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<channel>
	<title>Comments for Terry Butler</title>
	<atom:link href="http://www.terrybutler.co.uk/comments/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.terrybutler.co.uk</link>
	<description>Personal Homepage of Terry Butler</description>
	<lastBuildDate>Fri, 03 Feb 2012 14:44:39 +0000</lastBuildDate>
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	<item>
		<title>Comment on Batch PNGOut File Compressor by Antti</title>
		<link>http://www.terrybutler.co.uk/2011/07/07/batch-pngout-file-compressor/comment-page-1/#comment-6844</link>
		<dc:creator>Antti</dc:creator>
		<pubDate>Fri, 03 Feb 2012 14:44:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/2011/07/07/batch-pngout-file-compressor/#comment-6844</guid>
		<description>Just what I was looking for. Thanks!</description>
		<content:encoded><![CDATA[<p>Just what I was looking for. Thanks!</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Must-Have Heroes of Might and Magic III Patches by Terry</title>
		<link>http://www.terrybutler.co.uk/2010/07/29/must-have-heroes-of-might-and-magic-iii-patches/comment-page-1/#comment-6729</link>
		<dc:creator>Terry</dc:creator>
		<pubDate>Mon, 23 Jan 2012 19:36:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/2010/07/29/must-have-heroes-of-might-and-magic-iii-patches/#comment-6729</guid>
		<description>Okay. Here&#039;s the file uploaded if that helps:

&lt;a href=&quot;http://www.terrybutler.co.uk/downloads/homm/IFC20.zip&quot; title=&quot;IFC20.dll Download&quot; rel=&quot;nofollow&quot;&gt;http://www.terrybutler.co.uk/downloads/homm/IFC20.zip&lt;/a&gt;

Should be able to drop it straight in the main folder (where the main .exe lies). 

Regards.</description>
		<content:encoded><![CDATA[<p>Okay. Here&#8217;s the file uploaded if that helps:</p>
<p><a href="http://www.terrybutler.co.uk/downloads/homm/IFC20.zip" title="IFC20.dll Download" rel="nofollow">http://www.terrybutler.co.uk/downloads/homm/IFC20.zip</a></p>
<p>Should be able to drop it straight in the main folder (where the main .exe lies). </p>
<p>Regards.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Must-Have Heroes of Might and Magic III Patches by Terry</title>
		<link>http://www.terrybutler.co.uk/2010/07/29/must-have-heroes-of-might-and-magic-iii-patches/comment-page-1/#comment-6728</link>
		<dc:creator>Terry</dc:creator>
		<pubDate>Mon, 23 Jan 2012 19:33:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/2010/07/29/must-have-heroes-of-might-and-magic-iii-patches/#comment-6728</guid>
		<description>Hi Paul

I have this IFC20.dll in the root Heroes 3 directory.

I take it that this doesn&#039;t exist for you? I&#039;ll upload it if that helps.</description>
		<content:encoded><![CDATA[<p>Hi Paul</p>
<p>I have this IFC20.dll in the root Heroes 3 directory.</p>
<p>I take it that this doesn&#8217;t exist for you? I&#8217;ll upload it if that helps.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Must-Have Heroes of Might and Magic III Patches by Paul</title>
		<link>http://www.terrybutler.co.uk/2010/07/29/must-have-heroes-of-might-and-magic-iii-patches/comment-page-1/#comment-6718</link>
		<dc:creator>Paul</dc:creator>
		<pubDate>Sun, 22 Jan 2012 23:27:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/2010/07/29/must-have-heroes-of-might-and-magic-iii-patches/#comment-6718</guid>
		<description>Hi;

Did all the above but the program wont run. I get the following message - IFC20.dll is missing from your computer. Any idea&#039;s?

Cheers</description>
		<content:encoded><![CDATA[<p>Hi;</p>
<p>Did all the above but the program wont run. I get the following message &#8211; IFC20.dll is missing from your computer. Any idea&#8217;s?</p>
<p>Cheers</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Batch PNGOut File Compressor by Terry</title>
		<link>http://www.terrybutler.co.uk/2011/07/07/batch-pngout-file-compressor/comment-page-1/#comment-6676</link>
		<dc:creator>Terry</dc:creator>
		<pubDate>Mon, 16 Jan 2012 19:31:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/2011/07/07/batch-pngout-file-compressor/#comment-6676</guid>
		<description>Excellent, thanks!</description>
		<content:encoded><![CDATA[<p>Excellent, thanks!</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Batch PNGOut File Compressor by sdf</title>
		<link>http://www.terrybutler.co.uk/2011/07/07/batch-pngout-file-compressor/comment-page-1/#comment-6672</link>
		<dc:creator>sdf</dc:creator>
		<pubDate>Mon, 16 Jan 2012 06:49:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/2011/07/07/batch-pngout-file-compressor/#comment-6672</guid>
		<description>You might want to change 

%pngo% %%G

to 

%pngo% &quot;%%G&quot;

