dev7VM.pdb (Francais version 1.2.0.0 Adibou3)
* C:\Development\SourceSafe_Bases\Base_C\Developpment\DEV7\Dev7VM_Alone\Release\Dev7VM.pdb (Francais version 1.2.0.0 Adibou3)
* C:\Development\SourceSafe_Bases\Base_C\Developpment\DEV7\Dev7VM_Alone\Release\Dev7VM.pdb (French version of Adibou 3 Sciences/Nature Extension 1.3.0.0)
* D:\developpment\DEV7\loader7\Release\loader7.pdb (Francais version 1.1.0.0 Adibou presente Dessin)
* D:\developpment\DEV7\loader7\Release\loader7.pdb (Francais version 1.1.0.0 Adibou presente Dessin)
* C:\Boudchou\Developpment\DEV7\loader7\Release\loader7.pdb (Francais version 1.0.0.0 Adiboud'Chou)
* C:\Boudchou\Developpment\DEV7\loader7\Release\loader7.pdb (Francais version 1.0.0.0 Adiboud'Chou)
* D:\developpment\DEV7\loader7\Release\loader7.pdb  (German version Adi 5 1.1.0.0)
* D:\developpment\DEV7\loader7\Release\loader7.pdb  (German version Adi 5 1.1.0.0)
* 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)
* 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.
* 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)
* 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
* 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)
* 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.
Folder structre were the CPP files was stored for the compiling process:
* CVMDDecoder.cpp (stored in .\source\) (Decoder for VMD)
* C2DSurfaceFill.cpp  (stored in .\source\)
* C2DSurfaceBitBlt.cpp (stored in .\source\)
* AudioDecompressor.cpp (stored in .\source\com)
* CUREImage.cpp (stored in .\source\)
* MUtilsSqrt.cpp (stored in .\source\core)
* MUtilsMatrix.cpp (stored in .\source\core)
* MUtilsQuaternion.cpp (stored in .\source\core)
* AudioCompressor.cpp (stored in .\source\)
* mmxMemcpy.cpp (stored in .\source\)
* C2DSurfacePrimitives.cpp (stored in .\source\)
* C2DSurfaceCopy.cpp (stored in .\source\)
* C2DSurfaceMove.cpp (stored in .\source\)
* C2DSurfaceBlend.cpp (stored in .\source\)
* AudioAdpcmCodec.cpp (stored in .\source\) (ADPCM Audio Codec)
* CUREImageQuant.cpp (stored in .\source\com)
* scanline_ArbitraryTextureAlone.cpp (stored in .\source\software\PFillers\)
* scanline_Flat.cpp (stored in .\source\software\PFillers\)
* scanline_Gouraud.cpp (stored in .\source\software\PFillers\)
* scanline_TextureAffine.cpp (stored in .\source\software\PFillers\)
* scanline_TextureCorrected.cpp (stored in .\source\software\PFillers\)
* scanline_TextureCorrectedGouraud.cpp (stored in .\source\software\PFillers\)
* scanline_ZBuffer.cpp (stored in .\source\software\PFillers\)
* CUREImageScale.cpp (stored in .\source\com) (Used for Image Scaling in CURE files)
* ObjectNodeCollide.cpp (stored in .\source\core)
* OctreeQuant.cpp (stored in .\source\com)
* OctreeQuantDither.cpp (stored in .\source\com)
* ModelSphere.cpp (stored in .\source\core)
* ModelTriangle.cpp (stored in .\source\core)
* ModelBox.cpp (stored in .\source\core)
* ModelSphereCollide.cpp (stored in .\source\core)
* ModelBoxCollide.cpp (stored in .\source\core)
* ModelTriangleCollide.cpp (stored in .\source\core)
* OBBTreeCollide.cpp (stored in .\source\core)
Project names of Visual Studio:
* loader7
* DEV7
* Dev7VM_Alone
===CPP Files===
This List is unrelated to the CPP Files of the Compiler section. Some of the CPP files are from the Mac version.
* Zones.cpp (maybe for Zones from the Debug Menu)
* Vcdrom.cpp (This stores the Code for a Virtual CD-Drive)
* ULoader.cpp
* TWindowsProfileParser.cpp
* TreeINI.cpp
* TimerMAC.cpp
* Stk.cpp (handles the code for STK21)
* Regions.cpp
* RecordSessionsMAC.cpp (this records the Session how often you started the Game)
* ReadINI.cpp (for reading the INI files)
* newfont.cpp (this is used for the LET fonts)
* NetMAC.cpp
* MDOTTS.cpp (probably for Text to Speech)
* mdosound.cpp
* MDOReadINI.cpp
* MDOMemoryMAC.cpp
* LoadImage.cpp (for loading Images (.IMG) files)
* ExeSound.cpp
* DrivesMAC.cpp
* DObc.cpp
* DevZones.cpp
* DevVMD.cpp
* DevTTS.cpp
* DevTimer.cpp
* DevSound.cpp
* DevRAS.cpp
* DevNet.cpp
* DevList.cpp
* DevKey.cpp
* DevIdle.cpp
* DevCFS.cpp (contains the main code for CFS)
* DevCall.cpp (Callbacks for DEV7)
* Dev3dTools.cpp
* Dev3dAnim.cpp
* DebugWindowsMAC.cpp (Debug Menu of DEV7)
* CelineFileClient.cpp (this is for the client of CFS)
* TrackMAC.cpp
* UMACSounds.cpp
* DObj.cpp
* LHCodec.cpp (was used to compile St500f22.dll see [https://wiki.scummvm.org/index.php?title=DEV7_Information#Audio_Coder Audio Coder]) (C# version can be found [https://github.com/lightningviper/lightningstools/blob/master/src/F4Utils/Speech/LHCodec.cs here])
* DriveGestion.cpp
===C Files===
* vmd.c (contains the main code for VMD)
* Adapt24.c (found in msg.def)
* more_24.c (found in msg.def)
* more_gr.c (found in msg.def)
* moredbl.c (found in msg.def)
* vesa32.c (found in msg.def)
===Header Files===
*UMacSounds.h
===SourceSafe===
* Visual SourceSafe 6.0 was used for some versions of DEV7.
* Developer RaphaelT used SourceSafe for Adi 5's Fileupdater called CelineFileUpdater (CFS), see Leftovers (Developer)
* SourceSafe was aswell used for storing compiled versions of LOADER7.EXE / Dev7VM.EXE including the Project itself & PDB files. see Debug EXE files
===SmartHeap===
* SmartHeap is an Memory Management Library.
* Version: 5.0
* Year: 1999
* Architecture: x86 (Win32)
* Known as: Memory Management Library for Win32
* Found in: Adibou 3's Applications (HocusPocus/English) (Nature/Sciences)
* Developed by: MicroQuill
* stored in Shw32.dll
===UCL===
* UCL real-time data compression library
* Compilation Options:
**  UCL_BYTE_ORDER=1234
** UCL_UNALIGNED_OK_2
** UCL_UNALIGNED_OK_4
** UCL_DICT_USE_PTR


