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up2nowap.txt
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1995-02-13
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1,460 lines
Aces of the Pacific: What we have found out, Up to Now.
UP2NOWAP.TXT
Version 7
Revision Date 10-23-93
TABLE OF CONTENTS:
~~~~~~~~~~~~~~~~~~
Section 0000: GENERAL INFORMATION & DATA TYPES
Section 0001: HOW I HEX EDIT & OTHER EDITORS
Section 0002: PURPOSE OF THIS FILE
Section 0003: AIRCRAFT MODELED IN THIS GAME
Section 0004: FLIGHT MODELING DATA (*.FMD)
Section 0005: THE FMD MAP
Section 0006: WHAT THE FMD MAP POSITIONS CONTROL
Section 0007: GENERAL INFORMATION ABOUT THE FMD DATA
Section 0008: GUN LOADS (*.GL)
Section 0009: THE GL MAPS
Section 000a: WHAT THE GL MAP POSITIONS CONTROL
Section 000b: GENERAL INFORMATION ABOUT THE GL DATA
Section 000c: GUN LOAD TEXT (*.GLT)
Section 000d: DATA (*.DAT)
Section 000e: THE DAT MAP
Section 000f: WHAT THE DAT MAP POSITIONS CONTROL
Section 0010: GENERAL INFORMATION ABOUT THE DAT DATA
Section 0011: PILOT (*.PLT)
Section 0012: THE PLT MAP
Section 0013: WHAT THE PLT MAP POSTIONS CONTROL
Section 0014: GENERAL INFORMATION ON THE PLT DATA
Section 0015: DAMAGE (*.DMG)
Section 0016: THE DMG MAP
Section 0017: WHAT THE DMG MAP POSITIONS CONTROL
Section 0018: GENERAL INFORMATION ABOUT THE DMG DATA
Section 0019: BOX LOCATION (*.BXL)
Section 001a: THE BXL MAP
Section 001b: WHAT THE DMG MAP POSITIONS CONTROL
Section 001c: GENERAL INFORMATION ABOUT THE BXL DATA
Section 001d: CAUTIONARY NOTICES
Section 001e: PLAY BACK OF VCR TAPES
Section 001f: UP2NOW REVISION DATES
Section 0020: ACKNOWLEDGMENTS
Section 0021: POINT OF CONTACT
Section 0000: GENERAL INFORMATION & DATA TYPES
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
During Dynamix's development of the game all the files that
control every aspect of the game are stand alone files. A stand
alone file is a file like any other DOS file. It has a name and
an extension and can be dealt with like any other DOS file. But
before Dynamix ships out the game they combine all the stand
alone files into a couple of select and specific files, a sort
combined library of files. These library files I'm referring to
are all the *.DYN files.
Now when viewing the contents of these *.DYN files with a hex
editor you will see all the original stand alone files combined
one after the other inside the *.DYN files.
They are not encrypted so you can still see the name of the file
along with it's extension, and the data that follows that name
and extension is the data that was once contained inside that
stand alone file. Now note that not only is the original data
from the stand alone files now contained inside these *.DYN
files, but also the name and extension of those stand alone
files. In other words the name and extension of the original
stand alone files are now part of the rest of the data in the
*.DYN files.
And that is the very reason why you do not include the first
seventeen bytes. That is when you are extracting data from the
*.DYN files to make (recreate!) a stand alone file you must not
include the first seventeen bytes of that data. Because the
first seventeen bytes is just the old name and extension and some
other crap that is no longer needed!
Below I have listed all the *.DYN files contained in the game. I
listed them under the headings of where they came from. As you
can see the M1*.DYN files refer to the WWII: 1946 expansion disk
and contain not only the new data but also some new versions of
old data.
AOTP AOTP WWII: 1946 AOTP RAF
==== =============== ========
COMMON1.DYN M1CMN.DYN NOT
SHELL1.DYN M1SHL.DYN NOT
SIM1.DYN M1SIM.DYN NOT
SIM2.DYN NONE NOT
Below is a listing of all the stand alone file extensions along
with what they control. This data is preceded by the names of
the aircraft that are listed in the AIRCRAFT MODELED IN THIS GAME
section.
*.BXL: BOX LOCATIONS: The location/size of target hit boxes which
work in conjunction with the DMG data.
*.DAT: DATA: The *.DAT file contains code which determines the types
of manuevers an aircraft will perform under various circumstances
It also controls the alignment of the cockpit's gun-sight with the
tracers, type of engine sounds and it also affects the type of
send message board that will be displayed.
*.DMG: DAMAGE: The *.DMG data determines the amount of damage a
plane can absorb before it will show degradation in
performance. It works in conjunction with the BXL data.
*.EDG: EDGE: Think of the *.EDG data as the background where the
*.TTM's data is displayed. The *.EDG's work kind of like
the projection screen at a theater. The *.EDG data
determines the "edge" of the background and because of
that it controls the display of the *.TTM cockpit view.
And with all that it should be clear now that to change
the views out of the cockpit you must not only change the
*.TTM data (Cock pit views) but also the *.EDG data to
achieve a undistorted cockpit view. NOTE: that the name
of each *.EDG file is preceded with F,L,R & B for the
four cockpit views.
*.FMD: FLIGHT MODELING DATA: The *.FMD data controls the flight
performance of the aircraft.
*.GAU: GAUGE: The *.GAU data determines the arrangement, how
many, what type of gauges are displayed on the dash
board.
*.GL: GUN LOAD: The *.GL data determines the type, quantity,
and location of guns on the plane. It also controls the
amount of ammo loaded onto the plane.
*.GLT: GUN LOAD TEXT: The *.GLT controls the message displayed
at the top of the screen when you toggle the gun selection.
*.TBL: THE BODY LAYOUT: The *.TBL data controls the exterior
view of the aircraft.
*.TTM: _______________: The *.TTM data controls the cockpit
views, note that this data must be match with their
corresponding *.EDG files.
Note that the extensions DAT, DMG, GL & TBL are used not only by
the aircraft! Things like historical mission data is contained
in *.DAT files. The damage that a ship or building can take is
stored in *.DMG files. The gun load of a ship or bunker is
contained in the *.GL files and even the display of tents, ships
and other things are contained in the *.TBL files. An
interesting TBL file is the ALWAYS.TBL file. It can not be used
as an external view but it can be viewed in the VIEW THE AIRCRAFT
section, that is if you copy it to a stand alone file and rename
it as one of the aircraft in the game. Check it out and think
BB0!
