To all SSC Station occupants
Thank you for the donations over the past year (2024), it is much appreciated. I am still trying to figure out how to migrate the forums to another community software (probably phpbb) but in the meantime I have updated the forum software to the latest version. SSC has been around a while so their is some very long time members here still using the site, thanks for making SSC home and sorry I haven't been as vocal as I should be in the forums I will try to improve my posting frequency.
Thank you again to all of the members that do take the time to donate a little, it helps keep this station functioning on the outer reaches of space.
-D1-
why i don't started that earlier, i have so much stuff to offer for this game i collected over the years, or did myself to add to.
[attachment=123:courier.jpg]
First will be a whole collection of utilities for Frontier, most are from Frontierverse, some contain my own work.
what you will find in it:
-ARISATA MOD
A modificated Frontier, where Ross 154 is called Arisata, it includes also some minor changes in Sol.
-EDITORFIX
needet to un-lzcompress FE2's original files so you can edit them.
-EFP
Random Flight Plan Generator, if you get bored to set your trading route yourself
-FE2 FAQ
Frequently asked questions
-FE2 MANUAL
In HTML format
-FE2 SHIP EDITOR
To hack FE2's Ships in a easy way, use it wisely!
-GRF 2 BMP & SEE GRF
Shows and saves Frontiers Screenshots
-HACK elm02
some small hints what to find in EL2M02.OVL
-SAVEGAME DE/ENCRYPTER
Needet if you like to work on your commander files
-MISSIONS
Beginner "Missions" i made once, they all offer you some money and a spiced up ship, when you can finish the task.
for some you will need the Wormholes (re)installed. The exact purpose of each i will describe a little later.
-WORMHOLE CALCULATOR
Calculates possible coordinates for a Wormhole route
-WORMHOLE PATCH
Original ELM16.OVL, including the Wormhole bug.
description of the "missions", which are in fact just hacked gamesaves
installation:
create a folder named missions in your "commandr" directory, copy the "missions" to that folder, so they stay as missions untouched there and you can save the progress in the main "commandr" or another sub folder (hint; i do that even for my different characters i play in frontier and to separate experiments from "real" play, the main "commandr" folder stays "clean" in that way for the actual game you play).
issues: sorry i used a altered .exe so some of the ships have a altered hull mass, or to say in other words they are a little damaged, but that didn't matters much. if i'm in the mood i will correct that once.
(1 - (10 difficultly level
they should be all easy for experienced pilots so don't take that to serious, it's more like i don't wan't to give spiced up starting ships away for free. i made them foremost for newbe's to cover most of the tasks and the tricks you can use in frontier. but even a experienced pilot will find it nice to have a quick game to play with a certain goal to reach.
EASY: 😀
GETHOME1 (1 - (needs "wormhole bug")
Commander Jameson you are lost in the heart of our galaxy (check the galactical map)
You must find a way to get back home (sector 0,0)
(it's no must, you will have to return to settled space, thats enough)
tip: use the "wormhole bug", each 81.62 sectors or 655.36 lightyears you get a in range reading, you can use multiples of that. use the shift key while moving with the arrow keys through the map, to speed up.
reward: 10,000 credits & interplanetary shuttle
(of course the planets name will vanish after you left the system)
FILLUP (2 - (any frontier version)
You are Commander Chekov, Please fill up your Viper
use the fuelscoop in the atmosphere of a gas giant to refuel.
tip: approach with auto pilot, and slow down soon enough.
reward: 20 000 credits & the Viper
(sadly the cool name of the gasgiant will of course disappear when you left the system)
TIMED (2 - (any frontier version)
Commander Gordon has to carry Passengers to Alpha Centauri. time left; 30 days
not a easy task, you must use a manual flight to Alpha Centauri, to get there in time!
tip: accelarate full, and use the immidiate break trick, engage autopilot under full time accelaration when close enough.
in a distance of ~50 AU at a speed in free fall of ~100000 km/s it should work.
reward: 20000 credits and a spiced up Cobra MK III
MEDIUM: 🙄
LANDING1 (3 (any Frontier version)
You are Commander Irwin, you have to Land manually on Amundsen Spaceport, it seems like your Autopilot is broken.
tip: try, try, try
reward: 50000 credits & a ASP Explorer
DIGGER (4 (needs "wormhole bug")
Gold diggers will invite you Commander Nicolier, to make some profit. the MB4 are spread over two systems.
tip: landing^3, get experienced in aproach and landing.
reward: 5000 credits & a Panther Clipper
LANDING2 (5 (any Frontier version)
Commander Armstron(g), your task is to aproach and land manually on a planets Starport, due to some unknown cicumstances you lost your autopilot.
tip: deccalerate early, turn ship around and and engage full forward thrust.
reward: 100000 credits & a Eagle MK3
DOCKING (6 (any Frontier version)
Commander Glenn has to fly to the next Spacestation and dock manually, because your autopilot has a system failure, but you have to carry some passengers there.