===Tools===
===Tools===
* GitHub Repository for DEV7 Tools can be found [https://github.com/BJNFNE/DEV7 here]
* GitHub Repository for DEV7 Tools can be found [https://github.com/BJNFNE/DEV7 here]
* [https://github.com/BJNFNE/DEV7/tree/master/LOADER7VC LOADER7VC] shows you which version your LOADER7.exe / Dev7VM.exe is.
* [https://github.com/BJNFNE/DEV7/releases/tag/LOADER7VC LOADER7VC] shows you which version your LOADER7.exe / Dev7VM.exe is.
* [https://github.com/BJNFNE/DEV7/tree/master/DecompOBC DecompOBC] decompiles the OBC Scripts into readable Text.
* [https://github.com/BJNFNE/DEV7/releases/tag/OBCViewer OBCViewer] shows the OBC Scripts in an readable Text.
 
===CFS===
* CFS stands for Celine File Server
** Maybe developed by Céline Leger
 
* Text Files
** LogCfsUpdater.txt (contains the Log about the Update)
 
* CFS files
** update.cfs (contains the main Update that gets recviced from the CFS Server)
** status.cfs
 
* Commands / Parameter
** <ME>ADICelineFileUpdater.exe -CtrlFile <ME>PckC\\Update.cfs
** <ME>ADICelineFileUpdater.exe -Ct (used for continue the Update)
** -ini can be added to use an config (example: -ini ADICelineFileUpdater.ini)
** -work <ME> (<ME> is something like an Path variable, to easier navigate to the files)
 
[Placeholder: not sure how this is called]
** CONNECTION INFO
* DateOfLastConnection (show when the last connection was established to CFS)
* NbPackagesToUpdate
** HEADER
* ValidStatusFileFlag (checks if the Flag for status.cfs is valid)
** CONTENT
* Priority
* Behaviour
* InUpdateMode (is when the Update is in progress)
* TransferState (is maybe for when the Update gets transferred from the Server to the CFS client)
** Directories
* PckCPath (is for the PckC folder)
* OldPath
** General Info
* QuitAndRelanchWhenUpdate (quits the Game / Engine and restart it when the Update is done)
* NbPackagesToUpdate
** ReturnCommand
* CommandFilenameWithPath
* CommandWorkingDir
 
* Callbacks
** Callback.Exec_RetrieveUpdatedFiles
 
* Functions
** MODULE.ExitUpdateExitUpdate()
** Config().UpdateVersionModule (used for check the Version module from the Game.)
 
* CFS were most likely hosted on Windows 2000


===Versions===
===Versions===
* former version in strings known as LOADER version 1.0 (Release 2000)
* 1.0.0.0 (Release 2000) first release of DEV7 (first came out with ADIBOUd' CHOU)
* 1.0.0.0 (Release 2000) first release of DEV7 (first came out with ADIBOUd' CHOU)
* 1.1.0.0 (Release 2001) (came with Adibou presente & ADI5)
* 1.1.0.0 (Release 2001) (came with Adibou presente & ADI5)
* 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:
* 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 v1.30b Build date: 29.08.2002 16:04
----
===Leftovers (Developer)===
* 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>
===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===
Line 50: Line 289:
*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)
Line 63: Line 303:
* 1.3.0.0 LOADER7.exe (Originalname Dev7VM.exe)
* 1.3.0.0 LOADER7.exe (Originalname Dev7VM.exe)


===File 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
*LOADER7 (1.2.0.0 French Adibou3) Filesize:1785928 MD5:b0eb4273c71729ed749cd3003ab99c1e
*LOADER7 (1.2.0.0 French Adibou3) Filesize:1785928 MD5:b0eb4273c71729ed749cd3003ab99c1e
*LOADER7 (1.3.0.0 French Adibou3 Dev7VM.exe) Filesize:2383977 MD5:5cef2c2e51811d0cde546a5e7ee7c30d
*LOADER7 (1.3.0.0 French Adibou3 Nature/Scienes Extension Dev7VM.exe) Filesize:2383977 MD5:5cef2c2e51811d0cde546a5e7ee7c30d
*LOADER7 (1.1.0.0 French Adibou presente Dessin) Filesize:1785921 MD5:046e0729e6ca966cd0c8017ae7943eaf
*LOADER7 (1.1.0.0 French Adibou presente Dessin) Filesize:1785921 MD5:046e0729e6ca966cd0c8017ae7943eaf
*LOADER7 (1.1.0.0 German Adi 5) Filesize:1785921 MD5:046e0729e6ca966cd0c8017ae7943eaf
*LOADER7 (1.1.0.0 German Adi 5) Filesize:1785921 MD5:046e0729e6ca966cd0c8017ae7943eaf
*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
*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===  
*OBC is the new Script System for DEV7 that replaced the old Script System of DEV6 named TOT.
* OBC is the new Script System for DEV7 that replaced the old Script System of DEV6 named TOT.
* IMG Images for the Game.
* ITK contains all files needed for the Game (LET, DBF, VMD, INI, IMG, CTRK, MESH, CURE, MDX)
* ITK contains all files needed for the Game (LET, DBF, VMD, INI, IMG, CTRK, MESH, CURE, MDX)
*STK contains the the OBC Script Files.
* STK contains the the OBC Script Files.
* PAG is for updating in the current Game, Texts Images etc. (it mostly stored into a UPDATE folder)
* CD1 contains Informations for SETUP.EXE
* BCD1 is storing Information for adding a new Application into the Game. like which Picture should be used or which minimal version is required of the Game to enter the Application.
* INF is storing Configurations like for the Installer / Uninstaller. and storing also some Informations for the Games.
* INI is storing also Informations for the Game like mdo.ini or in general INI files that are stored in ITK Files.
* DBF is the database for the Text for Buttons.
* MESH is for the 3D Collision.
* CTRK are used for the rotation.
* CURE is the configuration file for the Mesh files.
 