Now from this point on I will refer to these once stand alone
files that are combined into these *.DYN files as just DATA.
Because actually that is what they are now. They are no longer
stand alone files, they are just data contained in the *.DYN
files!
But they can be extracted and saved as stand alone files again for
the program to use. That is the real beauty of it all. The
thing that make's it all possible is the fact that Dynamix's games
still contain the routine in their program that directs it to
first check in the game's directory for a stand alone file
matching the name of the file/data it is looking for. Then if
the stand alone file is not found it will check inside the *.DYN
files for the file (now data) that it needs.
Now what all this means is that the program will use stand alone
files before using the data stored in the *.DYN files. So you can
preempt the program from using the original data contained in the
*.DYN file and force it to use the data contained in the stand
alone file you created.
The best thing about all this is now you can avoid the
possibility of messing up your original data files by first
extracting the data of interest and saving it as a stand alone
file. Then make all your modifications to the stand alone file.
Section 0001: HOW I HEX EDIT & OTHER EDITORS
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Keep in mind while your looking at the games hexadecimal data
that the hexadecimal data itself is stored in a High Byte/Low Byte
format. Don't worry if you aren't sure what this means, I didn't
know either at first. High Byte/Low Byte format means that a
hexadecimal number like 0c e4 would be reversed and stored in the
data file as: e4 0c. The "High Byte" comes first, thus the name
High Byte/Low Byte format. Note that the value of byte has nothing to
do with this reversal. The high byte refers to the byte's address.
I personally use Norton Utility's DISKEDIT.EXE, there are many
good hex editors out on the market (PCTOOLS, XTREE and share
ware!) but this is the one that I have chosen. Keep in mind that
all reference in this file pertain to Norton's Utility's Diskedit
view of the data and that you may have to account for some
differences in your hex editor.
For me I found that an easy way to compare data is to make
extract the data in question and save it as a stand alone file.
Then do a Hex print out the stand alone file you made. Then with
that you can set up a kind of "flash card" book of the stand
alone files you made. Now it is quick and easy to compare all
the files to see where the data is changing.
Now here is how to make (recreate!) a stand alone file that you
can use, or I should say a stand alone file that your program can
use. Once you have located the data of choice in one of the
*.DYN files all you have to do is copy that data and save it as a
separate file (stand alone file!). But remember as mentioned in
the GENERAL INFORMATION & DATA TYPES section, when you wish to
make (recreate!) a stand alone file from the data contained in a
*.DYN file you do not include the first seventeen bytes.
Now you have a choice, you can name this new stand alone file
with the same name as the plane you got it from, or name it as
one of the other plane listed in the AIRCRAFT MODELED IN THIS
GAME section. If you save it as a flyable aircraft, and then fly
that aircraft, you will find that it now has the same attributes
of the plane that you got it from.
Or if you give it a name of one of the non-fly able aircraft in
the game. You will find that when you come across that aircraft
in the game you will notice that it has the same attributes as
the plane that you got it from.
Now if you don't have Norton's DISKEDIT.EXE, but you do own some
type of Hex Editor then don't worry! Thanks to a new program
that can be downloaded from FSFORUM you can now do even more than
what DISKEDIT allowed you to do.
This new and powerful tool provided in FSFORUM and was made
specifically for editing AOTP. Tim Kilgore (72760,1022) has
produced a program called ACE-OUT.EXE. ACE-OUT extracts the data
from the *.DYN files and IT AUTOMATICALLY REMOVES THE FIRST
SEVENTEEN BYTES OF DATA FOR YOU! This is a wonderful tool and in
many cases is much better than using DISKEDIT to extract a file!
For example DISKEDIT is limited to how much data it can copy and
paste. This was one of my biggest hang ups in trying to extract
the *.TBL files. The *.TBL files were too big for DISKEDIT and I
had to go through a four step process to extract a complete TBL
file. But now with Tim's ACE-OUT it is easy! I highly recommend
that you download Tim's ACE-OUT program! Tim only talks about
extracting historical missions data, but I tried it and it works
fine on all the data types listed in the GENERAL INFORMATION &
DATA TYPES section. Tim's program is well documented so I wont
explain how to use it.
ACE-OUT IS NOW CONTAINED IN TIM KILGORE'S AMB.EXE PROGRAM WHICH CAN
BE LOCATED IN THE HISTORICAL AIRCRAFT (SECTION 7) OF CIS FSFORUM UNDER THE
FILENAME AMB.ZIP.
Section 0002: PURPOSE OF THIS FILE
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
When I first set out to edit the data of this game my goal was to not only
figure out the purpose of all the data. But to map out that data in such
a way as to allow us to edit the data to fit our needs. But after just a
few hours of looking at all the diferent data files I realised one thing
"THERES TO MUCH WORK HERE FOR ONE GUY".
In the Army I found out the fastest way to learn more about something was to
share what you know with others and then they would share their observations
with you. And toghether you would figure out new things about the subject at
hand. Until finally you knew everything that you set out to learn, only much
faster.
So I produced this file is to provide all you would be hex editors
out there with all the information that I have accumulated UP 2 NOW!
You see I basically went through and found out how certain data
affects the game. But I did not get into the nitty gritty of how to
edit that data. But even though my information is not very detailed, at
least it gives you a good idea of where to start!
You see it just stands to reason that if you start off where I have left
off, that you will be able to go even farther than I because you won't
have to waste any time rediscovering what I have already found out. Now keep
in mind that I'm human and that I do make mistakes! So remember my info is
not biblical or written in stone! Which all in all means that I could be
wrong!
So the main purpose of this file is to incorage the team work aproach to
determinging everything about the data in this game. Because in
the long run this info sharing helps all of us! So all I ask is that you
pass on any and all new information on any data that you identified!
Thank You!
