[WIP] Necrodome Resources

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Re: [WIP] Necrodome Resources

Postby RaVeN-05 » Thu Oct 25, 2012 8:11 am

well bump here i spend some time to understand how data stores at NECRO.POD file.


7 bytes; char* PODFILE
5 bytes; unknowndata ?
4 bytes; int (int numfiles) its number files number strings we can get it from end of file table, the names delimited by '\0' byte (big endian)
4 bytes; int (int offset) //offset where is file table starts (big endian)
4 bytes; int (int size) //size of filetable after offset (big endian)
int size_of_file = offset + size;
40 bytes; unknowndata ? still continue header

ok going to filetable by offset
structure of filetable

32 bytes per one file
file_names_starts_at = offset + 32 * numfiles;

ok going to offset that we get from - file_names_starts_at
first file name is math for a first record at filetable
char* name_of_file
file names is delimited by \0 a zerobyte

going back to filetable
from these 32 bytes is:
4 bytes; int offset where file start (big endian)
2 bytes; short the file size (big endian)
26 bytes; unknowndata ?

from first record of filetble going to offset, readin from offset to file size first name according is palette
768 bytes palette
the next record is
768 bytes buypal

edit since source dies i reupload it here
http://heretics-hexens.ucoz.com/necrodome/weap/
an here
http://heretics-hexens.ucoz.com/necrodome/pkup/
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Re: [WIP] Necrodome Resources

Postby Xaser » Fri Oct 26, 2012 7:44 pm

Hmm, I documented this at some point but never got 'round to adding support to SLADE3. I should pick that up again. ;)
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Re: [WIP] Necrodome Resources

Postby RaVeN-05 » Sat Oct 27, 2012 3:05 am

Yes i want to see it in SLADE3 too, at least realized in beta version, to open necro.pod file and show all files so i can extract it and try to understand their format, cuz extracting 3008 files using hexeditor is very painful and time consuming =0. So there need help, if something not clear here i can explain more, i clearly understand structure of necro.pod file.
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Re: [WIP] Necrodome Resources

Postby RaVeN-05 » Fri Nov 02, 2012 8:17 am

my bad i do mistake about big endian, all data stores in little endian format. also i added more structured description of file format here:
http://wiki.xentax.com/index.php/Necrodome_pod
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Re: [WIP] Necrodome Resources

Postby RaVeN-05 » Tue Oct 29, 2013 8:55 am

Some good news:
XWE can show filenames when we open necro.pod file.
You just need to delete xwe.ini file to fix entry names in necro.pod file
Also inside palettes folder you must place necro.act file -> http://heretics-hexens.ucoz.com/temp/necro.act
It as before doesnot recognize some formats, but you can now export these lumps with proper names, archive contains 3008 files and 3006 can be exported.
If i import it to slade, one weapon frame is recognized but shows incorrect.
look
Image
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Re: [WIP] Necrodome Resources

Postby eclipse » Tue Oct 29, 2013 10:10 am

Yay, I've always loved the art style of Necrodome. :D
Last edited by eclipse on Sun Nov 16, 2014 10:36 am, edited 1 time in total.
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Re: [WIP] Necrodome Resources

Postby NeuralStunner » Tue Oct 29, 2013 10:29 am

Awesome! Does this mean that a full paletted sprite dump is on the way? (Right now I only have the enemies/props sheets from TSR.)
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Re: [WIP] Necrodome Resources

Postby CruX » Tue Oct 29, 2013 1:38 pm

NeuralStunner wrote:Awesome! Does this mean that a full paletted sprite dump is on the way? (Right now I only have the enemies/props sheets from TSR.)

Xaser got a legit rip of the HUD weapons some time ago; viewtopic.php?f=37&t=16696&p=598039&hilit=necrodome#p598039
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Re: [WIP] Necrodome Resources

Postby RaVeN-05 » Tue Oct 29, 2013 1:46 pm

The HUD and Weapon Sprites can't be downloaded, links dead =(
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Re: [WIP] Necrodome Resources

Postby CruX » Sat Nov 02, 2013 9:40 am

RaVeN-05 wrote:The HUD and Weapon Sprites can't be downloaded, links dead =(

Here ya go, http://www.sendspace.com/file/6x9ofx
Somebody should probably stitch up a sheet and post them or something.
*EDIT*
Then again, you can also find them here; viewtopic.php?f=19&t=31741&p=601304#p601304. Dunno how I forgot about that.
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Re: [WIP] Necrodome Resources

Postby Xaser » Sat Nov 02, 2013 8:52 pm

Yeah, I kinda got lazy after I figured out enough of the format to extract 'em manually and use them in my own mod. Blarb. :P

At some point, though, it'd be neat to add at least read support to SLADE. The POD format is a barely-modified WAD and the "unrecognized" graphics that XWE can't read are in a row-major Doom Patch format variant, meaning that I can likely augment SLADE's existing functionality rather than having to rewrite a bunch o' junk from scratch.
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Re: [WIP] Necrodome Resources

Postby TheMightyHeracross » Sat Nov 02, 2013 8:53 pm

RaVeN-05 wrote:Image


Use SLADE 3, it's better and more up to date than XWE.
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Re: [WIP] Necrodome Resources

Postby RaVeN-05 » Sun Nov 03, 2013 2:56 am

TheMightyHeracross wrote:Use SLADE 3, it's better and more up to date than XWE.

SLADE 3 unfortunately doesnot support Necrodome, but hope will be in future.
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Re: [WIP] Necrodome Resources

Postby RaVeN-05 » Sun Nov 10, 2013 4:53 am

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Re: [WIP] Necrodome Resources

Postby RaVeN-05 » Mon Nov 18, 2013 6:50 am

Work in progress!
All Sounds, All music, Some Graphics.
http://heretics-hexens.ucoz.com/necrodome/NECRODOME.7z
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