User talk:RossyMiles: Difference between revisions

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::[[User:Geyser|geyser]] 02:54, 23 May 2008 (CEST)
::[[User:Geyser|geyser]] 02:54, 23 May 2008 (CEST)


Thanks, in answer to your questions:
:Thanks, in answer to your questions:
#I called it OniUSB because the original plan was to compress the binary data and extract it when needed, thus making Oni suitable for a <256MB flash drive. I guess it may need a name change but I'm not good with names, OniUSB is the coolest name i can think of at the moment :).
#I called it OniUSB because the original plan was to compress the binary data and extract it when needed, thus making Oni suitable for a <256MB flash drive. I guess it may need a name change but I'm not good with names, OniUSB is the coolest name i can think of at the moment :).
#OniUSB can replace binkw32.dll or be added as vtuneapi.dll it should work equally as well with either however because OniUSB forces Oni to use binkplay.exe instead of binkw32.dll, I thought it would be more elegant to go get rid of the original binkw32.dll. Another reason I chose to use binkw32.dll is to avoid conflict with the Daodan DLL.
#OniUSB can replace binkw32.dll or be added as vtuneapi.dll it should work equally as well with either however because OniUSB forces Oni to use binkplay.exe instead of binkw32.dll, I thought it would be more elegant to go get rid of the original binkw32.dll. Another reason I chose to use binkw32.dll is to avoid conflict with the Daodan DLL.
#I'd really like to, however I don't know anything about assembly, I would like to help with future versions if I can. I provide the source code for free on the site so you can use bits if you want.
#I'd really like to, however I don't know anything about assembly, I would like to help with future versions if I can. I provide the source code for free on the site so you can use bits if you want.
I was wondering if anyone knows the memory locations for screen resolutions from the Russian game engine (and the ones I've missed on the English engine), I would like to make OniUSB compatible with as many engines as possible.
:I was wondering if anyone knows the memory locations for screen resolutions from the Russian game engine (and the ones I've missed on the English engine), I would like to make OniUSB compatible with as many engines as possible.
Also I plan to join the forums soon.
:Also I plan to join the forums soon.
:[[User:RossyMiles|rossy]] 11:06, 23 May 2008 (CEST)
::[[User:RossyMiles|rossy]] 11:06, 23 May 2008 (CEST)
#You can't squeeze the original GameDataFolder into less than 300 MB. However, if you're thinking of the Edition, it's possible to have a GDF almost as small as 256 MB, ''uncompressed''. Somehow I'm comfortable enough with a 512 MB device hosting an uncompressed Edition and some extras, but of course compressing the data would make it possible to fit the Edition into 256 MB instead. The only problem is, if the GDF is never seen by the user, how easy will it be to manage plugins (level#_Whatever.dat)?
#If your project and the Daodan DLL are one and the same, then there is no conflict and you can hook/patch most of the stuff through vtuneapi.dll As for getting rid of binkw32.dll, perhaps an even more interesting feature would be to make Oni able to play back other movie formats than BINK...
#SFeLi used FASM to build the Daodan DLL at first, but he has worked on a C version as well, so in the current situation it's more like he has bits of source code for you to use rather than the other way round. Once we throw the working source at you (soon), you can add features as you see fit.