Section 0003: AIRCRAFT MODELED IN THIS GAME
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1) The Flyable Aircraft:
USN & USMC USAAF JNAF JAAF
========== ===== ==== ====
F2G.* P38_F.* B5N.* KI27.*
F4F_3.* P38_J.* B6N.* KI43.*
F4F_4.* P39.* D3A.* KI45.*
F4U.* P40_E.* D4Y.* KI61.*
F6F.* P47.* N1K1.* KI84.*
F7F.* P51.* KI83.* KI100.*
F8F.* P80.* ZERO_22.*
TBD1.* ZERO_32.*
TBF.* ZERO_52.*
SBD3.* J7W.*
SB2C.* KIKKA.*
2) The Non Flyable Aircraft:
USN & USMC USAAF JNAF JAAF
========== ===== ==== ====
PBY.* B17_D.* EMILY.* G4M.*
B17_E.* MAVIS.* KI21.*
B24.*
B25_D.*
B25_J.*
B29.*
Section 0004: FLIGHT MODELING DATA (*.FMD)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The nice thing about the *.FMD data is that all aircraft (fly
able and non fly able) have the same amount of data. Once you
have copied the data of choice from one of the *.DYN files and
saved it as a stand alone file it should be 215 bytes in size
(0-214) or 214 bytes in size (0-213) if you leave off the last
zero byte. After comparing all the aircraft I noticed that
certain bytes are the same for ALL aircraft, and I marked
those positions with XX in the FMD Map.
Section 0005: THE FMD MAP
~~~~~~~~~~~~~~~~~~~~~~~~~~~
Larry Grill and Brian Sanford have built on ealier versions of Tagert's FMD
map and filled in most of the missing FMD data below:
0 1 2 3 4 5 6 7 - 8 9 a b c d e f
=================================================
0000: UU UU ms -- s1 -- s2 -- - s3 -- s4 -- s5 -- s6 --
0010: s7 -- s8 -- s9 -- g1 -- - g2 -- g3 -- g4 -- g5 --
0020: g6 -- g7 -- g8 -- g9 -- - ep -- ge -- d1 -- ge --
0030: ge -- d2 -- ge -- ge -- - d3 -- ge -- ge -- d4 --
0040: ge -- ge -- d5 -- ge -- - ge -- d6 -- ge -- ge --
0050: d7 -- ge -- ge -- d8 -- - ge -- ge -- d9 -- ge --
0060: gd -- a1 -- a2 -- a3 -- - a4 -- a5 -- a6 -- a7 --
0070: a8 -- a9 -- ri -- rr -- - pi -- pr -- rm -- pm --
0080: yr -- UU UU yt -- xx -- - vv -- ww -- UU UU UU UU
0090: ne -- UU UU UU UU UU UU - UU UU ra -- UU UU UU UU
00a0: UU UU tq -- tq -- yy -- - td -- ts -- tw -- si --
00b0: ce -- -- -- sc -- tr -- - tr -- id -- wl -- ps --
00c0: co -- ld -- fd -- al -- - ab -- zz -- md -- UU UU
00d0: mp -- UU UU UU UU 00
Section 0006: WHAT THE FMD MAP POSITIONS CONTROL
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Note that -- following a key indicates the 2d half of a high/low byte integer.
d = Decimal Offset
h = Address in Hex
Address Key Description
=========== === =====================================================
d 0-2 UU Unknown
h 0000-0001
d 3-4 ms Master stall
h 0002-0003
d 5-22 s# Wing stall effect by altitude band
h 0004-0016
Band Thru Altitude OR Thru Altitude
1 2k 4k
2 6k 8k
3 10k 12k
4 15k 16k
5 21k 20k
6 26k 24k
7 29k 28k
8 34k 32k
9 38k+ 36k+
(see notes below for discussion of altitude bands)
d 23-39 g# G effect by altitude band.
h 0016-0027
d 40-41 ep Engine Power Rating
h 0028-0029
d 42-43 ge Horizontal G effect
h 002a-002b
d 44-45 d1 Drag Factor by altitude band
h 002c-002d
d 46-49 ge Horizontal G effect
h 002e-0031
d 50-51 d2 Drag Factor by altitude band
h 0032-0033
d 51-55 ge Horizontal G effect
h 0034-0037
d 56-57 d3 Drag Factor by altitude band
h 0038-0039
d 58-61 ge Horizontal G effect
h 003a-003d
d 62-63 d4 Drag Factor by altitude band
h 003e-003f
d 64-67 ge Horizontal G effect
h 0040-0043
d 68-69 d5 Drag Factor by altitude band
h 0044-0045
d 6a-73 ge Horizontal G effect
h 0046-0049
d 74-75 d6 Drag Factor by altitude band
h 004a-004b
d 76-79 ge Horizontal G effect
h 004c-004f
d 80-81 d7 Drag Factor by altitude band
h 0050-0051
d 82-85 ge Horizontal G effect
h 0052-0055
d 86-87 d8 Drag Factor by altitude band
h 0056-0057
d 88-91 ge Horizontal G effect
h 0058-005b
d 92-93 d9 Drag Factor by altitude band
h 005c-005d
d 94-95 ge Horinzontal G effect
h 005e-005f
d 96-97 gd Ground Drag
h 0060-0061
d 98-115 ae Aileron response by altitude band
h 0062-0073
d 116-117 ri Initial Roll rate
h 0074-0075
d 118-119 rr Roll recovery rate
h 0076-0077
d 120-121 pi Initial pitch rate
h 0078-0079
d 122-123 pr Pitch recovery rate
h 007a-007b
d 124-125 rm Master roll rate
h 007c-007d
d 126-127 pm Master pitch rate
h 007e-007f
d 128-129 yr Yaw rate (rudder effect in level bank)
h 0080-0081
d 130-131 UU Unknown
h 0082-0083
d 132-133 yt Yaw rate (rudder effect in banked turns)
h 0084-0085
d 134-135 xx Unknown. All fighters=00 00 All level bombers=c8 00
h 0086-0087 SB2C, TBF, TBD=96 00 SBD and all Japanese DB/TB=64 00
d 136-137 vv Affects manueverability. Always 70 17
h 0088-0089
d 138-139 ww Affects manueverability. Always 00 00
h 008a-008b
d 140-143 UU Unknown
h 008c-008f
d 144-145 ne Number of engines
h 0090-0091
d 146-153 UU Unknown
h 0092-0099
d 154-155 ra Angle/Rake of the plane, ie: a tail dragger or not!