tip: almost like landing 2, precision manual flight requested
reward: 50000 credits and a nice Tiger Trader
HARD 😈
KILL (7 (any Frontier version)
You have taken a federal military contract, Commander Starbuck you must carry out your duty to kill a enemy senator in 30 days.
tip: watch the planet where your target leaves from a medium orbit, >50'000km above the surface, don't enter the system to early, less then 5 days will be ok. wait to the timepoint he leaves the port, but dont fire neither click on the target he could suspect to be attacked else. stay in distance to him and wait until he's engaged his hyperdrive, then click on his exit cloud. check with the hyperspace cloud analyzer the whereabout of your target and follow him there, best is when you get as close as possible to his exiting cloud ~50km are just fine, then engage your hyperdrive to follow him to his destination.
you will arrive earlier as your target, and because you left close to his exit cloud you stay allready close to his arrival cloud.
click on the cloud to check with the cloud analyzer the exact arrival time and use time acceleration wisely to wait for him, be shure you haven't any speed even not free fall, else the cloud will move away quick from you and get out of range, if that happens anyway don't accelerate time to much and use autopilot to stay in range of the cloud. wait until he arrives and catch him.
reward: 100000 credits and a Cobra MK III
GETHOME2 (7 (needs "wormhole bug")
Commander Gagarin, you have to get to "known" space with the given opportunities, not a easy task you only have a low Lifter to start in a abandoned system near the center of the galaxy, fortunately you have some MB4 to make a little profit out there.
tip: you will know by now how i guess
reward: none, except the Lifter 😆 , it's part of your task to make some money out there first.
DESTROY (8 (any Frontier version)
Commander Solo's working for the Empire now, he's taken a contract to bomb a bio weapons facility somewhere, finish the task in time and return to get rewardet for it. fortunately you have bribed the shipyards engineer to mount you a second nuclear missile, so you have a extra chance if you miss the target.
tip: choose a medium orbit around your destination planet and wait until you see the target enemy base, don't point at it to get a little benefit, aproach until you are closer as 500km to the base, click on the target and release the missile.
reward: 100000 credits & a ASP Explorer
PHOTO (9 (any Frontier version)
Imperial Commander Rhodan, has taken a reconaissance contract. find the base and make a good picture, so the Imperial navy can use it to investigate what is going on there.
tip: like DESTROY, but you have to get closer than 20km to make a good picture.
reward: 100000 credits & a Imperial Courier
GETOUT (10 (any Frontier version)
you are under attack of a Imperial Courier, Commander Skywa(l)ker, try to master the unequal situation with your Cobra MK I and cut that courier to pieces with your 1MW beam laser.
tip: patience brings roses and success
reward: 500000 credits and a Cobra MK I
if you are new to frontier and mastered one after the other, i guess your not longer a nube, you will know how to master almost every situation you can get in.
Here is another one you could set up, The Lone Gunman *warning not for the faint hearted*, armed with a Sidewinder equipped only with 1 mega watt pulse laser, atmospheric shielding, a fuel scoop and no extra fuel for a system jump, attack every space port in the Sol system and somehow make it out alive and back to a friendly spaceport!
Reward: your life and a pretty beat up Sidewinder.
Rating: nearly impossible.
Tip: remember that you are flying totally on manual so use your ability to use your main engines (instead of your retros) to slow your approach to a target spaceport, strafe your target and get out of there as fast as you can, use any nearby parked ships to lure the police Vipers into colliding with them. Any critical damage to your ship and its game over. So pick any fights with the Vipers carefully! 😕
won't be easy to set that up as a savegame, mostly because of "attack every planet", i would maybe be able to hack one or two bases (i never did) into a system in the savegame, (in the exe it won't work objects = also ports are limited and i must say i wanted once to do something like arisata but i gave it up, the main problem is to find out where the data of one object starts and where it ends length varies in fe2), but i have no idea, if cities as tartgets would work in a savegame, should be but have to find and unclutter the mission roster data, which is bit codet patwisely i guess, they set like "flags", that means x00000100 means a certain thing is on and x00000000 the same is off while x11111111 means e.g. all 8 commodities are installed, so you have then 8 flags or bits youn can set on or off. the equipment is stored in this way in the savegames thats well known, stockmarket availabilities and parts of passenger mission roster data and military mission roster data to if i remember right, but exactly these are the less known so far. others they will be like pointers to read out the data from a certain adress.
but after all a good idea i can preserve it for FFE, because it's similar and i allways wanted to make some beginner savestates for it to. god i will have to pull all registers to do that. FFE is a extra, data which is in FE2 still "readable" code, like the hardcodet systems (e.g. sol), are spread to pointers that read data from a table, i was not less surprised that i can't find data for sol like in FE2, so the savegame looks a bit different to.
