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Author Topic: Modding Tornado  (Read 6524 times)

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Online Asid

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Re: Modding Tornado
« Reply #60 on: March 21, 2018, 03:12:53 PM »
I used to have a ZX Spectrum 48K

Amongst the best gaming memories I have  :oldman rocks

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Offline Frankie

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Re: Modding Tornado
« Reply #61 on: March 23, 2018, 07:53:23 PM »
45. Auto-generates 300% more random trees on the Tornado landscape as compared to the original game

Mod: More randomly-generated trees dot the landscape.
By Frankie
Description: I figured out how to randomly generate 3 times more trees in the landscape than the default stock Tornado. However this version does not have the credits names F11 and F12. Not enough memory to accommodate the names! So more trees generated at the expense of the original Tornado developers' names and Tornado Community names

1993 FLIGHT.EXE = 20+ trees           2018 FLIGHT.EXE = 60+ trees

In the composite image above, we have on the left the stock 1993 FLIGHT.EXE, and on the right, the latest modded FLIGHT.EXE. The modded FLIGHT.EXE has two things in it:
(1) At least 300% more randomly generated trees in the Tornado landscape than the stock Tornado game;
(2) 2,000 more tree objects purposely placed manually via the \VISUAL\MAP\SECTORS\OBSECDEF.INC file, bringing the total number of manually placed objects (trees, buildingsm runaway,  and others) to 12,000. Stock game has approxiately 10,000 objects in the landscape.


Flying low-level. The modded FLIGHT.EXE is on the right.
Again, more trees are randomly generated in the right window.

The trees are poorly contrasted against the green day-time landscape, but trust me, the randomly generated trees are there! You can pick them out with the naked eye. Lack of memory resources prevent me saturating the landscape with more trees.

Cheers
Frankie Kam
« Last Edit: April 09, 2018, 02:04:00 AM by Frankie »

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Offline Frankie

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Re: Modding Tornado
« Reply #62 on: March 28, 2018, 01:20:26 AM »
Demo of Tree mod work done so far

Definitely more trees generated on the landscape than the stock game. SoundBlaster driver loaded. No memory problems. BTW, If you take your Tornado high up, let's say up to Angels 20 (20,000 feet), and switch to TIALD view, you will see the entire landscape dotted with tree clusters (copses). See below.


My Tornado is shown mostly in F1 Tracking view. In the last few minutes, I accelerate with the Tornado Time Compression mod to speed things up real crazy. Note some graphics clipping appearing with the Tornado flickering on and off at times. Can't seem to solve that yet. Sigh. When that happens, hit the F1 or F2 key and your Tornado should flick back on. FLIGHT.EXE is attached. Have fun.

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Offline Frankie

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Re: Modding Tornado
« Reply #63 on: March 31, 2018, 02:50:46 PM »
Mod #45 re-visited!
This mod auto-generates 300% more random trees on the Tornado landscape as compared to the original game
Mod: More randomly-generated trees dot the landscape.
By Frankie

Tornado modded to add more tree copses (clusters) to the green European landscape. The mod adds about 300% more trees.

Tornado's 3D engine, FLIGHT.EXE, was written in 16 bit assembly language and runs within the 640Kb conventional memory. This places severe limitations on adding more trees. For example, it is impossible to add even more trees, in the hope of saturating the landscape with dense carpet of trees. In the process, you will find that the linking process of FLIGHT.EXE will fail due to insufficient data segment space, trees will be found on airfields, and in the Tracking View (F1 key), the Tornado tends to flicker on and off, thus ruining the gameplay of this classic flight simulator.

Therefore this video represents the most I can do to add more trees to the fleeting landscape. It is my hope that someday someone else more clever than I will find a way to add even more trees on the landscape. Until that wonderous and amazing day, enjoy my mod!


Visibly more trees now pepper the rushing landscape. See lower half of the video.
More than the original but less than what I hoped the 3D engine could be reprogrammed to do!
The is only so much the 25-year old source code can be made to jump though hoops. 