h 009a-009b
d 156-161 UU Unknown
h 009c-00a1
d 162-163 tq Engine torque effect (right)
h 00a2-00a3
d 164-165 tq Engine torque effect (left)
h 00a4-00a5
d 166-167 yy Unknown. AOTP v1.0 = 44 fd v1.2 = e6 fb
h 00a6-00a7
d 168-169 td Tail down rate. Effects how fast tail settles on landing
h 00a8-00a9
d 170-171 ts Take off speed. Effects speed at which tail lifts off
h 00aa-00ab ground and speed of aircraft takeoff.
d 172-173 tw Tail weight/drag. Affects drag of tail wheel on ground.
h 00ac-00ad
d 174-175 si Structural Integrity. Speed at which aircraft structure
h 00ae-00af begins to fail. Higher value is higher speed. However,
indestructable a/c (eg P-47) have no value. (00 00)
d 176-179 ce Ceiling, Take Hex # convert to Decimal and divide by 4
h 00b0-00b3
d 180-181 sc Star Ceiling (?) You'll have to ask Brian Sanford what
h 00b4-00b5 he means!
d 182-183 tr Turn rate without backstick pressure (right)
h 00b6-00b7
d 184-185 tr Turn rate without backstick pressure (left)
h 00b8-00b9
d 186-187 id Induced Drag in turns
h 00ba-00bb
d 188-189 wl Wing Leveling. When altered the wings will snap back to
h 00bc-00bd level when they get close to level
d 190-191 ps Pitch Shift. Affects a/c y-axis centering effectiveness
h 00be-00bf in turns.
d 192-193 co Compressibility speed. At this speed all controls become
h 00c0-00c1 very heavy.
d 194-195 ld Landing gear drag when extended
h 00c2-00c3
d 196-197 fd Flap drag (affects both settings)
h 00c4-00c5
d 198-199 ae Aileron High Speed Lock Effect. At this speed roll rate
h 00c6-00c7 is reduced by approximately half.
d 200-201 ab Air Brake. Note you can take away but not add.
h 00c8-00c9
d 202-203 zz Original AOTP = 78 00 (120) v1.2 = 3c 00 (60)
h 00ca-00cb
d 204-205 md Master Drag. Effects all drag values.
h 00cc-00cd
d 206-206 UU Unknown
h 00ce-00cf
d 207-208 mp Master Power. Effects power value.
h 00d0-00d1
d 209-210 UU Unknown
h 00d2-00d3
d 211-212 mm Master manuever. Effects roll, pitch and yaw rates.
h 00d4-00d5
d 213 00 End of file null.
h 00d6
Section 0007: GENERAL INFORMATION ABOUT THE FMD DATA
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Higher values equal higher rates and speeds and lower rates in turn reduce
rates and speeds, except in the case of all drag factors. For example: Top
speed at a given altitude band is controlled by the relationship between the
engine power factor and the drag factor. Increasing the power factor will
increase speed, acceleration, and climb. Lowering the drag factor will also
increase speed, acceleration and climb, but at a much faster rate than
increasing the power factor by the same value.
Speeds for compressability, aileron lock, structural failure, etc seem to be
based on a sliding formula. Here are some examples from test results:
20 0d (3360) = 300 mph
94 11 (4500) = 375 mph
24 13 (4900) = 400 mph
7c 15 (5500) = 475 mph
Atitude band width applies for all btyes designated as being affected by
altitude. The problem arises in determining where the break occurs, thus the
two columns. These represent differing opinions/observations of where the
break occurs. Also be aware that aircraft speed can behave rather oddly
around these altitude breaks, increasing and decreasing beyond normal
parameters. This occurs even in unmodified a/c, and isn't noticeable unless
you are climbing very slowly and watching the speed/rpm gauges.
Section 0008: GUN LOADS (*.GL)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Basically there are three types of Gun Load data's (GL). One of
the three types is for aircraft with only one type of guns, and
the other is for aircraft with two types of guns. And the third
is for aircraft with rear-gunners. Now I didn't check out any of
the non-flyable aircraft's GL files, so this information only
pertains to flyable aircraft.
NOTE: there are a varying amount of zeros between one GL data
section and beginning of the next data section. This is not a
problem thought because the zeros at the end of the stand alone
file will not effect it. Just for your info I did notice that
the last three bytes of all the fighter aircraft without rear
gunners ends with 02 EE 02.
Section 0009: THE GL MAPS
~~~~~~~~~~~~~~~~~~~~~~~~~~~
Below is a text representation of the data positions of a Hex
View of a *.GL file. You will not actually see underlines (__)
or X's (XX). What you will see is numbers and letters. I made
the GL MAP to give you a feel of what data is changing (__) and
what data is not changing (XX). Note as mentioned in GENERAL
INFORMATION & DATA TYPES section the first seventeen bytes of
data are not included in this stand alone file. Note that this
one is for aircraft with only one type of gun, i.e.: no toggle
of weapons.
0 1 2 3 4 5 6 7 - 8 9 a b c d e f
=================================================
0000: xx XX XX __ __ XX __ __ - __ __ __ __ __ __ __ XX
0010: XX XX XX XX XX XX XX XX
Below is a text representation of the data positions of a Hex
View of a *.GL file. You will not actually see underlines (__)
or X's (XX). What you will see is numbers and letters. I made
the GL MAP to give you a feel of what data is changing (__) and
what data is not changing (XX). Note as mentioned in GENERAL
INFORMATION & DATA TYPES section the first seventeen bytes of
data are not included in this stand alone file. Note that this
one is for aircraft with two types of guns.
0 1 2 3 4 5 6 7 - 8 9 a b c d e f
=================================================
0000: xx XX XX __ __ XX __ XX - __ __ __ __ __ __ __ XX
0010: XX XX XX XX XX XX XX XX - __ XX __ XX __ __ __ __
0020: __ __ __ XX XX XX XX XX - XX XX XX XX
Section 000a: WHAT THE GL MAP POSITIONS CONTROL
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
d Decimal
h Hex Description
= ========= ========================================================
d 0 How many gun types/mounts:
h 0000 01 for one
02 for two
03 for planes with rear gunners
d 1-2 No Change (XX)
h 0001-0002
d 3 Unknown
h 0003
d 4 Type of the First Set of Guns
h 0004
d 5 No Change (XX)
h 0005
d 6 How many of the First Set of Guns
h 0006
d 7 No Change (XX)
h 0007
d 8-9 Number or Rounds for First Set of Guns
h 0008-0009
d 10-14 Location on the plane of the First Set of Guns
h 000a-000e
d 15-23 No Change (XX) <= Note this will be the end
h 000f-0017 of the file if you are dealing with a single
type of gun, i.e. no toggle.
d 24 Type of Second Set of Guns
h 0018
d 25 No Change (XX)
h 0019
d 26 How many of the Second Set of Guns
h 001a
d 27 No Change (XX)
h 001b
d 28-29 Number of Rounds for Second Set of Guns
h 001c-001d
d 30-34 Location on the plane of the Second Set of Guns
h 001e-0022
d 35-43 No Change (XX)
h 0023-002b
Section 000b: GENERAL INFORMATION ABOUT THE GL DATA
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1) Types of Guns:
There are eight different types of guns in this game. The Hex
code for each type is listed below.