===Registry===
* Debug Menu
Paths:
* Path: Computer\HKEY_CURRENT_USER\Software\MDO\Loader\Debug Windows (contains everything for the Configuration for the Debug Menu.)
* Computer\HKEY_CURRENT_USER\Software\MDO\Loader\Debug Windows\Event messages (contains everything for the Event messages.)
* Computer\HKEY_CURRENT_USER\Software\MDO\Loader\Debug Windows\Trace (contains everything for Trace.)
----
Event messages:
* Event messages\CFS this is for the Checkbox of CFS.
* Event messages\Expanded this is for the Checkbox of Expanded.
* Event messages\Key this is for the Checkbox of the Keyboard.
* Event messages\Mouse this is for the Checkbox of the Mouse.
* Event messages\Movie this is for the Checkbox of Movie.
* Event messages\Net this is for the Checkbox of Net.
* Event messages\PostMessage this is for the Checkbox of User message.
* Event messages\RAS this is for the Checkbox of RAS.
* Event messages\Timer this is for the Checkbox of Timer.
* Event messages\Topmost Unknown.
* Event messages\TTS this is for the Checkbox of TTS (Text to Speech).
* Event messages\VMD this is for the Checkbox of VMD.
----
Trace:
* Trace\All this for if everything should be output into the Trace window or not.
* Trace\Expanded if the section for typing in the name Groups should appears and also the VM traces Checkbox.
* Trace\File if DEV7VM Debug Windows should make an output file called Trace.txt that stores the output of the Window.
* Trace\VM is for the Checkbox of VM traces.
----
Visible:
* Visible\A2mers you can set if the window of A2mers is preopened if you start a Game.
* Visible\Audio channels you can set if the window of Audio channels is preopened if you start a Game.
* Visible\Bitmaps you can set if the window of Bitmaps is preopened if you start a Game.
* Visible\Event messages you can set if the window of Event messages is preopened if you start a Game.
* Visible\File monitoring you can set if the window of File monitoring is preopened if you start a Game.
* Visible\Info box you can set if the window of Info box is preopened if you start a Game.
* Visible\InfoBox setup you can set if the window of InfoBox setup is preopened if you start a Game.
* Visible\Offscreen Refresh frame you can set if the window of Offscreen Refresh frame is preopened if you start a Game.
* Visible\Refresh frame you can set if the window of Refresh frame is preopened if you start a Game.
* Visible\Resources you can set if the window of Resources is preopened if you start a Game.
* Visible\Screen elements you can set if the window of Screen elements is preopened if you start a Game.
* Visible\Timers you can set if the window of Timers is preopened if you start a Game.
* Visible\Trace you can set if the window of Trace is preopened if you start a Game.
* Visible\Vdeo refresh frame you can set if the window of Video refresh frame is preopened if you start a Game.
* Visible\Warning box you can set if the window of Warning box is preopened if you start a Game.
* Visible\Zones you can set if the window of Zones is preopened if you start a Game.
 
===BCD1 Format===
[AppliInfo]
 
* name here the Name of the Application gets displayed.
* nameCD shows your the Name of the Disc, for the Window thats shows up if the Disc is not inserted.
* pictCD is for using the Image (.img) in the Menu where you can select your Application.
* MiniEnviVersion for whats is the minimum version the the Game needs to able to use the Application.
* PictureNameR  for which picture should used for the Right.
* PictureNameC  for which picture should used for the Corner.
* PictureNameN  for which picture should used for the Middle?


