User:Peter Swinkels

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I used to and (some times still) play a lot of MS-DOS games and have also tried to reverse engineer and modify them. Programming languages I'm familiar with: Quick Basic, Visual Basic(.NET), assembly language, HTML, JavaScript/VBScript and some C/C++.
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I have almost completely reverse engineerd Cartooners' (year 1988/1989, developer: IDTA, publisher: Electronic Arts, MS-DOS version) actor file (*.act) format and made a program that import and export actor templates. It can be downloaded at:
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I used to and (some times still) play a lot of MS-DOS games and have also tried to reverse engineer and modify them. Programming languages I'm familiar with: Quick Basic, Visual Basic(.NET), assembly language, HTML, JavaScript/VBScript and some C/C++.  
[http://www.vbforums.com/showthread.php?759753-Cartooners-Actor-Viewer-export-and-import-actors VBForums post]
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Right now I have also made a start at analysing Cartooners' music (*.mus) files. Unfortunately I know very little about MIDI music and the specifics of how soundcards work. Although there is a lot of information in this regard on the internet, I could still use any help offered. I also made a document describing what I already know about the *.mus file format and wrote a crude music file generator which can be downloaded at: [http://www.euronet.nl/users/swinkels/cmg.zip cmg.zip]
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I have almost completely reverse engineerd Cartooners' (year 1988/1989, developer: IDTA, publisher: Electronic Arts, MS-DOS version) actor file (*.act) format and made a program that import and export actor templates. It can be downloaded at: VBForums post
  
Alright, I just made some progress. It appears that the last byte in a .mus file controls whether or not the music is restarted after the last note has been played. (0x80 = Restart the music. 0x81 = Stop playing the music.)
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Right now I have also made a start at analysing Cartooners' music (*.mus) files. Unfortunately I know very little about MIDI music and the specifics of how soundcards work. Although there is a lot of information in this regard on the internet, I could still use any help offered. A document describing what I already know about the *.mus file format can be downloaded at: cartmusf.zip
  
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Alright, I just made some progress. It appears that the last byte in a .mus file controls whether or not the music is restarted after the last note has been played. (0x80 = Restart the music. 0x81 = Stop playing the music.)
  
Links of interest:
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Links of interest:  
  
[http://www.vgmpf.com/Wiki/index.php?title=MUS_(Electronic_Arts) A post about Cartooners' music files.]
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A post about Cartooners' music files. DOSBox forum post
[http://www.vogons.org/viewtopic.php?f=5&t=38361 DOSBox forum post]
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Revision as of 13:57, 12 May 2014

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I used to and (some times still) play a lot of MS-DOS games and have also tried to reverse engineer and modify them. Programming languages I'm familiar with: Quick Basic, Visual Basic(.NET), assembly language, HTML, JavaScript/VBScript and some C/C++.

I have almost completely reverse engineerd Cartooners' (year 1988/1989, developer: IDTA, publisher: Electronic Arts, MS-DOS version) actor file (*.act) format and made a program that import and export actor templates. It can be downloaded at: VBForums post

Right now I have also made a start at analysing Cartooners' music (*.mus) files. Unfortunately I know very little about MIDI music and the specifics of how soundcards work. Although there is a lot of information in this regard on the internet, I could still use any help offered. A document describing what I already know about the *.mus file format can be downloaded at: cartmusf.zip

Alright, I just made some progress. It appears that the last byte in a .mus file controls whether or not the music is restarted after the last note has been played. (0x80 = Restart the music. 0x81 = Stop playing the music.)

Links of interest:

A post about Cartooners' music files. DOSBox forum post

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