further, pioneer has absolute priority now and whatabout gunsmifs f-14? my still unstarted mill-falc for FFED3D or Pioneer? the courier is also iced up, still the PB-XWA is under construction and i really want to finish this model completely so i can post the script as somekind of reference for others who like to build wavefront obj based models for pioneer, pure scripted i guess only tomm and i did so far. i guess people are scared of the scripts, but if you are once into it you will love what you can do from a simple model, compared to load just a single mesh with a single material and the limitation of not beeing able to control the thruster positions, poslights except to hack the objects exe, i guess any way i'm a bit solo in this, even if its not to hard and theunis did a real good job with his frontier galaxy/object guide website. also a pure scripted conversion of a fe2 eagle is still on my desk even as some guide to how to do that, so there is not much time for hacked savegames, especially when i had to investigate a lot, this is a time killer. well i guess with a little will anybody can write a scripted model like a FE2 shuttle, hasn't to many vertices or vectors and you can read thanks to theunis again, the FFE models in plain text format.
just to show how that will look FE models in plain text and how similar they are to a scripted pioneer model
Object #15:Interplanetary Shuttle
Vertex count 32; Vertices:
#0/00h: 1, 50, 25, 31 - type z, y, x vectors for vertices first is type of vertice, there are diiferent ones, some are common (1) for creating a polygon, other are just to control a bezier line e.g.. vertices are all mirrored along x axis thats why they are listed only once and numbered here only as even numbers, this is 1:1 in pioneer to use except you will need most odd to, three of them you will need for a triangle (of course) and so on you can have this way special bezier curve sufaces which have many sides
#2/02h: 1, -68, 25, 31
#4/04h: 1, 75, 0, 37
#6/06h: 1, -75, 0, 37
#8/08h: 1, 68, -12, 31
#10/0Ah: 1, -68, -12, 31
#12/0Ch: 1, 51, 23, 28
#14/0Eh: 1, 66, 8, 32
#16/10h: 1, -65, 12, 34
#18/12h: 1, 52, 12, -34
#20/14h: 1, 25, -12, 18
#22/16h: 1, 25, -25, 31
#24/18h: 1, -25, -12, 18
#26/1Ah: 1, -25, -25, 31
#28/1Ch: 1, 50, -25, 31
#30/1Eh: 1, -50, -25, 31
Normal count 22
Normals:
# 2: ( 0 127 0), type 0 - they mark the visibility direction for planes
# 4: ( 89 89 0), type 0
# 6: ( 0 30 123), type 2
# 8: (-123 30 0), type 2
# 10: ( 113 -56 0), type 4
# 12: ( 0 -56 113), type 4
# 14: (-113 -56 0), type 6
# 16: ( 0 -127 0), type 8
# 18: ( 127 0 0), type 20
# 20: ( 0 -123 30), type 20
Scale 6 - logically this scales the object, strangewisely vertex spacing is in whole feet allready i guess
Scale2 0 - this is the zoom factor, 0 that's why you can zoom into the shuttle
Radius 75 - another scaling factor, could be for collision check?
Primitives 17 - number of polys you can say, dunno why?
Dot color: 060606h = RGB(6,6,6) - this is just the color that represents the object when it's to far to see, medium grey
Unknown_1 8 - now some even theunis wasn't to shure about
Unknown_2 19200
Unknown_3 7680
Collision data at 49F384h - it's somekind of a pointer, some points i guess to the text that comments the model
Specifications:
Main thrust: 2725 (5.00g) - self explanatory
Reverse thrust: -1635 (-3.00g)
Gun mountings: 0
Scoop mounting: 0
Mass (fully laden): 8
Capacity (no drive): 4
Price: ¢14
Scale: 40 - similar to bounding radius in pioneer used to limit the size for the equipment window
Description: 400Bh "Interplanetary Shuttle" - this points to the objects name in the names table
Crew: 1
Missiles: 0
Drive fitted: Interplanetary Drive (integral)
Destruction bonus: 256 - the elite points you get for a kill 256 = 1 point don't ask me why not simply 1, ok you could give part points this way, guess i haven't seen any
Gun 1/x: 400 [0190h] - the gun vectors
Gun 1/y: 100 [0064h]
Gun 1/z: 480 [01E0h]
Gun 2/x: 100 [0064h]
Gun 2/y: 60 [003Ch]
Gun 2/z: 30 [001Eh]
Gun 3/x: 320 [0140h]
Gun 3/y: 50 [0032h]
Gun 3/z: 12 [000Ch]
Gun 4/x: 3 [0003h]
Gun 4/y: 0 [0000h]
Gun 4/z: 75 [004Bh]
Mesh written out (147 commands):
FFE6 ; Cmd 6 [7]: 2047 - this is somekind of a "blind" command you wont need for a pioneer model
001A 2444 8200 2401 2440 2420 2042 2103 2242 2123 ; SetColor(GLOBAL[2], - this is the color definition table similar to pioneers set_color command
UNLIT | COLOR_GRAY, - a prefixed one
UNLIT | RGB(4,0,1), - colors in frontier have only a max val of 6 i guess 7 & 8 are reserved
UNLIT | RGB(4,4,0),
UNLIT | RGB(4,2,0),
UNLIT | RGB(0,4,2),
UNLIT | RGB(1,0,3),
UNLIT | RGB(2,4,2),
UNLIT | RGB(1,2,3))
0004 5009 090A 0B08 0010 ; Square(LOCALCOLOUR | Texture_Metal_Black_0, 10,11,9,8, Normal(16)) - now the first poly gets drawn, a square for the bottom, corners of the square are v10 v11 v9 v8 from the top table, plus the visibility dir from normals table it's not needet to do it this way in pioneer visibilty is given by winding order to know which side is the transparent (culled) one of a single sidet poly
080B 03E8 ; if (DISTANCE > 1000) goto L82 - frontier works with linefeeds this is somewhat the level of detail in fe
054B 01F4 ; if (DISTANCE > 500) goto L62 - you can see farer as -> go to line
0011 5009 1614 0214 0200 0000 0000 ; Cone(LOCALCOLOUR | Texture_Metal_Black_0, Vertex(20), Vertex(22), Radius(20), Normal(2), COLOR_BLACK, Radius(0), Normal(2), COLOR_BLACK) - another draw command called cone but draws a cylinder here, one vertical from the landing sledge of the shuttle.