===Identify ===
===Identify ===
Line 85: Line 397:
*DEV7 also introduces the new Script System OBC that replaces the old TOT Script System from DEV6.
*DEV7 also introduces the new Script System OBC that replaces the old TOT Script System from DEV6.
*OBC was developed in the Year 1999 by MDO (Coktel Vision's Programmer)
*OBC was developed in the Year 1999 by MDO (Coktel Vision's Programmer)
*OBC is also known as DEV7 object
*OBC is also known as Compiled DEV7 object
*OBC is similar from the beginning to TOT, if OBC and TOT is side by side compared you can see at the beginning that both has a Copyright Year included.
*Each OBC Script contains a unique ID, its created out of the Year (first 4 numbers) then Month (next 2 numbers) the last are not yet sure.
----
* OBC Functions
** DecObcLoadRef() (most likely stands for Decode OBC Load Reference)
----
----
*OBC Script names:
*OBC Script names:
Line 114: Line 431:
* A5EN_LIFT happens when you enter the Teletransporter.
* A5EN_LIFT happens when you enter the Teletransporter.
* A5EN_ADISPACE happens sometimes when some sound is playing in Adi's Room.
* A5EN_ADISPACE happens sometimes when some sound is playing in Adi's Room.
* A5D_ANIM_ENGINE is playing when Sciences gets explained.
* A5D_ANIM_ENGINE is playing when something gets explained.
* A5D_BUILD_PLAYSOUND happens when some Buildings get explained.
* A5D_BUILD_PLAYSOUND happens when some Buildings get explained.
* A5D_STORY_PLAYSOUND happens when Adi reads a Story.
* A5D_STORY_PLAYSOUND happens when Adi reads a Story.
* A5S_VMDLOOP when a VMD Sound is looping.
* A5S_VMDLOOP when a VMD Sound is looping.
* A5S_SIMULATION3 happens when explained how Simulations works.
* A5S_SIMULATION6 happens when a Simulation is playing.
* A5S_SIMULATION6 happens when a Simulation is playing.
* A5S_VMD_TRAN if you change something in the Simulation.
* A5S_VMD_TRAN if you change something in the Simulation.
Line 123: Line 441:
* A5AL_SEQINCOCKPIT if you fly with Adi to the other Planets to learn.
* A5AL_SEQINCOCKPIT if you fly with Adi to the other Planets to learn.
* A5C_3DCINEMATIC happens when the Animation for entering the Planet is playing.
* A5C_3DCINEMATIC happens when the Animation for entering the Planet is playing.
* A5C_SOUNDVMD when Adi says that you should retry it.
* A5E_SOUNDVMD thats happens when Adi corrects you at a Task that is wrong.
* A5E_RADIO happens when you play Music or Sound with the Radio.
* A5D_SPACE_ENGINE this is for the Space when a little Movie / Animation is playing.
* A5D_PLANETARIUM this is for the Planetarium when Sounds are playing.
* A5GA_GAMEOPTIONS happens when you set the Gameoptions for the Brainpuzzle Game.
* A5GA_RADIOB happens when you in the Brainpuzzle Game select the Theme of the Game.
* A5RG_MEMORY2 happens if you click on a Card in the Brainpuzzle Game.
* A5GA_INFOBOX happens when you leave the Brainpuzzle Game.
* A5Q_VMD happens when in Adi 5 you get asks Questions in the Quiz.
* A5Q_VMDWHOOPS happens if you answered the Question correct or Wrong in the Quiz Whoops makes an Animation
* A5D_MAIN_SEVEN happens when you listen to a Story of the 7 World Wonder.
* A5D_CHRONO_PLAYSOUND happens when Sounds is playing for Chrono.
* A5D_CLASSICAL_PLAYSOUND happens when Classic Music is playing.
* A5D_MUSIC_PLAYSOUND happens when Music is playing.
* A5D_DIAPO_CREATION explains the creation of Artworks.
----
*Adibou presente
----
* SOUNDTRACK happens when Adibou or his Friend speaks / explains something.
* LAYERITEMSANIMATION happens when an Animation is playing.
===STK21 File Structure===
* STK/files always starts with the version numbersomething like: STK2.1 or STK2.0 (STK2.1 stands for version 2.1 but if it stands like STK2.0 its using version 2.0)
* The rest after the STK2.X is the signature itself.
* The ID is also stored randomly in the STK files (most likely at the end of the file.)


===Debug Menus===
===Debug Menus===
*DEV7 has also several discovered Debug Menus that can be accessed, but because about there different Versions they have all a own way to start them and use them. and also some Versions have other Features
*DEV7 has also several discovered Debug Menus that can be accessed, but because about there different Versions they have all a own way to start them and use them. and also some Versions have other Features
*If you wanna get some more Information about the Debug Menu click here: [[Debug Menu for Dev7Games]]
*If you wanna get some more Information about the Debug Menu click here: [[Debug Menu for Dev7Games]]
*The Debug Menu is called in version 1.3.0.0: DEV7VM Debug Windows


===Games===
===Games===
*ADIBOUd' CHOU uses DEV7 (V1.0.0.0)
* ADIBOUd' CHOU uses DEV7 (V1.0.0.0 and former version)
*[[Adibou 3| Adiboo3]] & [[Adibou 3|Adibou3]] uses DEV7 (V1.2.0.0 when you are using Version 3.00 of Adiboo3 / Adibou3 but when you upgrade the Game to Version 3.10 you have V1.3.0.0)
* [[Adibou 3| Adiboo3]] & [[Adibou 3|Adibou3]] uses DEV7 (V1.2.0.0 when you are using Version 3.00 of Adiboo3 / Adibou3 but when you upgrade the Game to Version 3.10 you have V1.3.0.0)
*Addy5 & Adi5 uses DEV7 (V1.1.0.0)
* Addy5 & Adi5 uses DEV7 (V1.1.0.0)
*[[Adibou 3|АНТОШКА 3]] uses DEV7 (V1.3.0.0)
* [[Adibou 3|АНТОШКА 3]] uses DEV7 (V1.3.0.0)
* Adibou presente (V1.1.0.0)
* Adibou presente Dessin (V1.1.0.0)
* 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===
* Adibou presente Dessin
** 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.
* 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.
* The Message is in French: Attention, la date courante de votre machine est sup\xE9rieure \xE0 2025. Veuillez remettre cette date \xE0 la bonne valeur avant de relancer ce Setup, that means that you need to set the Date of your PC lower then 2025.
 
*its stored as mentioned in SETUP.EXE as a String.


*Solution: set the Date of your PC lower then the Year 2026 install the Game after the Installation just set back the Date to the current one and you are good to go for the Future.
*Solution: set the Date of your PC lower then the Year 2026 install the Game after the Installation just set back the Date to the current one and you are good to go for the Future.