:The layout of the resolution tables in the "standard" EXE is something like this:
.text:004083AF                mov    [esp+114h+var_FC.wResY], dx
.text:004083B4                mov    ebp, 1200
.text:004083B9                mov    esi, 1080
.text:004083BE                mov    [esp+114h+var_FC.wResY+30h], dx
.text:004083C3                mov    ebx, 16
.text:004083C8                xor    eax, eax
.text:004083CA                mov    edi, 1920
.text:004083CF                mov    edx, 32
.text:004083D4                mov    [esp+114h+var_FC.wResY+20h], bp
.text:004083D9                mov    [esp+114h+var_FC.wResY+28h], si
.text:004083DE                mov    [esp+114h+var_AA], bp
.text:004083E3                mov    [esp+114h+var_A2], si
.text:004083E8                mov    [esp+114h+var_FC.wResX], 640
.text:004083EF                mov    [esp+114h+var_FC.wBPP], bx
.text:004083F4                mov    [esp+114h+var_FC.wUnused], ax
.text:004083F9                mov    [esp+114h+var_FC.wResX+8], 800
.text:00408400                mov    [esp+114h+var_FC.wResY+8], 600
.text:00408407                mov    [esp+114h+var_FC.wBPP+8], bx
.text:0040840C                mov    [esp+114h+var_FC.wUnused+8], ax
.text:00408411                mov    [esp+114h+var_FC.wResX+10h], 1024
.text:00408418                mov    [esp+114h+var_FC.wResY+10h], 768
.text:0040841F                mov    [esp+114h+var_FC.wBPP+10h], bx
.text:00408424                mov    [esp+114h+var_FC.wUnused+10h], ax
.text:00408429                mov    [esp+114h+var_FC.wResX+18h], 1152
.text:00408430                mov    [esp+114h+var_FC.wResY+18h], 864
.text:00408437                mov    [esp+114h+var_FC.wBPP+18h], bx
.text:0040843C                mov    [esp+114h+var_FC.wUnused+18h], ax
.text:00408441                mov    [esp+114h+var_FC.wResX+20h], 1600
.text:00408448                mov    [esp+114h+var_FC.wBPP+20h], bx
.text:0040844D                mov    [esp+114h+var_FC.wUnused+20h], ax
.text:00408452                mov    [esp+114h+var_FC.wResX+28h], di
.text:00408457                mov    [esp+114h+var_FC.wBPP+28h], bx
.text:0040845C                mov    [esp+114h+var_FC.wUnused+28h], ax
.text:00408461                mov    [esp+114h+var_FC.wResX+30h], 640
.text:00408468                mov    [esp+114h+var_FC.wBPP+30h], dx
.text:0040846D                mov    [esp+114h+var_FC.wUnused+30h], ax
.text:00408472                mov    [esp+114h+var_FC.wResX+38h], 800
.text:00408479                mov    [esp+114h+var_FC.wResY+38h], 600
.text:00408480                mov    [esp+114h+var_FC.wBPP+38h], dx
.text:00408485                mov    [esp+114h+var_FC.wUnused+38h], ax
.text:0040848A                mov    [esp+114h+var_FC.wResX+40h], 1024
.text:00408491                mov    [esp+114h+var_FC.wResY+40h], 768
.text:00408498                mov    [esp+114h+var_FC.wBPP+40h], dx
.text:0040849D                mov    [esp+114h+var_FC.wUnused+40h], ax
.text:004084A2                mov    [esp+114h+var_B4], 1152
.text:004084A9                mov    [esp+114h+var_B2], 864
.text:004084B0                mov    [esp+114h+var_B0], dx
.text:004084B5                mov    [esp+114h+var_AE], ax
.text:004084BA                mov    [esp+114h+var_AC], 1600
.text:004084C1                mov    [esp+114h+var_A8], dx
.text:004084C6                mov    [esp+114h+var_A6], ax
.text:004084CB                mov    [esp+114h+var_A4], di
.text:004084D0                mov    [esp+114h+var_A0], dx
.text:004084D5                mov    [esp+114h+var_9E], ax
.text:004084DA                mov    [esp+114h+var_104], eax
.text:004084DE                mov    [esp+114h+var_100], eax
.text:004084E2                mov    ebp, ecx
.text:004084E4                lea    esi, [esp+114h+var_FC]
:This is enough info to replace a resolution or two with a hard patch, but perhaps not for what you have in mind (expect more info from SFeLi). As for the Russian engine, the current intention is to stop supporting it while adding support for non-ASCII characters to the standard engine.
:I personally have been completely absent from {{OCF}} lately, and neither SFeLi or Neo ever registered there. If you don't mean to provide intensive troubleshooting and support via the forum, then there's no hurry to join ^_^
::[[User:Geyser|geyser]] 16:11, 23 May 2008 (CEST)