0011 5009 1A18 0214 0200 0000 0000 ; Cone(LOCALCOLOUR | Texture_Metal_Black_0, Vertex(24), Vertex(26), Radius(20), Normal(2), COLOR_BLACK, Radius(0), Normal(2), COLOR_BLACK) - four such cylinders for all 4 "legs"
0011 5009 1E1C 0212 0200 0000 0000 ; Cone(LOCALCOLOUR | Texture_Metal_Black_0, Vertex(28), Vertex(30), Radius(18), Normal(2), COLOR_BLACK, Radius(0), Normal(2), COLOR_BLACK) - the first horizontal cylinder of the sledge
0011 5009 1715 0215 0200 0000 0000 ; Cone(LOCALCOLOUR | Texture_Metal_Black_0, Vertex(21), Vertex(23), Radius(21), Normal(2), COLOR_BLACK, Radius(0), Normal(2), COLOR_BLACK)
0011 5009 1B19 0215 0200 0000 0000 ; Cone(LOCALCOLOUR | Texture_Metal_Black_0, Vertex(25), Vertex(27), Radius(21), Normal(2), COLOR_BLACK, Radius(0), Normal(2), COLOR_BLACK)
0011 5009 1F1D 0213 0200 0000 0000 ; Cone(LOCALCOLOUR | Texture_Metal_Black_0, Vertex(29), Vertex(31), Radius(19), Normal(2), COLOR_BLACK, Radius(0), Normal(2), COLOR_BLACK) - second horizontal
L62: 024C 01F4 ; if (DISTANCE < 500) goto L82 - again the lod if sequence far away object won't have e.g. a sledge remember one was pointing to line 62 above if true landing gear is not drawn full therefore it becomes this simple lines
0002 5009 1416 ; Line(LOCALCOLOUR | Texture_Metal_Black_0, 22,20)
0002 5009 181A ; Line(LOCALCOLOUR | Texture_Metal_Black_0, 26,24)
0002 5009 1C1E ; Line(LOCALCOLOUR | Texture_Metal_Black_0, 30,28)
0002 5009 1517 ; Line(LOCALCOLOUR | Texture_Metal_Black_0, 23,21)
0002 5009 191B ; Line(LOCALCOLOUR | Texture_Metal_Black_0, 27,25)
0002 5009 1D1F ; Line(LOCALCOLOUR | Texture_Metal_Black_0, 31,29)
when very far away all landing gear drawing is left away >1000 was pointing to line 82 one line in the hex data is just a word long, 0x0000 the following commands drawing the body
L82: 0004 5009 0102 0300 0002 ; Square(LOCALCOLOUR | Texture_Metal_Black_0, 2,3,1,0, Normal(2)) - top
0004 5009 0104 0500 0004 ; Square(LOCALCOLOUR | Texture_Metal_Black_0, 4,5,1,0, Normal(4)) - front
00AB 05DC ; if (DISTANCE > 1500) goto L99- this means draw no window above distance 1500
0004 0000 0D0E 0F0C 0004 ; Square(COLOR_BLACK, 14,15,13,12, Normal(4)) - window
L99: 0008 5009 0402 0600 0006 ; Square(LOCALCOLOUR | Texture_Metal_Black_0, 4,2,6,0, Normal(6)); - the upper right side
; Square(LOCALCOLOUR | Texture_Metal_Black_0, 5,3,7,1, Normal(7))-the upper left side, i guess the data is gone lost while transcribe
024B 036A ; if (DISTANCE > 874) goto L124 - a if sequence to make text only visible above lod
191C 0000 ; Rotate -- default 0000 - rotation of text, flow to
833C FD44 ; Rotate -- default FD44- rotation of text, facing to
000A 0000 0606 4610 3016 ; Text(COLOR_BLACK, Normal(6), Vertex(16), Scale(6), VECTOR_FONT, 3016h)- text command, 000A means is text is reg#
191C 0040 ; Rotate -- default 0040
833C FD44 ; Rotate -- default FD44
000A 0000 0607 4612 3016 ; Text(COLOR_BLACK, Normal(7), Vertex(18), Scale(6), VECTOR_FONT, 3016h)
the left four polys for lower right / left side and lower front / back
L124: 0004 5009 0306 0702 0008 ; Square(LOCALCOLOUR | Texture_Metal_Black_0, 6,7,3,2, Normal(8))
0004 5009 0508 0904 000A ; Square(LOCALCOLOUR | Texture_Metal_Black_0, 8,9,5,4, Normal(10))
0008 5009 0806 0A04 000C ; Square(LOCALCOLOUR | Texture_Metal_Black_0, 8,6,10,4, Normal(12));
; Square(LOCALCOLOUR | Texture_Metal_Black_0, 9,7,11,5, Normal(13))
0004 5009 070A 0B06 000E ; Square(LOCALCOLOUR | Texture_Metal_Black_0, 10,11,7,6, Normal(14))
0000 ; End
End of mesh - that's it
Extra data words: 0C84 3E80
you see a easy thing to port to pioneer, it's almost the same