Regards
Frankie Kam
Easter Weekend
31 March 2018, Malaysia

P.S., technical stuff. Software I used were DOSBox, ffmpeg and OBS.
References:
Recording DOS gameplay footage with DOSBox and FFmpeg
http://ingomar.wesp.name/2011/04/dosbox-gameplay-video-capture.html
FFmpeg Video Sharpening
https://cloudacm.com/?p=2885
Change the Default OBS File Format from FLV to MP4
http://visihow.com/Change_the_Default_OBS_File_Format_from_FLV_to_MP4

« Last Edit: April 09, 2018, 02:04:39 AM by Frankie »

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Offline Frankie

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Re: Modding Tornado
« Reply #64 on: April 01, 2018, 07:25:28 PM »
46. More clouds

Mod: More clouds in the sky.
By Frankie
Description: Enjoy yet another Easter weekend Tornado mod! I noticed that the stock Tornado was lacking quite a lot in the cloud department. So I decided to do something about it. Below are the before and after images.


Before...


...and after Cloud mod. More clouds than you can shake a stick at now.

Why have more clouds? Why not, since computers of 2018 running DosBox can handle more polygons compared to the 1993 ancestor PCs? So here it is! Digital Integration's Tornado with tons more clouds - in two layers. As voluminous as the 1993 source code could make it out to be .... or not. Still, the original 1993 Tornado only offered a smattering of clouds here and there to keep the frame rates of the day acceptable on 386 and 486 PCs.

More clouds than the original. Something mesmerizing just watching the clouds drift by.

In this mod, I have given the lower layer (light gray clouds), a 30% chance of forming clouds. The upper layer (white clouds) have a 50% chance of forming clouds.

This cloud mod compliments the trees mod. So in the video above, the Tornado is sandwiched between rushing trees below and drifting cloud layers above. 1993 flat-shaded polygon graphics at its best enjoyed with additional tree and cloud polygons on your 2018 computer. Enjoy! BTW, to see the difference this cloud mod makes, compare with my other video recording below, that shows a lack of cloud formations in the stock Tornado.

Stock Tornado - the lack of clouds makes for very clear skies most of the time

Anyway, do enjoy the scenery and nature of the Cloud Mod on your modern computer of 2018.

Cheers
Frankie Kam

APPENDIX - Some technical notes
Basically I edited and modified both these files:
1. D:\TORNADO\VISUAL\MAP\LAYERS\CLOUD1.INC
2. D:\TORNADO\VISUAL\MAP\LAYERS\CLOUD2.INC
I used a custom-made Excel file to randomly generate the hex values that populate both files. Hint: 000h means all bits are zeros, so no chance of a cloud occuring in that sector. The more 000h values the emptier the sky is. My spreadsheet generated values from 000h to 01Ch (i.e., decimal 0 to decimal 28).
« Last Edit: April 09, 2018, 02:04:56 AM by Frankie »

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Offline Frankie

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Re: Modding Tornado
« Reply #65 on: April 07, 2018, 04:04:13 PM »
47. More clouds for Tornado when run via GUI-based game

Mod: Cloud binary mod. More clouds in the sky is incorporated into the full GUI-based game.
By Frankie
Description: Mods #44 & #45 only work if you run TORNADO.EXE from the command line I.e., C:\>TORNADO /A. What about if you want more clouds in the missions that are run off the GUI menus? No problem! I found out that the cloud data files (CLOUD1.BIN and CLOUD2.BIN) in Tornado are located inside these folders:
\TORNADO\AMP\MAP1
\TORNADO\AMP\MAP2
\TORNADO\AMP\MAP3
\TORNADO\AMP\MAP4

The CLOUD1.BIN and CLOUD2.BIN contents will override whatever values are inside
\TORNADO\VISUAL\MAP\LAYERS\CLOUD1.INC
\TORNADO\VISUAL\MAP\LAYERS\CLOUD2.INC
making the cloud mods of hacks #46 and #45 useless when playing Tornado from the menus.


The missions of Map2 (Europe).

By modifying the contents of CLOUD1.BIN and CLOUD2.BIN, we can increase the volume and number of clouds shown for each map.


The contents of CLOUD1.BIN before modifying - 00s represent no clouds (binary zero).


The contents of CLOUD1.BIN after modifying - less 00s this time, so more clouds are being represented.


The sky before the binary mod.


The sky after the binary mod - the sky is more crowded with clouds.