===SYSTEM.EXE===
===SYSTEM.EXE===
*SYSTEM.EXE is the Copy Protection of the DEV7 Games, [[Coktel Vision]] used back then SecuROM to protect their Games.
*SYSTEM.EXE was later the Copy Protection of the DEV7 Games, [[Coktel Vision]] used back then SecuROM to protect their Games.
Versions:
* Versions:
*SecuROM *new* V4.83.11.0005 used by Adiboo 3 German version (Music Application)
** SecuROM *new* V4.83.11.0005 used by Adiboo 3 German version (Music Application)
*SecuROM *new* V4.83.11.0005 used by Adiboo 3 German version (Nature Application)
** SecuROM *new* V4.83.11.0005 used by Adiboo 3 German version (Nature Application)
*SecuROM *new* V4.00.00.0019 used by Adiboo 3 German version (Read & Count 6 -7 years Application)
** SecuROM *new* V4.00.00.0019 used by Adiboo 3 German version (Read & Count 6 -7 years Application)
*SecuROM *new* V4.00.00.0019 used by Adiboo 3 German version (Read & Count Application)
** SecuROM *new* V4.00.00.0019 used by Adiboo 3 German version (Read & Count Application)
*SecuROM *new* V4.83.11.0005 used by Adiboo 3 German version (English Hocus Pocus Application)
** SecuROM *new* V4.83.11.0005 used by Adiboo 3 German version (English Hocus Pocus Application)
*SecuROM *new* V4.00.00.0019 used by Adibou 3 French version (Read & Count Application)
** SecuROM *new* V4.00.00.0019 used by Adibou 3 French version (Read & Count Application)
*SecuROM *new* V4.68.00.0021 used by Adibou 3 French version (Nature Application)
** SecuROM *new* V4.68.00.0021 used by Adibou 3 French version (Nature Application)
*SecuROM *new* V4.83.11.0005 is used by Adi 5 German version (German Class 7+8 Application)
** SecuROM *new* V4.83.11.0005 is used by Adi 5 German version (German Class 7+8 Application)
** SecuROM *new* V4.83.11.0005 is used by Adi 5 German version (German Class 1+2 Application)
 
* SYSTEM.EXE is an unlicensed version, The License expired at December 2002.
* Some SYSTEM.EXE's are compressed with Petite.


===Parameter ===
===Parameter ===
Line 231: Line 592:
*Information sourced from AdibouLand.com (Wayback Machine)
*Information sourced from AdibouLand.com (Wayback Machine)
*Supposed to be based on PHP 4.1.
*Supposed to be based on PHP 4.1.
*HTTP version 1.1


Server Connection for AdibouNet:
Server Connection for AdibouNet:
Line 263: Line 625:
----
----
* DEV7 had a Plugin for the WebBrowser called: NPDev7VM in version 1.0.0.8. which got downloaded over a OBC Script: B3I_EM_Download.obc, it was downloaded over cftp.
* DEV7 had a Plugin for the WebBrowser called: NPDev7VM in version 1.0.0.8. which got downloaded over a OBC Script: B3I_EM_Download.obc, it was downloaded over cftp.
* OBC Script downloaded over cftp aswell: cftp://mail.fr.adi5.net:6690/B3I_em (OBC name: B3I_EM_Download.obc)
* type of application is: application/x-loader7-plugin
==AdiSpace==
German:
*[GENERAL]
*Club="http://www.clubadi.de.adiland.com/"
*ParentSpace="http://www.parents.de.adiland.com/"
*ParentRegister="http://www.subscription.de.adiland.com/"
*[Portal]
*NbPortalServer=1
*PortalIp1=portal1.de.adi5.net
*PortalPort1=3100
French:
*[GENERAL]
*Club="http://www.clubadi.fr.adiland.com"
*ParentSpace="http://www.parents.fr.adiland.com"
*ParentRegister="http://www.subscription.fr.adiland.com"
*[Portal]
*NbPortalServer=3
*PortalIp1=portal1.fr.adi5.net
*PortalPort1=3000
*PortalIp2=portal2.fr.adi5.net
*PortalPort2=3000
*PortalIp3=portal3.fr.adi5.net
*PortalPort3=3000


==WebBrowser==
==WebBrowser==
Line 288: Line 677:
*cftp was used for downloading OBC Scripts for AdibouNet.
*cftp was used for downloading OBC Scripts for AdibouNet.


==SpeechCube==
==TTS (Text to Speech)==
*SpeechCube is a TTS client that came with Adibou 3 & Adi 5
* SpeechCube is a TTS client that came with Adibou 3 & Adi 5
 
* Company: ELAN & HAVAS
*Company: ELAN
* Version: 2.1.0.4 ()
*Version: 2.1.0.4
* Year 1999
*Year 1999
* Voices
** DAGMAR16
* TTS Files contains text for the TTS client.
* Handlers:
** MyVoiceHandler
* Callbacks:
** TTSAudioStop: EndSayRobot
* SayTTS shows which tts file is calling for speaking the required Text.
* DLLS:
** SCUBEGUI.DLL (contains the code for the GUI of Speech Cube, including the Text of the Buttons and Dialogs.)
** SPEECHCUBE.DLL (contains an Mutex (SCube Mutex) Debug Infos (pTTSMode->BaseSpeed, pTTSMode->BasePitch) Parameters to SpeechCube (SpeechCube /nogui /autoexit) Server Infos (127.0.0.1))
* SPEECHCUBE.EXE
** PDB: I:\ELAN4406\Project6\scubeserver\Release\SpeechCube.pdb


==Debug Infos from LOADER7.exe==
==Debug Infos from LOADER7.exe==
* vmd.c::ReadFrame()  AssignColorsPtr was deleted by me!!!
* vmd.c::ReadFrame()  AssignColorsPtr was deleted by me!!! (stored in vmd.c)
* vmd.c::ReadFrame()  pBloc->Mode & VMD_GR_PAL ---> code deleted !
* vmd.c::ReadFrame()  pBloc->Mode & VMD_GR_PAL ---> code deleted ! (stored in vmd.c)
* SizeLocked == Imd->oBytes
* SizeLocked == Imd->oBytes (stored in .\source\CVMDDecoder.cpp)
* SizeLocked == SizeBuf
* SizeLocked == SizeBuf (stored in .\source\CVMDDecoder.cpp)
* SizeLocked == BufferSize
* SizeLocked == BufferSize (stored in .\source\CVMDDecoder.cpp)
* SizeLocked == Size
* SizeLocked == Size (stored in .\source\CVMDDecoder.cpp)
* X_SeekCache( Imd->h, 0, SEEK_CUR ) == pInfo->Offset
* X_SeekCache( Imd->h, 0, SEEK_CUR ) == pInfo->Offset (Line 598 .\source\CVMDDecoder.cpp)
* MAX_ALLOC_CHUNK
* MAX_ALLOC_CHUNK
* tre > 0
==Debug Infos from LOADER7 (MAC)==
* api_object == NULL
* i_BufferSize >= smallestBufferSize
* i_BufferSize % frameSize == 0
* i_SoundBuffer != NULL
* anErr == noErr
* m_EffectsProcessor.get() != NULL
* m_Channel.get() != NULL
* SizeReaded==SizeBuf
* Size - TotalSize==Imd->SoundRemainder
* Error==LHST_E_OK
* gPckRPath!=NULL (stored in DevCFS.cpp)
==Fonts==
* DEV7 uses LET files as Fonts.
* 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.