CODE
==== ==========================
00 7.7mm & 7.9mm Machine Guns
01 .30 Caliber Machine Gun
02 12.7mm Machine Gun
03 13mm Machine Gun
04 .50 Caliber Machine Gun
05 20mm Cannon Version 1
06 20mm Cannon Version 2
07 30mm Cannon
08 37mm Cannon
2) Number of rounds:
Take the decimal number of rounds that you desire and then
convert that number to it's hex equivalent. Next using the high
bit low bit format that is described in the GENERAL INFORMATION &
DATA TYPES section enter that number into the position of the
ammo count position that you wish to change.
Section 000c: GUN LOAD TEXT (*.GLT)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This is the data that will determine what is displayed at the top
of your screen when you toggle the weapons. It is just a text
file that you can edit with a text editor.
Section 000d: DATA (*.DAT)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The nice thing about the *.DAT data is that all aircraft (fly
able and non fly able) have the same amount of data. Once you
have copied the data of choice from one of the *.DYN files and
saved it as a stand alone file it should be 131 bytes in size
(0-130) or 130 bytes in size (0-129)if you leave off the last
zero byte. After comparing most the aircraft I noticed that
certain bytes are the same for ALL aircraft, and I marked
those positions with XX in the DAT Map.
Section 000e: THE DAT MAP
~~~~~~~~~~~~~~~~~~~~~~~~~~~
Below is a text representation of the data positions of a Hex
View of a *.DAT file. You will not actually see underlines (__)
or X's (XX). What you will see is numbers and letters. I made
the DAT MAP to give you a feel of what data is changing (__) and
what data is not changing (XX). Note as mentioned in GENERAL
INFORMATION & DATA TYPES section the first seventeen bytes of
data are not included in this stand alone file.
0 1 2 3 4 5 6 7 - 8 9 a b c d e f
=================================================
0000: UU UU xx xx xx xx xx xx - xx xx __ __ __ __ __ __
0010: __ __ __ __ __ __ __ __ - __ __ __ __ __ __ __ __
0020: __ __ xx xx xx xx xx xx - UU xx UU xx UU xx UU xx
0030: __ xx __ xx __ xx __ xx - __ __ __ __ __ __ mc mc
0040: mc mc mc mc mc mc mc mc - mc mc mc mc mc mc mc mc
0050: mc mc mc UU UU xx xx UU - UU UU xx UU UU UU UU xx
0060: UU UU UU xx UU UU UU UU - UU UU UU UU UU UU xx UU
0070: UU UU UU xx xx __ xx xx - xx xx xx UU xx UU xx UU
0080: xx UU xx
Section 000f: WHAT THE DAT MAP POSITIONS CONTROL
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
d Decimal
h Hex Description
= ========= ========================================================
d 0-1 Unknown (UU)
h 0000-0001
d 2-9 No Change
h 0002-0009
d 10-33 Name of plane used by the LBM's and info screens
h 000a-0021
d 34-39 No Change
h 0022-0027
d 40 Unknown (UU)
h 0028
d 41 No Change
h 0029
d 42 Unknown (UU)
h 002a
d 43 No Change
h 002b
d 44 Unknown (UU)
h 002c
d 45 No Change
h 002d
d 46 Unknown (UU)
h 002e
d 47 No Change
h 002f
d 48 Part of Gun Sight & Tracer alignment
h 0030
d 49 No Change
h 0031
d 50 Part of Gun Sight & Tracer alignment
h 0032
d 51 No Change
h 0033
d 52 Part of Gun Sight & Tracer alignment
h 0034
d 53 No Change
h 0035
d 54 Part of Gun Sight & Tracer alignment
h 0036
d 55 No Change
h 0037
d 56-61 Style of flying, ie: fly like a fighter or bomber
h 0038-003d
d 62-82 mc Manuever Code. Maneuver guidelines for a/c.
h 003e-0052 28 = Manuever to engage at same altitude
64 = Gain altitude
50 = Dive
Apparently strings of these values determine the length
and freqency of the manuever. Also the order in which these
values occur affects in which sequence the a/c performs them.
d 83-86 No Change
h 0053-0056
d 87-89 Unknown (UU)
h 0057-0059
d 90 No Change
h 005a
d 91-94 Unknown (UU)
h 005b-005e
d 95 No Change
h 005f
d 96-98 Unknown (UU)
h 0060-0062
d 99 No Change
h 0063
d 100-109 Unknown (UU)
h 0064-006d
d 110 No Change
h 006e
d 111-114 Unknown (UU)
h 006f-0072
d 115-116 No Change
h 0073-0074
d 117 Engine Type Sound
h 0075
CODE
==== =================
00 Corsair Sound
01 P51 Sound
02 P38 Sound
03 *Jap Bomber Sound
04 *US Bomber Sound
05 P80 Sound
d 118-122 No Change
h 0076-007a
d 123 Unknown (UU)
h 007b
d 124 No Change
h 007c
d 125 Unknown (UU)
h 007d
d 126 No Change
h 007e
d 127 Unknown (UU)
h 007f
d 128 No Change
h 0080
d 129 Unknown (UU)
h 0081
d 130 No Change
h 0082
Section 0010: GENERAL INFORMATION ABOUT THE DAT DATA
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The DAT data controls the style of flying for the particular
types of aircraft. Not the AI but the style, for example the
style of flying for a jet is different than a prop or even a
bomber. For example bombers fly in tight formations when being
attacked and fighters will break up the formations and attack the
enemy fighters. Now if you give a fighter a DAT file from a
bomber you will notice that the fighters will act like bombers
when attacked. The DAT data also controls the alignment of the
cockpit's gun-sight with the tracers, type of engine sounds and
it also affects the type of send message board that will be
displayed. Also note that you can not use the 03 or 04 engine
sounds for a flyiable aircraft. Well you can use it but it will
not sound like you expect it too! As for the rest of the info I
noted everything that I have found out along with the data in the
WHAT THE DAT MAP POSITIONS CONTROL section.