I thought I'd share a FE2 moment from many years ago. I jumped into a system, I can't remember which, but it had a red or orange sun. I looked behind me and saw an asteroid field, or many reddish objects against the stars. After a bit I picked out the ship ID of a pirate, then another, then another, then another... and I realized that the entire "asteroid" field was composed entirely of pirate ships! 😮 As the young Carl Sagan once said, "There must have been hundreds and hundreds of them! I swear, I hadn't done anything to piss anyone off, but there they were! Then I looked at the game date. It was April 1st! Easter egg? Coincidence? I don't know, but it happened, and sorry but I don't have a save game.
nice to see you here to, i havent visited this thread since i don't know
i gues that is in the range of possibilities with FE2
it's depht is allways surprising me new 😮
april the 1st, i will check that out, sounds like a good fun.
chances that you are jumping into a system exactly at this timepoint are low if you don't search for it.
but now i will check that out
reason why i got here was the offering of my wormhole database i made once
it's in a condition that it should work on any system MS Access is installed on
i said should, it works again on my new machine after some start problems.
it was setup under ME, but runs now on XP to, so i guess that it will work on any computer access is installed.
if not, then tell me please, but don't expect a quick response i didn't visit this thread to often 😉
it will lokk like this:
[attachment=246:2010-10-04_035604.jpg]
the good thing about the html form is you can't edit the data by accident.
the bad thing it's a bit complicated to find the right route and you have to check both, actual and target system to get a jump route, because it didn't looks recursively for it.
most data you see about a system is common.
only 2 are to explain maybe,
max radius, means the ~maximum extension of a system in AU and gives you a idea how far from the main star your entry point will be, but not the exact distance to it.
the planetary info field will tell you roughly what you will find there, if i have explored the (unexplored) system allready or if it's known allready.
the system i used is,
S = a star
SS (no space between) = a binary star
P = a planet orbiting a star or binary star
A = a planet orbiting a star or binary star with breathable atmosphere
G = a gas giant orbiting a star or binary star
D = a dwarf star orbiting a star or binary star
p = a planet or planetoid orbiting a dwarf star and sometimes a planetoid orbiting a gas giant
g = a gas giant orbiting a dwarf star
the listing can sometimes be quite long then and possibly overlap the field for it.
moons are generally not listed except for the ones that have a breathable atmosphere and are inhabited.
planets and suns are listed hierachical, that means the main star or binary star and it's planets first then second star or binary star or dwarf star and it's planets and so on.
you will have to open it with the MS internet explorer Firefox won't open it
even ie will argue that it contains "unsafe" scripted data, just click ignore.
and of course you will need ms access else the database can't be opened by the browser.
but because i spent so many hours (days, weeks, months in fact) to list that all up i found it worthy that someone might use it
if you start a carreer as a imperial and have the "wormhole bug" activated, it will be extremely handy and you will reach any target in "no time", only assasinations can't be completed this way, due to whatever when arriving in a system using the wormhole the "client" will never arrive
but it's the only way to explore the full depht of FE2's galaxy, and you can reach any point by using the wormhole (that didn't means you find all in the database, else i would be still collecting data for the next ten years i guess)
some data can vary, since i switched once from my personal coordinate system to the system used in the wormhole routes list you can find on frontierverse, but usually all is in the "frontierverse system" listed and i use it as you might have recognized also for pioneers coordinates since it's the more common known one.