==Images==
==Images==
* Images are known as IMG1.0.1 / IMG10 (.img Files)
* Images are known as IMG1.0.1 / IMG10 (.img Files)
** There are two known versions of IMG listed here:
** IMG10 = version 1.0
** IMG1.0.1 = version 1.0.1
* they can be displayed via the [[Debug Menu for Dev7Games#Bitmaps_Windows|Debug Menu]]
* they can be displayed via the [[Debug Menu for Dev7Games#Bitmaps_Windows|Debug Menu]]
*some Images are sometimes stored in .TGA Files
* some Images are sometimes stored in .TGA Files (TRUEVISION-XFILE)
* Backgrounds for the specfic Environments are known as BGRD, BGRD is used in the Filename of the IMG Files.
* Backgrounds for the specfic Environments are known as BGRD, BGRD is used in the Filename of the IMG Files.
* Adibou 3 (Drawing Pad) saves your drawings as an JPG file. 500x350 (Path: Adibou3/datas/Av000X/PALETTE)
* 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
==CTRK File Format==
* contains instructions about the Animation.
* Controls like how the Body has to move.
==ModelPaths==
ModelPaths can be found in the EXO files used in the Applications stored in the ITK's. Maker can be the Programname of the Program that was used to create the Models.
* Adibou 3
** Y:\adibou3\maker\France\Models\grid\A\800a\model\
** Y:\adibou3\maker\France\Models\moving\A\1200a\model\
** Y:\adibou3\maker\France\Models\none\A\1500a\model\
** Y:\adibou3\maker\France\Models\drag\E\300E\model\
** Y:\adibou3\maker\France\Models\drag\I\300I\model\
** Y:\adibou3\maker\France\Models\turnstile\D\200D\model\
** Y:\adibou3\maker\France\Models\turnstile\E\200e\model\
** Y:\adibou3\maker\France\Models\click\C\100c\model\
** Y:\adibou3\maker\France\Models\reorder\D\400D\model\
** Y:\adibou3\maker\France\Models\turnstile\F\200F\model\
** Y:\adibou3\maker\France\Models\click\E\100E\model\
** Y:\adibou3\maker\France\Models\click\B\100b\model\
** Y:\adibou3\maker\France\Models\link\B\1000b\model\
** Y:\adibou3\maker\France\Models\drag\B\300b\model\
** Y:\adibou3\maker\France\Models\turnstile\B\200b\model\
** Y:\adibou3\maker\France\Models\drag\F\300f\model\
* Adi 5
** C:\MAKER\France\Models\drag\D\350b\model\
** Y:\ADI5\MAKER\EXE\France\Models\drag\F\350h\model\
** Y:\ADI5\MAKER\EXE\France\Models\turnstile\F\200d\model\
** C:\MAKER\France\Models\turnstile\F\200d\model\
** C:\MAKER 2.21\UK\Models\reorder\A\450a\model\
** C:\MAKER\UK\Models\check field\D\601A\model\
** C:\MAKER\France\Models\drag\F\352h\model\
** Y:\ADI5\MAKER\EXE\France\Models\click\H\101d\model\
** C:\PROGRAM FILES\MAKER\UK\Models\click\D\103c\model\
** E:\MAKER 6\MAKER\UK\Models\keyboard alpha\B\550C\model\
** C:\MAKER\MAKER\UK\Models\check list\A\101I\model\
** C:\MAKER\MAKER\UK\Models\check list\B\101J\model\
** Y:\ADI5\MAKER\EXE\France\Models\drag\F\373h\model\
** C:\MAKER\France\Models\keyboard alpha\C\559b\model\
** C:\MAKER199\UK\Models\reorder\A\450a\model\
** Y:\ADI5\MAKER\EXE\France\Models\drag\F\354h\model\
** Y:\ADI5\MAKER\EXE\France\Models\turnstile\D\201b\model\
** C:\MAKER\France\Models\turnstile\F\201d\model\
** C:\MAKER\France\Models\keyboard alpha\D\550d\model\
** Y:\ADI5\MAKER\EXE\France\Models\reorder\C\451b\model\
** Y:\ADI5\MAKER\EXE\France\Models\reorder\C\450b\model\
** C:\MAKER 2.21\UK\Models\keyboard alpha\D\550d\model\
==MAKER==
* MAKER was an Program that was used to create the Models for Adibou 3 & Adi 5.
* Versions known to exist: 2.21, 6, 1.99
* Langs: French, English(UK)
* Date: 10-03-00
==Paths==
* Adibou 3
** Y:\adibou3\Programmation\virtual_stk\temp.itk\common\B3graf\
** O:\adibou3\programmation\virtual_stk\