SECTION 0011: THE *.PLT FILE
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Information below as been provide by Larry Grill.
SECTION 0012: THE *.PLT MAP
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
0 1 2 3 4 5 6 7 - 8 9 a b c d e f
=================================================
0000: ac -- ag -- 00 00 sa -- - sa -- sa -- sa -- 00 00
0010: 00 00 hh -- 00 00 00 00 - dd -- 00 00 00 00 00 00
0020: 00 00 UU UU fa fa fa fa - UU UU UU UU mc mc mc mc
0030: mc mc mc mc mc mc mc mc - mc mc mc mc mc mc mc mc
0040: mc mc UU UU UU UU UU UU - 00 00 00 00 UU UU UU UU
0050: UU UU nn nn nn nn nn nn - nn nn nn nn nn nn nn nn
0060: nn nn nn nn nn nn nn nn - nn nn nn nn nn nn nn nn
SECTION 0013: WHAT THE *.PLT MAP POSITIONS CONTROL
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Dec HEX KEY Definition
offset
0-1 00-01 ac Shooting accuracy
2-3 02-03 ag Willingness to shoot
4-5 04-05 00 Null
6-7 06-07 sa Situational Awareness--Six o'clock See notes.
8-13 08-0D sa Situational Awareness other angles?
14-15 0E-0F 00 Null
16-17 10-11 UU Uncertain (Possible aggressiveness tied to 18-19 DEC)
18-19 12-13 hh Head to head aggressiveness (Affected by plane *.dat.)
20-23 14-17 00 Null
24-25 18-19 dd Dive duration or dive initiation. (Higher dives more.)
26-33 1A-21 00 Null
34-35 22-23 UU Unknown (01 00 For most Japanese, null for most US aces)
36-39 24-27 fa Firing angle preference? (6400 most JP, 5E01 most US aces)
Quantity of fire?
40-43 28-2B UU Uncertain. (0100010 most JP, 0200000 or 0200010 most US.)
Affects quantity of fire?
44-67 2C-43 mc Escape maneuver pattern.
Fairly certain: 28=U turn 14=scissors 0A=wingover 08=dive
03=climbing turn 04=sharper turn at same alt as opponent.
Uncertain: 06=frontal attack 05=submission to plane *.DAT
maneuver pattern?
68-71 44-47 UU Uncertain. More of maneuver pattern? (Most have 28000100.)
72-75 48-4B 00 Null
76-81 4C-51 UU Unknown. Most have 9001 2C01 0300, some 1946 have
2602 2C01 0300.
82+ 52+ nn Name.
SECTION 0014: GENERAL INFORMATION ON THE *.PLT DATA
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The two pivotal portions of the *.PLT data are closely intertwined: The SA or
reactivity value in bytes 6-13 (dec), and the escape maneuver pattern in bytes
44-67 (& 68-71?). Bytes 6-7 typically vary from a value of 300-1000, with the
higher value representing the greater SA and therefore reactivity to an
approach from six o'clock. I have yet to decide conclusively whether the
higher reactivity is better. When the simulated pilot becomes fearful, he
launches into the beginning of the escape maneuver pattern in 44-67. The
pattern will always run it's full course (unless an easy stern shot presents
itself?) and the maneuver pattern is seldom useful for offensive action. I
believe that 8-13 represent the SA quotient involving reactivity to attack from
other attack angles, but they could just as well do something completely
different.
My experience indicates that the flight pattern in bytes 62-82 in the aircraft
*.DAT files are at least as important to improving the opposition's quality as
are any mods in the *.PLT files. This is because the maneuver pattern in the
AC dat takes over when the pilot has no perceived threat. This is probably
based on the distance to and the frontal angle of the opposition AC(s). I
haven't deciphered everything yet, but hex 28 seems to correspond to a
strong desire to get on somebody's 6, hex 64 seems to lead to gaining
altitude, and hex 50 leads to diving. No idea yet what hex 3C & 14 do, but
overall effectiveness seems to improve radically by setting most everything
to 28 and putting a lot of 05s in the pilots' maneuver pattern.
Don't hope for too much improvement in the *.PLT files--especially for the
Japanese. There is no throttle control in the *.PLT and this hurts the Japanese
alot. This is best evidenced by the following test flight: Your plane: F4F4,
enemy ace: KI-84. Altitude: Medium. Advantage of surprise: He. Simply start
the mission, don't touch the controls at all and time your death with a stop
watch. Top American aces will flame you within 10 seconds, but the best
Japanese will take at least 17 & most take over 20! Try substituting all the
*.PLT data from an American to a Japanese pilot--no change! This is not an
exe problem because it varies from pilot to pilot.
Section 0015: DAMAGE (*.DMG)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The nice thing about the *.DMG data is that there are only three different
types of aircraft single, twin and four engine. Once you have copied the data
of choice from one of the *.DYN files and saved it as a stand alone file A
single engine planes file should be 26 bytes in size(0-25) and a twin engine
plane file should be 46 bytes in size (0-45) and last but not least a four
engine plane should be 66 bytes in size (0-65). The following information is
provided by Nicholas Bell.
