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- Duke Nukem 3D - Decompiler/Compiler version 1.1
- By Daniel Mecklenburg Jr codewar@ns.cencom.net
- http://www.geocities.com/SiliconValley/4794
-
- Disclaimer
- ==========
-
- THIS PROGRAM IS OFFERED AS FREEWARE AND ON AN AS-IS BASIS. THE AUTHOR
- WILL NOT BE HELD RESPONSIBLE FOR ANY PROBLEMS OCCURED FROM USE OR MISUSE
- OF THIS PROGRAM. I CAN NOT PROMISE THAT THIS PROGRAM WILL RUN ON ANY
- MACHINE OR EVEN RUN PROPERLY. I CAN ONLY SAY THAT IT RUNS ON MY SYSTEM
- (PENTIUM 120 MHZ W/16 MB RAM UNDER WIN95). THE EXECUTABLE INCLUDED WAS
- COMPILED USING BORLAND C++ 4.5 WITH BORLAND POWERPACK. I HAVE NOT INCLUDED
- THE PROJECT FILES, SIMPLY THE C SOURCE FOR YOUR OWN USE.
-
-
- Intro
- =====
-
- This program will allow you pull the resources out
- of the DUKE3D.GRP file and store them as individual
- files so they can be edited and then recompiled.
-
- The DUKE3D.GRP file contains the following file types:
-
- Extention Description
- .CON The 'scripting' files used by the game
- .TMB Not certain
- .BIN Not certain
- .DAT Various date files. PALETTE.DAT contains
- the color palette information.
- .VOC Sound Blaster sound file
- .MID MIDI music file
- .ART Graphic data (see below)
- .MAP Level maps.
-
- The only types that at this time concern me are the .VOC,
- .MID, and .ART files to alter the appearance of DN3D.
-
-
- Usage
- =====
-
- preparation
- -----------
- It is wise to make a backup of the original DUKE3D.GRP
- file before proceeding much further. DN3D-DC will create a
- backup of GRP and ART files before they get recompiled,
- however this backup only has a one cycle lifespan (meaning
- if you recompile twice, the first time the backup is of
- the original, the second it is of the last recompile).
-
- Create a directory that house the decompiled resources.
- I usually do this off the DUKE3D directory but it could
- be anywhere. In the following examples the game is in
- G:\DUKE3D and I'll keep the resources in G:\DUKE3D\RES
-
- decompile grp file
- ------------------
- To decompile the GRP file, type:
-
- DN3D-DC DG G:\DUKE3D\DUKE3D.GRP G:\DUKE3D\RES
- | | |
- | | path to where the
- | | resources will be
- | | stored.
- | path/name to the
- | DUKE3D.GRP file.
- |
- command for "Decompile Grp"
-
- All of the files in the GRP file will now be in the
- G:\DUKE3D\RES directory along with a file called DUKE3D.LST.
- This file is a text file containing the packing list for
- the group file. This file is needed if you intend to
- recompile the GRP file again. The string names should be
- kept as they are in this list as the game indexes this file
- by name I'm almost certain.
-
- decompile art file
- ------------------
- To decomile the ART files (contains the graphics), type:
-
- DN3D-DC DA G:\DUKE3D\RES\TILES000.ART G:\DUKE3D\RES
- | | |
- | | path to where the
- | | BMP files are to be
- | | stored.
- | |
- | path/name to the ART file.
- | PALETTE.DAT must be in this same directory.
- |
- command for "Decompile Art"
-
- All the graphics for TILES000.ART will be stored in the
- G:\DUKE3D\RES directory along with a file called TILES000.LST.
- This file is a text file containt the packing list for
- the group file. This file is needed if you intend to recompile
- the ART file again.
-
- The naming convention for BMP is a three digit value followed
- by a hyphen and then the last three digits of the TILES???.ART
- file. The first file in TILES000.ART is 000-000.BMP. The second
- one is 001-000.BMP, etc.
-
- String information and BMP naming is not important. What is,
- is that you use the palette created in the individual BMPs for
- the new BMPs, that the size of the new BMPs are the same as the
- old BMPs, and that you do not save the BMPs are RLE but rather
- RGB compressed. (RGB compressed means uncompressed).
-
- Do not delete the entries in the TILES???.LST files that have
- the filename ****************. These contain information pertaining
- to animation sequences and stuff that I have not yet decyphered.
- All I know is that it is important that they be there.
-
- compile art file
- ----------------
- To compile the ART file from the LST file and the BMP's, type:
-
- DN3D-DC CA G:\DUKE3D\RES\TILES000.ART G:\DUKE3D\RES
- | | |
- | | where the BMPs and
- | | the LST file are.
- | |
- | Path/name to the ART file
- | being compiled.
- |
- command for "Compile Art"
-
- Using the TILES000.LST, this will take the BMPs in the
- G:\DUKE3D\RES and create TILES000.ART file. Palette information
- from any new BMP is discarded so be sure that any new artwork
- uses the same palette as the original.
-
- compile grp file
- ----------------
- To compile the GRP file from the LST file and resource files,
- type:
-
- DN3D-DC CG G:\DUKE3D\DUKE3D.GRP G:\DUKE3D\RES
- | | |
- | | directory where
- | | the resource files and
- | | DUKE3D.LST file is.
- | |
- | path/name of the GRP
- | file that is being created
- |
- command for "Compile Grp"
-
- Using the DUKE3D.LST in the G:\DUKE3D\RES directory, the
- DUKE3D.GRP file will be generated with the resources in
- G:\DUKE3D\RES
-
- hints
- -----
- Some of the VOC files load funny in some software. If it tries
- to load as RAW data, try using 8000 hz sampling.
-
- Load one BMP file and save its palette in your favorite bitmap
- editor for later use. Most editors will allow you to remap an
- image to another palette.
-
- Automate your decompile/compile process with batch files. This
- speeds things up a bit.
-
- If you are a C programmer feel free to use the source code to
- either beef this program up or add to it if you know any new
- information that I don't. :-) Only thing I ask is that I get
- some credit for it all.
-
-
- History
- =======
-
- Version 1.0 - Initial release
-
- Version 1.1 - Compiled for 16 protected mode. Fixed typo in docs
-
-