frontierverse's coordinates start at center of each sector so that the grid marks 0.5 sectors
my personal coordianates system starts at "real" 0 which is in the lower left corner of the sector, this is the coordinate system used in FE2's code and works for sector and the whole galaxy and the grid marks then 0 (or 1 for top right).
the main reason was for this, a quicker reading of the systems exact position by watching the adresses hex data with Gamewizard32 a very handy cheat program. which allowed me not only to read out the data of a selected system, i could also do something like buffet2's wormhole replacement cheat by entering the ships position at the right adress, only 1t of fuel and a supershort jump was needed then to arrive. or maybe simply place the crosseye over a system of my choice.
if you like to know how that works lookout for my FE2 modding pack i posted in the downloads section.
there should be a full explanation to that, based on and together with theunis old frontier objects document.
the explanation there is ment for save game editing, but can be used as well to understand FE2's coordinates system in general. adresses i can't reply here because they change on every computer depending on what is running on the actual machine in the background and GW32 can't find the right adress if the "position" of the running program has changed in ram, that's sad i know but offens. maybe i check them once in tiny hexer since when you open a task with this, the adresses start for each task at 0x0.
i once evaluated the center of the galaxy, but it's not confirmed that it's truely the center, because that is a hard thing to find out, since the coordinates starts at sol (0,0) and the whole galaxy is not centered at mid of lower left, upper right maximum, you will find a system near to that called DAWADA it should be in the database to.
of course you can add own routes or infos when you open the database in access
but do that carefully,
open frontier_jumpdata.mdb in access
check the tables tab (there is a lot of other "junk" in the database that is not used, some other is important, since i'm to lazy to figure out what is important and what not, i left it all as it was)
open system data to alter allready listed or enter new systems info
make shure you classified the system either as target or jump system this is important to grant the system is shown right as a intermediate system or as start/target point. its the first column after the ID for the entry and has only a checkmark option, checked entrys are target systems, unchecked are intermediate "jump systems"
this is not so important for the database itself, but for you, since the intermediate systems are sectioned from target systems in the jumpdata table, i chose this to have a quicker access to them when assigning a new route.
open jumpdata to assign the route between the systems (you will have then a pulldown selector for that)
make backup copies in the database before entering anything, i'm by myself corrupted the database often, rightclick therefore on the table and select save as...
some numbers,
553 systems in the system database at all,
528 jump routes between them
ok, enough theoretical stuff
There’s a special edition of Frontiers on the Amiga English Boards
http://eab.abime.net/showthread.php?t=57905
Apparently it the CD32 version with some extra bits added, not been able to download it as it get stuck on about 88% for some reason.
I have it Pinback. Want me to upload it to the SSC?
I got it download must have been some sort of glitch.
Never realised that the CD32 version of the game was different just always thought it was the standard version of the game.
It has several enhancements over the regular floppy disc based version. New buildings and a handy navigational aid amounst other things. Glad you got it though Pinback, do try it out and let us know what you think of it. My miggy is still in bits at the moment 🙄
I transferred the ADF to a disk but have not played around with it, just a quick look to see if it was working.
additional or different buildings? i havn't seen yet, but would be my fault (i only played CD32 version on my a4000 for many years, very lately i switched to a PC).
and yes try the CD32 version, it's the best FE2 version of all and perhaps even better then FFE, you won't have no textured graphics, but therefore a cleaner look.
the navigation aid is a real big helper (known from FFE, but first used for CD32 FE2).
it's the most "bugfree" version of all, imo, including FFE, most cheats for PC FE2 won't work.
forget what i posted here before it's very complicated and not as useful as the "jettison rubbish" cheat which works on all versions of FE2.
simply buy 1 tonne of rubbish and click on the cargo screen right under the button for jettison rubbish, as if there would be a further button.
now each time you jettison a non existant cargo you gain 1tonne cargo capacity.
that's far better and if i had knew that it will work for the CD32 version i would have used it back then.
anything else, even hacking a savegame makes less sense.
there is another advantage of the CD32 version
the "save to internal memory" function.
if you setup your startup-sequence for the (emulated)amiga right, means if a non volatile RAM is setup (NVRAM) like it was used for the CD32 to store a few savegames and some localization data.
you can use this feature to save any game after you jumped into a "new" system.
when loading from NVRAM you will enter the system at the point of hyperspacing to it.
this is the same like a game reset on a PC version (exit game, load a savestate you saved before you jumped).
cards get shuffled new, you can say and perhaps the evil courier with the 10 shields fitted isn't there anymore or has less shields or weaker weapons.
sometimes you enter at the opposite side of the system, this can shorten flights drastically sometimes (or make them longer, depending on where the target planet(s) stand).
i will post here my startup-sequence i use on the disk version of FE2 for CD32.