Section 0016: THE DMG MAP
~~~~~~~~~~~~~~~~~~~~~~~~~~~
SINGLE ENGINE AIRCRAFT
0 1 2 3 4 5 6 7 - 8 9 a b c d e f
=================================================
0000: bb ft dd dd ee ee ZZ ZZ - ZZ ZZ UU UU UU UU cI cI
0010: cx cx cy cy cz cz xx xx - xx xx
TWIN ENGINE AIRCRAFT
0 1 2 3 4 5 6 7 - 8 9 a b c d e f
=================================================
0000: bb ft dd dd ee ee ZZ ZZ - ZZ ZZ UU UU UU UU cI cI
0010: c1 c1 c1 c1 c1 c1 xx xx - xx xx c2 c2 c2 c2 c2 c2
0020: xx xx xx xx cF cF cF cF - cF cF xx xx xx xx
FOUR ENGINE AIRCRAFT
0 1 2 3 4 5 6 7 - 8 9 a b c d e f
=================================================
0000: bb ft dd dd ee ee ZZ ZZ - ZZ ZZ UU UU UU UU cI cI
0010: c1 c1 c1 c1 c1 c1 xx xx - xx xx c2 c2 c2 c2 c2 c2
0020: xx xx xx xx c3 c3 c3 c3 - c3 c3 xx xx xx xx c4 c4
0030: c4 c4 c4 c4 00 xx xx xx - cF cF cF cF cF cF xx xx
0000: xx xx
Section 0017: WHAT THE DMG MAP POSITIONS CONTROL
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
xx = No Change (always 00)
bb = Second value matches number of "boxes" in *.BXL file and number of
fire/smoke origin points in aircraft *.DMG file.
01 Single engine
03 Twin engine fighter
23 Twin engine bomber
25 Four engine bomber
Bombers have 3 and 5 damage boxes respectivily. Meaning of '2' unknown.
ft = Fuel tank protection. Probably better described as the target's ability
to absorb damage before beginning to smoke, burn, or explode.
01 Single engine unprotected
02 Twin engine unprotected
04 Four engine unprotected
81 Single engine protected tanks
82 Twin engine protected tanks
84 Four engine protected tanks
Note that if the fT rating is increased to a that for a plane with more
engines (eg setting a single engine plane to an ff of 82) makes the plane
indestructable, although it will burn. There is also no hit indication sound.
dd dd = Damage capacity in High-Low byte format. The lower the value the
greater the ability of the aircraft structure to take damage before
it starts to smoke or burn.
CA 08 (2250) A6M2 A6M3 KI27 KI43
9E 07 (1950) A6M5 KI100 B5N D3A KIKKA TBD
9A 06 (1690) D4Y B6N
72 06 (1650) KI45
46 05 (1350) KI61 KI84 N1K1 KI83 J7W
P39 P40 P51 P80 F4F-3 F4F-4 F8F
92 04 (1170) SBD SB2C
1A 04 (1050) F2G F4U F6F F7F P38F P38J P47
10 04 (1040) KI21 G4M H6K
8E 03 (910) TBF
D0 02 (720) H8K B17D B17E B24
30 02 (560) PBY B25D B25J B29
ee ee = Engine damage capacity in high-low byte format. The lower the value
more damage the target's engine take before smoking or burning. ALL
aircraft have a value of B8 0B (3000) except the B-29, which is
DC 05 (1500). Noticeable improvement in engine damage capacity occurs
when engine value is set to values below 500. Increasing the value
above 3000 has no noticeable effect.
zz zz zz zz = Unknown. The 4 bytes always occur in the following pattern, and
changing the values of a "strong" plane (eg P47) to that of a "weak"
plane (eg Ki27) make the "strong" plane easier to destroy.
WEAK 00 02 99 01 Ki27 Ki43 A6M2 A6M3 B5N D3A
| (512 - 409) TBD
|
| 99 01 33 01 Ki100 A6M5 KIKKA B6N D4Y H6K Ki21 G4M
| (409 - 307)
|
| 66 01 00 01 Ki45
| (358 - 256)
|
| 00 01 CC 00 N1K1 J7W Ki83 Ki61 Ki84 H8K
| (256 - 204) F4F_3 F4F_4 F8F P39 P40_E P51 P80
| SBD3 SB2C B17_D B17_E B24
\|/
STRONG CC 00 99 00 F2G F4U F6F F7F TBF P38_F P38_J P47
(204 - 153) PBY B25_D B25_J B29
UU UU = Unknown.
c_ c_ = Coordinates for fire and smoke start points. Coordinates in 2 btye
format. 1st byte is the value. 2d byte is either 00 (positive) or
FF (negative). Each "box" that burns/smokes gets an 8 byte group of
coordinates
DEFINITION OF COORDINATE POINTS
SINGLE ENIGINE AIRCRAFT:
X axis parallels wings
Y axis parallels fuselage
Z axis runs perpendicular to x - y plane
I Moves ALL fire/smoke origin points along the y axis - in effect it relocates
the x,y,z intercept point on the y axis.
Intersection of x, y, and z axis is usually near the top of the nose of the
aircraft. Normally a higher value on any axis places the point farther away
from the x, y, z intercept point (usually described as 0,0,0). This is only
true in AOTP with positive values (EXAMPLE: e8 00). Negative values are
reversed-lower values indicate a point farther away from 0,0,0. HIGHER
negative values (up to a maximum value FF) indicate a point CLOSER to
the 0,0,0 point.
TWIN AND FOUR ENGINE AIRCRAFT COORDINATE INFORMATION
Individual coordinate information is the same as for single engine aircraft.
Following defines flame/smoke origin point described:
c1 to c4 Engine numbered from left to right
cF Fuselage
Section 0018: GENERAL INFORMATION ABOUT THE DMG DATA
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
None
Section 0019: BOX LOCATION (*.BXL)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This file controls the number of target "boxes" on an aircraft and their size.
The size of the target box seems to be controlled by a group of 12 btyes.
(Information provide by Nicholas Bell)
Section 001a: THE BXL MAP
~~~~~~~~~~~~~~~~~~~~~~~~~~~
This file controls the number of target "boxes" on an aircraft and their size.
The size of the target box seems to be controlled by a group of 12 btyes.
SINGLE ENGINE AIRCRAFT
0 1 2 3 4 5 6 7 - 8 9 a b c d e f
==================================================
0000: nn XX uu XX XX XX cc FF - cc FF cc FF cc 00 cc 00
0010: cc 00 XX
Section 001b: WHAT THE BXL MAP POSITIONS CONTROL
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
nn = The number of 12 byte boxes
XX = No Change (always 00)
uu = Unknown. Increasing/decreasing value has no effect on hitting the target.
cc = Coordinate value controlling box size
FF = Makes the preceding cc value negative.
00 = Makes the preceding cc value positive.
The negative/positive functions similar to the coordinates in the DMG file.
