2004-03-26 I just installed a new version of wine that actually works (unlike the RedHat 7.3 default installation, which decidedly doesn't). I've figured out that the file system is currently in bball2/fs/ in whole, pre-compressed. Most of it comes from shell/res/ and the various make scripts there. mkfs.exe, which is required to make the file system (according to the make script) reuqires the dos4gw.exe stuff that you can find in cba/moreTools, but I suspect it needs to be in your path. Hmm. No, adding it to the path doesn't work, so we'll have to figure out how to use Wine's path. Anyway, we can skip this step for now because I found FILESYS.BIN in the fs directory, which just HAS to be the compressed form of the file ssytem. It's 15MB and it has filenames all through it. 2004-04-26 I actually did a bit more than nothing in the last month, but just a bit. S3T files seem to be actually S3TC files, which is an OpenGL compressed texture format. 2004-04-29 Added -c 4 to makescript for controller packs. Need to test every mode. Modes tested: Quick start: Camera Time out Control options Practice Game Hints Team Settings Substutions Team settings Offensive sets (need to check in-game) Team Stats *remove rumble pack stuff -- changed config.c *check to see if substitutions are on auto from the start? -- yes, it is I've now split the build into ZH and non-ZH modes. This has no effect yet, but will. I've now added cba/shell/convert-zh.bat which makes cba teams in the shell/zh directory and overwrites the binary outputs. I've also started cba/bball2/makefs-zh.bat which is the start of a complete art make. When you run shell/convert-zh.bat, you need to make clean, because we've not set up dependencies for playerid.h Each player has, then, a custom: - texture - head - audio - portrait I've gone and replaced hapless Tony Battie with Sara Asher as an experiment in the CBA roster. I'm storing all of the binary files as binaryfile.ext.bak still in the source repository for now. Unfortunately, they refer directly to some of the players in the code; we'll have to remove all the PID_* special references. Fonts are a big deal---how will we do simplified chinese for all these guys and still have some reasonably-sized font thingee? What about custom player names? I've broken the game, somehow; crashes on entering the actual game from the shell. Need to make a clean get and try again---something to do with the file system or missing resources or something. 2004-05-06 Here are my files that have changed. *File: GNUmakefile Status: Locally Modified *File: makefs-zh.bat Status: Locally Added OK: File: FILESYS.BIN Status: Locally Removed OK: File: Heads.DIR Status: Locally Removed OK: File: Heads.GFX Status: Locally Removed OK: File: NickName.BIT Status: Locally Removed OK: File: Players.BNK Status: Locally Removed OK: File: TEAMDATA.IFF Status: Locally Removed OK: File: TEAMINFO.IFF Status: Locally Removed OK: File: smalshel.fnt Status: Locally Removed OK: File: tinyshel.fnt Status: Locally Removed Rumble pack stuff: File: config.c Status: Locally Modified File: convert-zh.bat Status: Locally Added File: no file heads.dir Status: Locally Removed File: no file heads.gfx Status: Locally Removed File: Heads.DIR Status: Locally Removed File: Heads.GFX Status: Locally Removed File: NBAHeads.DIR.bak Status: Locally Added File: NBAHeads.GFX.bak Status: Locally Added File: NickName.BIT Status: Locally Removed File: NickName.BIT.bak Status: Locally Added File: Players.BNK Status: Locally Removed File: Players.BNK.bak Status: Locally Added File: TEAMDATA.IFF Status: Locally Removed File: TEAMINFO.IFF Status: Locally Removed RA: File: playerid.h Status: Locally Removed File: playerid.h.bak Status: Locally Added Readded all the binary files from the fs directory that I had generated myself. Then I'll generate the fs myself and it might work. Now we have to add the changes one-by-one back in to see where it breaks. OK, things were really haywire there, but it's REALLY important to erase your game pak before continuing. I'm going to set it up so that it ALWAYS erases the gamepak at the beginning of the the thing if it's compiled in Chinese. OK, so it defaults to not using the gamepak at startup. OK, now it doesn't work when I make my own FILESYS.BIN. Ah, missing file, lamps.obj. OK, can boot and run game into vs. mode with homegrown FILESYS.BIN. Let's now try swapping in our homegrown other files? Now some other files...OK, everything's cool. Removed generated files, checked in changes. Now you need to run shell/convert-zh.bat (takes forever, makes): Heads.DIR Heads.GFX Players.BNK NickName.BIT playerid.h teaminfo.iff teamdata.iff bball2/makefs-zh.bat (fast) What about the build? Build depends on FILESYS.BIN, so we'll have to make some sort of auto-build thing...hmm... Audio is odd---once I made the asher/ directory, it was happy and didn't complain about missing audio for player asher. To create a player: 1. Make .bmp for face photo, add it by last name to team directory 2. Make a directory by last name (no capitalization) for team directory a. Head and sides b. PS3D Model for head c. MAX something else? (What files are generated?) 3. Do sound stuff: Chick and Stu each have their own directories in which you find [playername].wav and [playernameto].wav (What format are these in?) DONE: *Split build from US to CHINA -- you now need to include "locale.h" to ifdef things for CHINA. *Find player required data, modify it *Change something, anything in the art mode May 7th, 2004 Teamdata and xvtnba. xvtnba is the program that integrates the data from the csv into the game. Unfortunately, it also cross compiles with teamdata.h, which has a bunch of #defines for all the teams. We can probably change this with addition---there just won't be anyone on the Celtics---but that will probably fail because the Celtics, as a team, will still be hanging around. We'll have to build xvtnba ourselves, which requires, among other things, rewriting findfirst and findnext if we want to build it using gcc, which I think we do (since operating over the network is slow and irritating and touches lots of files). OK, so I recreated findfirst and findnext and bunch of other crazy stuff. I got faceconv working...kinda. Now I need to work on xvtnba. Made xvtcba directory. Started conversion process. DONE: findfirst-findnext May 10th 2004 xvtcba compiles, runs, fixed a few bugs, explodes when trying to find default.stf. Can't figure out what makes default.stf; will have to check. Started plan.txt. May 11th 2004 Must finish xvtcba and move code over. Even if I'm not finished, I need to check it in. Send email to Yong with plan.txt in it. It looks like stuff.exe takes a BMP as input...weird....why are we converting it to raw then? OK, you need to say -BP to indicate that you should use the swd-compressed files instead of -bp (stupid case-insensitivity). I've got it running now until it explodes writing the file out. ---- TODO: NOW: XvtNBA into linux faceconv into linux? Add team Audio format? Measurement View custom player goes blooey Team chooser---WTF? In team settings: What are DT and FRT? SOON: Put art data in different place Put team/resource data in different place FONTS FONTS FONTS Team data Floor size Ball size Basket size Art make: Faces *in-game *photos Jerseys Logos Front end Backgrounds Buttons Fonts BUGS: mkfs silently fails when FILESYS.BIN is write-only. Bug. PLANNING: Plan overall ordering - Teams, logos, players - Courts - Team chooser---how in hell does that work? - Rosters---lots of details - Display of roster details (height, weight) Resource gathering: - Teams, logos, players - Courts - Organization - Season - trades? Plan how to do Chinese audio and written lines for announcing Plan Season mode Plan Super-rookie pickup mode LATER: Dates for next year's gamse