1937 graphics
16bit 565 bmp data
Posted 05 May 2015 - 02:12 PM
1937 graphics
16bit 565 bmp data
Posted 06 May 2015 - 07:00 PM
Okay, I took a screenshot of a single tile and saved it as 16-bit R5G6B5 bitmap (with flipped row order):
79.TLG1.TILE1.BMP 1.07KB 162 downloads
This is the original resource file from The Mission 1937:
79.TLG1.bmp 14.6KB 152 downloads
(don't get confused by the .bmp extension, it's not an ordinary bitmap!)
Here I compared the two files:
So how does the compression/rle part work in detail?
Posted 06 May 2015 - 09:06 PM
Posted 07 May 2015 - 02:42 PM
Posted 07 May 2015 - 07:12 PM
I will say again:
http://v.youku.com/v...Q5NzkxNTM2.html
here the tutorial off 1937 mission
Chinese to english translation please...
Posted 07 May 2015 - 07:34 PM
Thanks a lot, this is great!!
@Salvador: Just pause the video every time a button is pressed, remember the position and click the same button in SceneEditor on your PC
I couldn't change the option in my monitor's settings because the drop-down-list is not there. Running SceneEditor in compatbility mode worked for me:
- Run this program in compatbility mode for: Windows 98 / Windows ME
- Reduced color mode: 16-bit (65536) color
Posted 07 May 2015 - 09:30 PM
@Salvador: Just pause the video every time a button is pressed, remember the position and click the same button in SceneEditor on your PC
Ok that worked well, but now i noticed you can only add static stuff, maybe some other extra button allow you to add enemies, or do something else, great contribution XD now post should be renamed to Mission 1937 modding.
Posted 15 December 2021 - 03:49 AM
Introduction to software
In the 1937 special forces, some said that domestic games are just copies of foreign games. Yes, we must admit that, after all, we have a certain technological gap with others. It is now difficult for us to develop a new engine on our own. An imitation is not necessarily a copy. "Spetsnaz 1937" is like that. Although it is designed as an imitation of the WWII Special Forces engine, it has unique characteristics in the game. Discussing the initial concept of the game with the members of the creative room, they said, “We had an idea for a long time to combine real-time strategy and types of action games, and we also made some attempts. Second War, Asia was relatively large. The battlefield is in China, and the big victory is in China. The legendary battle behind enemy lines in history also took place in China. As descendants of this land, we have no reason to reject such a topic. full of national passion, so we started the "1937 Special Forces Manufacturing Process". But we want to emphasize that this game is definitely not a Chinese copy of WWII Special Forces. desire to make a game that, in our opinion, is special and exciting. Apart from the type of game, it is somewhat similar to the "Special Forces of the Second World War", in fact, there are many differences. completely original work. This point must be fully understood with the help of the following instructions and the player's own experience. Although for some objective reasons our work may not be as perfect as the "Special Forces of the Second World War" or many foreign games, but we will not give up our attempts and research in this area. "1937 Special Forces quick access listCharacter selectionF2: ZhaoF3: ferritinF4: HadronF5: Goo MingF6:Character StatusDanielR: Run / WalkC: lie down / standW: weapon outgoing menu of the current figureA: menu of outgoing items of the current characterS: switch to line-of-sight modeB: switch to burial modeF7: Viewweapon list with mission statement1: dagger2: catapult3: sword4: Flight5: pistol6: rifle7: machine guns8: Mina9: Pomegranate0: Explosive Pack1937 commando basic rules of enemy activityfor the adversary, there are three types of possible perceptions:Sight: that the enemy can see something in the line of sight.Hearing: fire, explosion will call the attention of the enemy, depending on the volume of the enemy, you can hear the sound of different sizes, also differentSmell: Dogs have a unique perception of the path, and in front of several different sense of smell, obstacles are not blocked.Under normal conditions, the enemy will follow a set route or patrol. In this process, the enemy's line of sight will scan back and forth. But when colliding with obstacles, the line of sight will be blocked, that is, the enemy will not be able to see what is behind the obstacles. The line of sight is divided into two levels. The first layer is in the radius of the inner half of the line of sight drawn. If our team members are out of half of the line of sight, the enemy cannot find our team members who fell. If team members are within half the enemy's line of sight, they will definitely be found. If the enemy finds our team members, they will run to where our team members are. As soon as the corpse is found by the enemy, the enemy will call the police (after the call, a warning signal will appear in the lower left corner of the screen), he will call his comrades, and if the corpse was not found before the enemies will appear in the enemy camp closest to the corpse (the enemy camp is usually located where there is a Japanese flag, and if the camp is blown up, no more troops will be sent).
I started this game without any problems on WIN-7X64, but all the description , interface and options of the game are in Chinese characters) is there an English translation?
Cheats for this game !
http://www.itmop.com...info/12177.html
Edited by Uzbek2020, 19 December 2021 - 07:53 AM.
Posted 03 September 2022 - 11:00 AM
@Uzbek2020 Could you please drop the link to the original site you took those screenshots from? Thank you in advance.
Posted 17 August 2023 - 11:40 PM
Okay, I took a screenshot of a single tile and saved it as 16-bit R5G6B5 bitmap (with flipped row order):
This is the original resource file from The Mission 1937:
(don't get confused by the .bmp extension, it's not an ordinary bitmap!)
Here I compared the two files:
So how does the compression/rle part work in detail?
Found the compression algorithm, it's LZO1X.
Now it should be possible to extract all sprites from the game.
This is what the unpacked tile 79 looks like:
79.TLG1.BMP 16.07KB 31 downloads
Edit: Character sprites are compressed the same way.
15_1.SPR1.bmp 70.07KB 31 downloads
Posted 19 August 2023 - 07:38 PM
Out of 980 SPR1 files, I can correctly extract the sprites from 966 of them.
5 files have sprites with an uneven width, resulting in a corrupted MS bitmap.
9 files have a slightly different format than the rest.
SPR1_extracted_v2.zip 52.02MB 23 downloads
Posted 20 August 2023 - 01:04 PM
Here are the extracted TileGroup and IBLOCK files:
TLG1_extracted.zip 447.96KB 29 downloads
IBLO_extracted.zip 5.45MB 22 downloads
0 members, 0 guests, 0 anonymous users