A LOWER negative value increases the size of the box. A higher positive
value increases the size of the box like normal. I have not yet determined
which coordinate controls which axis, but decreasing all the negative values
(Example: 10 FF) makes it possible to damage the aircraft WITHOUT the tracers
getting anywhere near the aircraft if one aims BELOW the aircraft. It works
the same with the positive values, ie increasing all the values to F0 00,
enables the player to damage the plane without actually hitting it by firing
ABOVE the target. Of course decreasing the negative values and increasing the
positive values together enables the player to fire randomly around the target
and destroy it with ease. Obviously then, in order to make an aircraft a more
difficult target to hit, increase the values of all negative coordinates and
decrease all positive value coordinates.
TWIN AND FOUR ENGINE AIRCRAFT - EXAMINATION PENDING
Section 001c: GENERAL INFORMATION ABOUT THE BXL DATA
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This goes to show that one can achieve an effect without understanding how
it really works!
Section 001d: CAUTIONARY NOTICES
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
It is always a good idea to make backup copies before applying
any non Dynamix modifications. Note that the utilization of
these files and information is at your own risk! I assume no
responsibility for any modifications you make to these or any of
the original program data.
Section 001e: PLAY BACK OF VCR TAPES
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
There is one side effect to using modified data files that "change
the performance" of the aircraft in this game.
When I say "change the performance" I'm not just refering to the
aircrafts speed and agility (*.FMD's). Performance also includes
such things as the weapons and ammo count (*.GL's). And such
things as the aircrafts damage ratings (*.DMG & *.BXL's).
The reason there is a problem is due to the way the VCR tapes works.
Prior to playback the VCR tapes scans the tape and loads all the
pertinent data (*.FMD, *.GL, *.DNG & BXL's etc.) for each aircraft
that is in the VCR. If this data is different then the data that
was used during the original recording of the VCR then you will get
a different play back of the VCR.
An example of this would be after you added the modified files you
noticed that your aircraft appears to shoot at a targets that's not
there.
So if you or anyone else wishes to view your VCR as it was originally
recorded then you must insure that the same modified data files that
were present during the recording of the VCR, are also present during
play back.
Note: Due to this it will be very easy to tell if anyone is cheating
during a FSFORUM Tournament! So if you were thinking of
giving your self an edge during the next tournament then
just forget it because all tournaments are flow with the
original "performance" data files!
There is no problem in playing back a VCR using modified data files
that change an aircrafts "appearance" or "ordnance load". If you change
an aircrafts appearance via a modified *.TBL file. And then record a
VCR tape with that modified data file present, and then later remove
or change that data file there will be no problem during playback
except for the fact that the planes appearance will change.
If you change an aircraft's ordnance load via a modified ORDNCE*.DAT
file. And then record a VCR tape with that modified data file
present, and then later remove or change that data file there will be
no problems during play back.
Section 001f: UP2NOW REVISION DATES
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1ST UP2NOWAP.TXT Dated 12-28-1992
2ND UP2NOWAP.TXT Dated 03-20-1993
3RD UP2NOWAP.TXT Dated 03-23-1993
4TH UP2NOWAP.TXT Dated 05-05-1993
5TH UP2NOWAP.TXT Dated 06-16-1993
6TH UP2NOWAP.TXT Dated 08-01-1993
7TH UP2NOWAP.TXT Dated 10-23-1993
Section 0020: ACKNOWLEDGMENTS
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Below is a listing of all the people who have, in one way or
another, contributed to the hex editing ability of AOTP. With
this kind of team work it wont be long before we have all the
unknowns figured out!
THANKS TO.....
1) Grant "Tagert" Senn: The "Father of AOTP editing." He is
responsible for making all of this possible by discovering
what each AOTP file controlled and building a foundation of which
bytes controlled what. How he did this without having any framework
to build on is amazing. Obviously, Tagert is superhuman.
2) James "Jaybird" Johnson:
For his inspirational and pioneering work on Red Baron.
Especially for his personal help in getting Tagert started in
editing Dynamix data. We all 2ant to thank Jaybird
for all the DOC's he has posted on AOTP & Red Baron. His
detective work on Dynamix Code is unsurpassed!
3) Keith Heitmann:
For his inspirational and pioneering work on Red Baron.
4) Bill "Samuri" Ciciora:
For his inspirational and pioneering work on Red Baron.
4) Joe "The Maverick" Scoleri:
For his inspirational and pioneering work on Red Baron.
And for his extensive document on how to edit Red
Baron. It proved to be very helpful in the development
of the format of this document. One can only hope that with
everyone contributing to this document that we can achieve a
document as detailed as Joe's.
5) Kevin M. Fritz:
For his FMD Map corrections.
6) Tim Kilgore:
For his wonderful AOTP editing utility programs! And
for his extensive work in the development of his
mission builder programs. He has made the cumbersome
task of creating a custom mission into a relatively
easy process. His method of editing the HIS*.DAT's
instead of old VCR method has added a whole new
dimension to creating FSFORUM AOTP Tournaments.
Basically he has given us a mission builder way before
Dynamix has!
7) Nicholas Bell:
He's worked on the FMD, DMG, BXL, and TBL files.
8) Uwe Serf:
For his extensive work on the TBL data files. Due to
his efforts we can color the planes to just about any
color we desire.
9) Larry Grill:
For his extensive work on the FMD files! He has figured
out many of the unknowns in the FMD data, including stall
effects and aileron response effects at various altitudes.
Larry is also wholly responsibile for discovering the manuever
codes which control a/c AI in the a/c DAT and PLT files, and
for the mapping of the PLT file. His outstanding efforts have
greatly improved the realism of AOTP aircraft tactics.
10) Brian Sanford:
For his great work and perserverence in mapping the rest of the
FMD file. Practically all the new FMD information in this revision
is the result of Brian's work. His discoveries has made it possible
to really give aircraft unique and more realistic flight performance.
Section 0021: POINT OF CONTACT
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Although this is really Tagert's file, he has "passed the banner" on to me
while he does other nonessential things, like go to school and study. So while
it's my "term" please contact me if you have any new information or
corrections to this file and I will incorporate or correct the next version.
I fully concur with Grant's credo of sharing information in order to increase
everyone's understanding and enjoyment of this simulation. Hopefully much of
what we learn and share here will be useful in editing AOE.
Please note that as "editor" of this beast, I have done my best to correct
any errors and have attempted to put the information in the best useable
format possible without rewriting Tagert's entire document. So if you
don't like it or see some obvious typos, blame me, not the contributors.
NICHOLAS BELL
72162,1667