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ok, i got the needed advice ready
this is valid only for kickstart 2.x and above,
first some entries in the startup-sequence has to be made or make shure that they allready exists
C:Copy >NIL: ENVARC: RAM:ENV ALL NOREQ
Assign >NIL: ENV: RAM:ENV
usually this three lines are in any startup-sequence of kick 2.x and above
now you need a additional little file which emulates a function of the CD32
[attachment=689:nv_location.zip]
it contains only the path to the nv-ram (high-scores), so any program uses it knows where it has to look for it.
it's placed into prefs/env-archive/sys/
and looks like this on the workbench (how i LOVE this term 😆 )
[attachment=690:2011-05-09_121820.jpg]
in the case of a present RD*, it reverts to envarc:highscores which is the assigned path to prefs/env-archive/highscores, so the data will be stored there instead to the (non existant) NV-RAM.
this will work then for any CD32 game that runs from a plain A4000/A1200 (some need a special fragment of a real ROM present only in CD32 and won't work without this).
usually you find this only on CD-i and CD32 because they have no *Rigid Disk Drive 😉
so highscores and savegames have to be stored there.
the original size of the nv-ram is rather small (i guess 2MB), but on a A4000 or a emulated amiga this won't matter, you will have "endless" space on your RD.
small list of known CD32 games that will work on a plain A4000/A1200
- Frontier CD32 version
- Zool and Zool2
- Global Effect
- Diggers
- all shareware collections (for shure)
- Microcosm
- Vendetta (crazy space shooter for it's time of release with unique credits at end of a won game. i wonder if such still is possible, i guess you would get persecuted by vice squad today, even if i think it's harmless).
can't remember more since i played mostly frontier, global effect and zool2.
if you still have questions how to run and setup WinUAE, just ask, maybe i open then a thread "how to run a real game on a crappy *PC".
*not so bad, you should have seen how MAME acts on the A4000, slow is only a prefix, but "those where these days".
i guess i zip the small HD(F) file iv'e made, it can be used with both winuae and fellow, HDF's are structed the same as ADF files, they only represent a virtual RD.
i've seen it's only about 5Megs and only the half of it is used so the file won't be to big.
of course the NVRAM location is assigned and it should run immidiatly
you need,
WinUAE or Fellow
kick3.x ROM images
the HDF with a redistributable workbench and the game(s) on it.
set your emulated machine to following A1200 or A4000 configuration
processor: M68020 or M68030 set to compatibility
chipset: AGA, immidiate blitter, coll. level = sprites & sprites vs. playfield, sound 100% accurate
adv. chipset: compatibility mode
ROM: kickstart 3.0 or higher (for the pre setup workbench on the HDF)
RAM: use the full 8MB as emulated chip memory
Advanced memory setting: by choice
floppy: ok, one drive by default, but it won't be used, it runs from RD
Hard Drives: the attached HDF file
to bind the HDF in,
click on add hardfile, add path the path to the HDF file
the rest should be read from the HDF (cread/write and bootable, boot priority = 0 = boots from HD, sectors and block size as well as the controller is preset when loading a HDF)
input: to use a modern gamepad for amiga games use compatibility mode, it will emulate a CD32 controller (should).
guess that's all so far, if you follow this it shouldn't be a problem to run any of my HDF's
i've got some more HDF's ready
- Space 1889, with a nice background and planetary maps (self created) to call from a 1.3 Workbench (the maps get drawn directly on the WB), some funny speakings* when you start the game or select one of the utilities.
- Alfred Chicken (no music, it would need the CD-ROM), but nice to play even without music.
- Zool2, a hack and has some flaws.
- Colonial Conquest 2 (full version), best game made in switzerland (i mean for switzerland it's ok 😉 ). a space colonization, round based strategy for one or two players.
it's programmed with AMOS and one of the best i've seen using it. it contains a user created planet editor which allows to create more own worlds to colonize (i did that, guess, with a hex editor previous to that, imagine how long it took me to check all words from 00 to FF to find all possible tiles that can be used, many crashed the game and many never found their way into the final game).
- The Shepherd, funny "sim" game from the netherlands (wolf eats sheeps, sheeps got feed on grass).
that's all, so far, if you like one of them call me up, i will freely post it here or send it directly to you, whatever.
aha, well you need the link to the file, hm?
Amiga_Frontier_3versions_HDF.7z
one is the first release (1.05)
one is a hack of the second release and needs no security codes (should not)
one is the CD32 version, which needs no codes at all
the save-games would be intercahangeable, but due to the (overridden) copy protection of the previous releases
officer braben will appear 😎 as soon as you llike to launch a ship you saved with the CD32 version (that is because days since last check are way past).
Freundin für immer!