==Components==
==Components==
*DEV7 can use DirectX in version 8 if wanted
*DEV7 can use DirectX in version 8 if wanted
*DEV7 uses several DirectX Components: Direct3D, Direct Draw
*DEV7 uses several DirectX Components: Direct3D, Direct Draw
*some of Loader7.exe executables also using QuickTime
*some of Loader7.exe executables also using QuickTime (most likely used for Le pays de magiques to start from Ed4Intro.exe into LOADER7.EXE after the intro clip is done playing.)
* zlib 1.1.3 (for compression)
* UCL (0.91)
* libpng
* MDO Soft Mixer
* Lib Tracker
* Lib CURE
* STL
* SmartHeap (only shipped with Adibou 3's Applications see [[DEV7 Information#SmartHeap|SmartHeap]])
* Fx2D
* TriMesh
* Indeo 3.2 (3.24.15.03)


==DEV7 Editor==
==DEV7 Editor==
*DEV7 Editor can be acessed if you are have the Error Manager opened, just click then on Debug.
* DEV7 Editor can be acessed if you are have the Error Manager opened, just click then on Debug.
*currently the DEV7 Editor cant be opened because it is not found yet.
* currently the DEV7 Editor cant be opened because it is not found yet.
* This Message appers when DEV7 Editor is not found: DEV7 Editor not found ! Check the <PC_DEBUG\Editor> section in your MDO.INI file
* DEV7 Editor uses an Mutex called Dev++_Editor_Mutex


==Unused Contents==
==Unused Contents==
Line 324: Line 820:


* Adibou 3 includes also unused Icons.
* Adibou 3 includes also unused Icons.
** Like an Card if you clicked on it, you were gotten to AdibouNet specifcly to your Addressbook.


==Speech Recognition==
==Speech Recognition==
Line 330: Line 827:
*SR was used in Adibou 3 in Hocus Pocus (English Application)
*SR was used in Adibou 3 in Hocus Pocus (English Application)
*AUDMME.DLL is handling the Audio Input, as PCM Device is used WAV Audio Adapter, Default Record Device WAV Audio, Default Playback Device is used by WAV Audio Adapter.
*AUDMME.DLL is handling the Audio Input, as PCM Device is used WAV Audio Adapter, Default Record Device WAV Audio, Default Playback Device is used by WAV Audio Adapter.
*BNF files are also known as Backus-Naur Form


==Trace Comments==
==Trace==
* Adibou 3
*click here to ge to the Trace site: [[DEV7 Information/Trace]]
----
* AVATAR QUITTING1 happens if you enter with your Profile the World of Adibou.
* AVATAR ENTERING1 happens if you enter Adibou's World.
* AVATAR ENTERING2 happens at the same as like AVATAR ENTERING2.
* AVATAR ENTERING3 if you enter the World of Adibou aswell.
* AVATAR ENTERING5 came up if you create a new Profile and enter the World of Adibou for the first Time.
* WIND UP: M_BalloonZoneX/M_BalloonZoneY2/2  this happens automatically, when the Balloon is in the Air. (Sciences Application)
* WIND UP: M_BalloonZoneX/M_BalloonZoneY2/4 happens if you press on time on the Balloon to the Balloon a little bit higher. this also happens automatically once the Balloon is in the Air. (Sciences Application)
* WIND UP: M_BalloonZoneX/M_BalloonZoneY3/2 this happens automatically once the Balloon is in the Air. (Sciences Application)
* WIND UP: M_BalloonZoneX/M_BalloonZoneY3/3  when the Ballon turns right. (Scienes Application)
* HELPING happens when the Ballon turns into various ways. (Sciences Application)
* NOT HELPING DIDOn happens some times if you push the Ballon into the Air. (Sciences Application)
* PlaySound: .vmd non trouvé this happens when a VMD File wasn't found.
* OnGainFocus happens when a preview of the Game is played.
* => Help Save file <<datas\Av000X\PALETTE\B3_GRAF_I_Help_Save.ini>> created. The X in Av000X stands for any number of the Profile. This creates in the following Directory the ini file for storing some Informations about several things. (happens in AdibouNet or sometimes if you open the Drawing Pad)
* TextPosCurX <<30>> happens in the painting pad.
* New portion : 1 happens if you turn the Camera to the left.
* New portion : 2 this appears when you rotate the Camera into the middle.
* New portion : 3 this happend if you turn the Camera to the right side.
* Vide happens if you in the Read & Count 6-7 Application complete a Task sucessful and a little Animation got played.
* Domains SC,PH,TH,PR,TO happens if you press on the Read 6-7 Years Application on the Apple.
* UA 2,1,3 happens if you press on the Read Application on the Apple.
* Domains MU,CA,CH,QU,BA if you press on the Apple in the Count 6-7 Years Application.
* M_Timer_Stop M_Timer_Stop false if complete the Task with the Bridge (Music Application).
* Domains TH,PH,MU,RA,KI happens if you click on the Apple ín the Read Application 5-6 Years.
* Domains TO,MA,WP,CS,PM happens if you click on the Apple in the Count Application 5-6 Years.
* Domains CB,MH,AU,HU,CO appears if you click on the Apple in the Read Application 4-5 Years.
* Domains ST,CH,DR,KE,WA happens when you click on the Apple in the Count Application 4-5 Years.
----
* Adi 5
----
* Handler for Dagmar: MyVoiceHandler is used for the Speech Recognition.
* PRECHARGEMENT DE...A_E_I_NOTIFYBUTTON.BTI
* PRECHARGEMENT DE...A_S_I_Button_Wheel_Left is for when you click on the left
* PRECHARGEMENT DE...A_S_I_Button_Wheel_Right
* PRECHARGEMENT DE...A_S_I_Button_UChap
* PRECHARGEMENT DE...A_S_I_exitbutton this is for the Exit Button
* PRECHARGEMENT DE...A_S_I_Notify.bti
* PRECHARGEMENT DE...A_E_I_Histo_LearningZone.bti
* PRECHARGEMENT DE...A_E_I_Histo_Chap_T3.bti
* PRECHARGEMENT DE...A_H_I_LESSONPREVBUTTON.BTI
* PRECHARGEMENT DE...A_H_I_LESSONLINKNEXT.BTI
* PRECHARGEMENT DE...A_H_I_LAIBUTTON.BTI
* PRECHARGEMENT DE...A_E_I_BUTTONCOPYRIGHT.BTI
* PRECHARGEMENT DE...A_H_I_Histo_SearchLesson.bti
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==Known Bugs==
==Known Bugs==
* Adibou 3
* Adibou 3 (natively)
----
----
* Adibou begans to stop working or better to say the Animations does not work anymore if you disconnect your Headset.
* Adibou begans to stop working or better to say the Animations does not work anymore if you disconnect your Headset.
* in Bizbi's Workbench when you try to built a House for the Birds the Game hangs and then ends in a Not Responding Message.
* in Bizbi's Workbench when you try to built a House for the Birds the Game hangs and then ends in a Not Responding Message.
----
* Adi 5 (natively)
*when MU823 should introduces itself the Robot wont say anything and the Game "freezes" but you can return with a right click on the Screen.
** Solution: Make sure that the TTS server is running, after that MU823 can speak properly.
 