Cloud binary files are attached below.
« Last Edit: April 09, 2018, 02:05:17 AM by Frankie »

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Online Asid

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Re: Modding Tornado
« Reply #66 on: April 07, 2018, 11:27:08 PM »
Awesome stuff Frankie  :thumbsup

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Offline Frankie

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Re: Modding Tornado
« Reply #67 on: April 09, 2018, 12:46:19 AM »
48. No more tree cluster in Warzone2's Mission 3

Mod: Clear nasty Tree cluster (copse) binary mod.
By Frankie
Description: All FLIGHT.EXEs of previous tree mods had a major flow. If you chose Mission 3 "IDS - Early Warning Radar Blackout" of Warzone 2, you would find a copse of trees lies smack in the middle of the Airfield2. You could fly past the tree cluster without any ill-effects, but visually this is disturbing and needs to be removed to preserve the integrity of the game's visuals.


The problematic mission.


What are those trees doing in the middle of on the airfield?


What happened to the airfield's maintenance?

This is a no-no. This mod which is essentially a modified version of C:\TORNADO\TORNADO\AMP\MAP3\TREE3.BIN removes that offending tree cluster.


I am Hexcited to be able to pinpoint the exact byte responsible for this mess!
Specifically, MAP3-TREE3-BIN-LINE310-COL0a. See the yellow highlighted hex values? That's it.

So after changing the hex value of "MAP3's TREE3.BIN file at Line 310, column 0a" to 00h, this is what we get:


All clear for takeoff. Roger that.

Attached are the following files that you can download and plonk inside your Tornado installation folders:
(1) C:\TORNADO\TORNADO\AMP\MAP3\TREE3.BIN --> the modded binary file that removes the offending tree cluster from Airfield2
(2) C:\TORNADO\TORNADO\FLIGHT\FLIGHT.EXE --> the latest cumulatively modded FLIGHT.EXE as of 9th April 2018
Note: I have tested this FLIGHT.EXE with all Warzone's (WZ1, WZ2 and WZ3) Airfields #1 through to #4. All 12 airfields are clear of trees (on the runaway, that is) and are good to go.

Conclusion: with this TREE3.BIN mod combined with the latest FLIGHT.EXE 3D engine, the game's airfields maintain their visual integrity, and the simulator's visuals have been enhanced. About 200% More trees rendered on the fly. No known glitches caused by more trees. More clouds. If you notice any anomaly, please let me know about it/them. Cheers.

And Enjoy.
« Last Edit: April 09, 2018, 02:08:34 AM by Frankie »

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Offline Frankie

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Re: Modding Tornado
« Reply #68 on: April 09, 2018, 05:57:23 AM »
49. Full-screen FLIR view now allows HUD to be toggled on/off.

Mod: Full-screen FLIR's HUD gets toggled on/off by hitting Control+H
By Frankie
Description: The full-screen FLIR view was implemented in Hack #19 and Hack #43. However the user was unable to toggle off the HUD screen. Why would we want to do that? For two reasons. One, the normal Pilot's Panel view (via the PgUp key) allows the user to turn off the HUD screen. Two, there never has been a full-screen forward looking view with minimal (in this case, zero) HUD information. Until now. I figured out the code that will do the job. Here it is:

Sprinkle a bit of code in the right places...


...(NOW YOU SEE IT) and hit Control+H...


...(NOW YOU DON'T!!). This results in a clear forward-looking full screen.
The first time in its 25-year history that this is available in Tornado!

Attached is the latest FLIGHT.EXE file, dated 9th April 2018, 1:00pm.

BTW, his Thursday 12th April 2018, I hit the BIG Hawaii 5-0. Half century geezer. Semicentennial. Quinquagenary.  Fifty years old. My avatar profile pic was taken in 2008. There I said it. So anyway, I am hoping to make it 50 Tornado mods in time for 12/4/2018. I wonder what else I can modify in the simulator.

Cheers
Frankie Kam
« Last Edit: April 09, 2018, 06:54:12 AM by Frankie »

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Offline Frankie

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Re: Modding Tornado
« Reply #69 on: April 09, 2018, 06:48:52 PM »
50. Instant activation of Full-screen FLIR view

Mod: Shift+d activates the full-screen FLIR view
By Frankie
Description: Previously the user had to be in the Pilot's Panel view, and hit the "D" key three times to go to full-screen FLIR view. This hack is a shortcut that allows you to, from the Pilot's Panel view, go direct to the full-screen FLIR view by hitting Shift+d key combo. So no more hitting the d key multiple times to toggle the full-screen FLIR view. One key combo does it.


The code that makes it work.


One moment you're in the Pilot's cockpit (Home key)....


The next (after hitting Shift+d, you're in the full-screen FLIR view!

Cheers
Frankie Kam

After the Dogs of War are let slip, let us smoke the Pipes Of Peace.