*never forget, the cheap A500 could allredy read well, compared to her sisters back then and a nightmare for any (professional, ha! makes me laugh) dumb Personal Computer.
should i recall your memory? no sound on any PC except from the built in speaker, or you had to buy one of the then expensive soundcards (i still own a AWE32).
a stupid (and it's still) overloaded windows that has cost the machine so much power it was hard to write a complete letter without a breakdown of the machine (i guess this post would have cost three attempts after two complete "hang ups", if the file was still readable after.
the PC wasn't reset safe back then and often it ended up in a complete data loss! still we use the same core in all windows machines 😆
most games came as EGA or CGA graphics, very low ended and if you remember amigas halfbright mode a tard compared to it (check SimCity Halfbright, which is the best release of all classic SimCity, except perhaps for the Super Nintendo release, different more detailed buildings a game that was a long time standard to me, but i lost interest with rush hour, it has become to complex and sessions take up to much time until you are a sombody in the game, a good example what never should be done with a good game, never overload it with "microsimulations" until you lose overview, the game has lost it's "drive" due to that. the rush hour extension was good for quite a while, but there are far to less missions for it and you could play all on a single afternoon. the decision to outsource the building architect was a big fault imo (if it worked at all, i never was able to run GMAX proper with the SC4 plugins, but most important, you won't forget the brand "MAX", no or only bad documentation for the BA! how should one start modeling this way? aha, i know, buy the full version of 3dsMAX, buy some additional books and make them rich quick, with a CAD program that can't (re)set a parts pivot really new, stupid for animations in games, but costs many thousend $'s. doesn't matters THE BRAND COUNTS 😆 ), because it left the modeling to experienced modelers and binding a building to a slot is very difficult for a beginner, imo. user created buildings you won't find half of what exists for SC3K. but i guess MAX has offered EA a little gift, don't you think so? after all i guess this was a damp squib or a shot back.
i never will completely understand why the PC release of Frontier had textured models, while a later released CD32 version didn't used the power of the 68020 & AGA chipset.
it could have looked far better on a A1200 rather on a PC (imagine a interlaced mode for it).
[/hr]
btw, it looks like the folder for CD32 Frontier is empty, so it's only good i uploaded the HDF.
[/hr]
well, officer Braben, i guess money is collected enough?
but i can't see any new advanced spaceships in new rossyth's shipyard, are the engineers asleep or what?
more a elite related thing, but anyway do what you like with it...
i guess some will know this allready, for shure.
and PINBACK,
yes, such a beard can be very itchy...
Itchy beard solution.
Sound like the CD32 had the best version of the game, always thought it was just the normal Amiga version with some CD quality music added.
If you have a real or an emulated amiga with a hard disk I would recomment the following:
http://www.whdownload.com/games/Update-2009-05-28/Frontier_v1.2_CD32.zip
hey i didn't wanted to cut off my head... help! (hides under blanket)
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no i can't recommend for this you need another program to start it, it was mainly made to run Frontier on a A500.
mine won't run on a A500, but i guess on a emulated Amiga that doesn't matters.
apart from that my uploaded HDF is complete setup so you don't have to worry for anything except to set the emulator to the proper specs.
boot from the HD file and start the Fun.
if you use the same version of WinUAE, i can share the config file to
you will have only to specify the location of the HD file, and it should run.
[attachment=695:Frontier_HD_configfile_WinUAE_1-6-1(2009-06-18).zip]
the config files are a nice thing, you can save every amiga programs setting and make a shortcut to them in a special amiga folder.
the program will start discretely in the background if you disable the gui. (assumed you would run it directly and not via workbench, but i can fix up a HDF for this case to, i prefer the HDF because you can give the games a little extra space for save games.
very nice you won't even recognize it's a emulated machine and game.
i would have had some A500 games to. 😀
i have made a short video to show how that feels when you start a game from the config file
sadly i wasn't able to capture the fullscreen proper the colours came out wrong, so i made a cropped clip of a windowed emulation,
of course usually i start them full screen.
the used ROM file is hacked to show HAL1889 OS instead of AMIGA O.S 😉
that's why the warning comes before the emulation starts, of course such is only possible on a emulated amiga using a image instead of a real ROM
unfortunately for you folks it's the german version of Space1889
the sound is broken sorry.
<a href=""no" i can't recommend for this you need another program to start it, it was mainly made to run Frontier on a A500.
" class="bbcode_url">no i can't recommend for this you need another program to start it, it was mainly made to run Frontier on a A500.
Actually it's the other way around. Whdload ( http://www.whdload.de was ment for games (Amiga 500 games mostly) that could not be played with an Amiga A1200 equiped with a hard disk. Later version were also used as a patching tool.
Spent some time playing Space 1889 never finished it always like the steam punk setting.
Why does that vid remind me of Stephen Hawking.
Hi Folks
Thought I would let you know that Archamedes (on the Frontier Forum) is creating a comic based in the Frontier Elite II universe. Part one is finished and Pioneer gets a mention too! 😎 Here is link http://forums.frontier.co.uk/showthread.php?t=2109
Nice 😎 😎 just download it.