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04-24-22 10:11:39 AM
Jul - The Cutting Room Floor - Sega Channel development disc New poll - New thread - New reply
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Sik

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Posted on 07-20-17 05:57:52 PM Link | Quote
Has anybody checked the P__\SCTOOLS directory? It contains several tools including many needed to build new menus (also inclduing the compression tool for those ROMs apparently... (´・ω・`) though it crashed for me under Wine, the rest of the tools seem to work though). There's also this neat file =P
divingkataetheweirdo

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Posted on 07-20-17 09:52:40 PM Link | Quote
It's pretty clear they want you to use Windows 3.1 or 95. As for that folder, lots of menu art in there (albeit compressed) and palettes. Loads of PCX files too, including raw art for the things used in the menus. MENUTEST is a template for making one's own SC menus. Presumably, .ANM are animated graphics.

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Sik

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Posted on 07-21-17 06:50:29 PM (last edited by Sik at 07-21-17 06:51:13 PM) Link | Quote
Yeah, and I just remembered I have a Windows 3.11 install around (out of boredom, I was playing Hearts on it the other day). That tool still crashes though, and pretty hard =P (surprisingly Windows manages to recover immediately)

And I was hoping it was just Wine simulating a Win9x appearance, but this label seems to be just plain wrongly sized >=/ (it's actually worse on 3.11 lol)

Foxhack
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Posted on 07-21-17 07:56:50 PM Link | Quote
Did you try it on other VM software? I'm guessing you're using DOSBox, while it runs games fine, it seems to have problems with non-games.

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divingkataetheweirdo

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Posted on 07-21-17 07:59:28 PM Link | Quote
Originally posted by Foxhack
Did you try it on other VM software? I'm guessing you're using DOSBox, while it runs games fine, it seems to have problems with non-games.

This. DOSBox was designed to run games. The best way for Windows 3.1 to run is to also have an actual copy of DOS installed for DOSBox. Even with unofficial builds, it's not stable. You're better off using PCem if you want to run a copy of Windows 3.1 honestly.

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Sik

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Posted on 07-23-17 01:15:24 AM Link | Quote
And switch to DOSBox-X for that matter =P or even real hardware (honestly I was mostly interested on seeing if the dimensions of the UI made more sense on the system they were inteded for, since some labels were off... turns out it's even worse with 3.x metrics)

On Wine it doesn't crash immedaitely, it crashes if I try to load a file (the file dialog doesn't load, for some reason). The error I get is an assertion ("Gameedit Windows Application: File dlgcore.cpp, Line 45"), so for all we know the bug may be in the program itself (・~・)


By the way, nitpick I forgot earlier, but MENUTEST actually seems to contain an already exported menu, it's not a template. The way it works is that you use Menumakr to make menus (stored in .mnu format) and then when you're done you export it to generate the code used to build the "ROM" image. Note that you're going to need the other tools to generate some of the data needed in menus (e.g. SprEdit to generate sprite animations).
rabidabid
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Posted on 11-15-17 04:16:05 AM (last edited by rabidabid at 11-16-17 02:39:01 AM) Link | Quote
Minor bump of nothingness, just some random observations regarding this old YouTube video uploaded in 2007. (There's also a Part 2 from 2011 with news blurbs and stuff I didn't do comparisons for.)

"0395DEMO.BIN" seems to be (mostly) the same menu seen in "Month 1". The video has Golden Axe II in the "The Arcade" menu, which seems to be missing from the ROM though for some reason.

"1095DEMO.BIN" seems to be mostly the same as "Month 2". The video shows a "comic soon" message for "Express Games", while the ROM shows the list of games.

"0995DEMO.BIN" seems to be the same as "Month 3". No discrepancies I noticed.


---


EDIT: Also, just to make certain, I decompressed all the GI and SA files and compared them. They're all identical to each other. Then I compared them to the BIN files already on the disc... and they're also identical.

... That is except for "SCMENU". All three files (BIN/GI/SA) are located in the "GI" folder for some reason. The GI/SA are identical but those are different from the BIN... I'm not sure in what way, but they don't boot in an emulator (no headers) so I'm not really sure what they even are.
omonim2007
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Posted on 03-28-18 03:13:21 AM Link | Quote
So can you please help explain how to open .GI archives?

.SA archives are extracted fine with the channelzss (link provided upper), but .GI format...
Joe
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Posted on 03-28-18 04:50:24 PM Link | Quote
There are two separate programs. The one named unsa will only open .SA files, and the one named ungi will only open .GI files.

If you have a .GI file that won't decompress with ungi, tell me which one and I'll fix ungi to support it.

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omonim2007
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Posted on 04-13-18 03:14:20 AM Link | Quote
Originally posted by Joe
There are two separate programs. The one named unsa will only open .SA files, and the one named ungi will only open .GI files.

If you have a .GI file that won't decompress with ungi, tell me which one and I'll fix ungi to support it.


Thanks!
All works fine for me!
Arctic Circle System
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Posted on 10-03-21 08:16:26 PM Link | Quote
Originally posted by Joe

Originally posted by rabidabid
I'm guessing these "GI" files might be what was actually sent through the service to cut down on loading/transfer times?

I suspect the .GI files were for the General Instrument version and the .SA files were for the Scientific Atlanta version. Both file formats seem to specify load addresses, which makes sense if the data was to be decompressed to a specific location in RAM (e.g. so the same compressed file format can be used for menu data and game ROMs).

There's some other data in the file headers that I haven't figured out at all. Perhaps a disassembly of those two BIOS ROMs would be enlightening...


I was trying to use your tool and noticed that 08HELP95.GI wouldn't work with your decompression tool (located at Sega_Channel_(January_1996_dev_disc)/Sega Channel/P__/SIT/HELPBIN/08HELP95.GI). I also made a pull request to the source code to fix compilation errors in the latest version of gcc (needed to include stddef.h in lzss.c for it to work), though I don't know enough about C or the GI format to diagnose the error that prevents 08HELP95.GI from decompressing. If it helps, here's the output on pastebin: https://pastebin.com/5R4tvzQS ~Chara
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Posted on 10-04-21 11:45:09 AM Link | Quote
Originally posted by Arctic Circle System
08HELP95.GI

That file isn't compressed! Just remove the 32-byte header to get the original data out.

If you find any others like that, I might be able to update the tools to handle it better.

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Jul - The Cutting Room Floor - Sega Channel development disc New poll - New thread - New reply


Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
©2000-2022 Acmlm, Xkeeper, Kaito Sinclaire, et al.

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