==cknet.dll==
* Also known as: VUIPI CkNet
* Version: 1.0.0.3 (there are also other versions known of CkNet.dll)
Functions:
* CRNet::accept
* CRNet::ListeningThread()
* CRNet::ListeningThread(int)
* CRNet::connect
* CRNet::Send(SData*)
* CRNet::socket
* CRNet::bind
* CRNet::socketUdp


* loads WSOCK.DLL as depencies


==MDOSRLib==
* MDOSRLib is part of the Application Anglais (English) its usage is for the Speech Recognition
* Callbacks
** SmNfocusGrantedCallback
** SmNengineStateCallback
** recognizedPhraseCallback
** recognizedWordCallback
** audioLevelCallback
** utteranceCompletedCallback
** reportEngineErrorCallback
==HTML==
* Template is stored at C:\WINDOWS\Desktop\dochtml\HtmlADI5.dot or C:\dochtml\HtmlADI5.dot
* Generator is Microsoft Word 97
* Content-Type is text/html; charset=windows-1252
==Callbacks==
Here are the Callbacks listed which are not known to the right section.
* NewMovieFromMDOPath
* PrerollMovie
* LoadTrackIntoRam
==TalePlayer==
* TalePlayer is only found in the Cave to play the Storys.
* TalePlayer is used for playing ACA files, that contains the Animation, Sound etc.
* The INI files are storing the Configuration for the ACA files.
==ASclip Player==
* loads first the INI file of the Properties for ASclip Player.
* then Bench is running to create scene3D in a few millisecounds.
* Then it plays the AS file.
* after that it plays the Acts of the AS file.and load all required figures like Adibou etc.
* now in the end if the AS file is finished playing it closes.
==VMD==
* 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 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==
Line 449: Line 958:
* dbSeekNextRecord search for the next entry.
* dbSeekNextRecord search for the next entry.
* dbGetField gets Information about the Field.
* dbGetField gets Information about the Field.
==TriMesh Functions==
* TriMesh::SubMeshesBuilder
* TriMesh::MeshTriSetInterface
* TriMesh::MeshPartTriSetInterface
==deque Functions==
* deque::push_front
* deque::push_back
==cdeque Functions==
* cdeque::reserve
* cdeque::assign
* cdeque::insert
* cdeque::push_front
==CODE4 Functions==
* CODE4::autoOpen
* CODE4::logOpen
* Code4::errDefaultUnique
==ini_TreeMap Functions==
* ini_TreeMap::exists (used in TreeINI.cpp as ini_TreeMap::exists(i_Tree))
==MaterialManager Functions==
* MaterialManager::lockLightDatas
==CURED3DImage Functions==
* CURED3DImage::CURED3DImage
* CURED3DImage::recurseMakeAreasTextures
==WorldD3DResources Functions==
* WorldD3DResources::createImage
* WorldD3DResources::createTextureImage
==ADI5 Functions==
* A5C_PathFinder::CreatePath
* A5SY_SCOREAPPLI::OnCreate()
* A5SY_SCOREAPPLI::SET_AVATAR_LEVEL
* A5SY_SCOREAPPLI::SET_AVATAR_PATH
* A5SY_SCOREAPPLI::WORK_OUT_SCORE
* A5SY_SCOREAPPLI:::AddIniFileToList
* A5SY_SCOREAPPLI::GET_AVATAR_SCORE
* A5SY_SCOREAPPLI::OnDestroy()
* A5SY_InfosAppli::LoadAppliVar
* A5AS_LoadRct::LoadRctChapInfos
* A5AS_LoadRct::SET_SUBJECT
* A5AS_LoadRct::SET_LEVEL
* A5AS_LoadScore::SET_AVATAR
* A5AS_Resource::SET_AVATAR
* A5AS_Assessment::GetBackDate
* A5AS_LOADSCORE::::SET_SUBJECT
* A5AS_LOADSCORE::::SET_LEVEL
* A5AS_LoadScore::SET_MONTH
* A5AS_LOADSCORE::WORK_OUT_SCORE_ARRAYSKILL
* A5AS_AssessmetMain::FillArraySkills
* A5AS_LOADRCT::LoadSkills
* A5AS_LOADSCORE::SET_SUBJECT
* A5AS_LOADSCORE::SET_LEVEL
* A5AS_LOADSCORE::SET_MOUTH
* A5AS_AssessmetMain::FillArrayClap()
==AS_AnimScriptDatas Functions==
* AS_AnimScriptDatas::GetASDAnim
* AS_AnimScriptDatas::CheckTarget
* AS_AnimScriptDatas::CheckAnim
* AS_AnimScriptDatas::DecodeRowToAct
==B3_GRAF_Board_Manager Functions==
* B3_GRAF_Board_Manager::OnHandle_GetBoardModified
* B3_GRAF_Board_Manager::OnHandle_GetSavelsNew
==BMP Functions==
* bmp256GetPixel()
* bmp256GetColor()
* bmpSetPixel()
* bmpGetPixel()
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