Otherwise, great tools, thanks.</description>
		<content:encoded><![CDATA[<p>You might want to change </p>
<p>%pngo% %%G</p>
<p>to </p>
<p>%pngo% &#8220;%%G&#8221;</p>
<p>Otherwise, great tools, thanks.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Batch PNGOut File Compressor by Terry</title>
		<link>http://www.terrybutler.co.uk/2011/07/07/batch-pngout-file-compressor/comment-page-1/#comment-6595</link>
		<dc:creator>Terry</dc:creator>
		<pubDate>Wed, 04 Jan 2012 18:35:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/2011/07/07/batch-pngout-file-compressor/#comment-6595</guid>
		<description>Hi Magicake

I&#039;m glad that you found it useful. Good point about doing a send-to on a single file, I can say that I had not considered it :)</description>
		<content:encoded><![CDATA[<p>Hi Magicake</p>
<p>I&#8217;m glad that you found it useful. Good point about doing a send-to on a single file, I can say that I had not considered it <img src='http://www.terrybutler.co.uk/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Batch PNGOut File Compressor by Magicake</title>
		<link>http://www.terrybutler.co.uk/2011/07/07/batch-pngout-file-compressor/comment-page-1/#comment-6590</link>
		<dc:creator>Magicake</dc:creator>
		<pubDate>Wed, 04 Jan 2012 10:13:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/2011/07/07/batch-pngout-file-compressor/#comment-6590</guid>
		<description>Thank you, this has been very easy to understand and follow, the bat file works perfectly giving info that pngout would not normally give. One side note is that upon using send to it does batch the whole of that folder not just a single file (this may seem obvious to most you), if only require a single image then suggest put it in a new folder temporarily just to process.
Many Thanks
Magicake</description>
		<content:encoded><![CDATA[<p>Thank you, this has been very easy to understand and follow, the bat file works perfectly giving info that pngout would not normally give. One side note is that upon using send to it does batch the whole of that folder not just a single file (this may seem obvious to most you), if only require a single image then suggest put it in a new folder temporarily just to process.<br />
Many Thanks<br />
Magicake</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on MOD Monday #38 by Terry Butler &#187; MOD Monday #80</title>
		<link>http://www.terrybutler.co.uk/2010/05/24/mod-monday-38/comment-page-1/#comment-6561</link>
		<dc:creator>Terry Butler &#187; MOD Monday #80</dc:creator>
		<pubDate>Sun, 01 Jan 2012 17:45:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/2010/05/24/mod-monday-38/#comment-6561</guid>
		<description>[...] previously appeared in MOD Monday #38, here is the another piece of music titled “crazy-sue2.3” from the Amiga game “Crazy Sue Goes [...]</description>
		<content:encoded><![CDATA[<p>[...] previously appeared in MOD Monday #38, here is the another piece of music titled “crazy-sue2.3” from the Amiga game “Crazy Sue Goes [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on About Me by Claire Fraser</title>
		<link>http://www.terrybutler.co.uk/about-me/comment-page-1/#comment-6555</link>
		<dc:creator>Claire Fraser</dc:creator>
		<pubDate>Sat, 31 Dec 2011 16:37:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/?page_id=340#comment-6555</guid>
		<description>Hi,
I&#039;ve just stumbled across this whilst trying to find out about Albert Bickley.  I think Albert is my great-uncle.  Although he was born in Birmingham the family originally came from Wolverhampton.  Albert disappears from the family after 1881 and I&#039;ve been trying to find him for a long time.I was really interested in what Kay had to say about him and would love to find out more.  If possible could you put me in touch with her  or get her to email me.
Thanks.
Claire F</description>
		<content:encoded><![CDATA[<p>Hi,<br />
I&#8217;ve just stumbled across this whilst trying to find out about Albert Bickley.  I think Albert is my great-uncle.  Although he was born in Birmingham the family originally came from Wolverhampton.  Albert disappears from the family after 1881 and I&#8217;ve been trying to find him for a long time.I was really interested in what Kay had to say about him and would love to find out more.  If possible could you put me in touch with her  or get her to email me.<br />
Thanks.<br />
Claire F</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Projects by Terry</title>
		<link>http://www.terrybutler.co.uk/projects/comment-page-1/#comment-6550</link>
		<dc:creator>Terry</dc:creator>
		<pubDate>Fri, 30 Dec 2011 20:57:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/?page_id=43#comment-6550</guid>
		<description>Agreed :)

I have posed this question before and have released some stuff but not much interest has been shown so far. I don&#039;t have an awful amount of time for stuff these days so what I manage to get done is often just based on moments of whimsical excitement :)</description>
		<content:encoded><![CDATA[<p>Agreed <img src='http://www.terrybutler.co.uk/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>I have posed this question before and have released some stuff but not much interest has been shown so far. I don&#8217;t have an awful amount of time for stuff these days so what I manage to get done is often just based on moments of whimsical excitement <img src='http://www.terrybutler.co.uk/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Projects by smoke_th</title>
		<link>http://www.terrybutler.co.uk/projects/comment-page-1/#comment-6509</link>
		<dc:creator>smoke_th</dc:creator>
		<pubDate>Sun, 25 Dec 2011 18:15:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/?page_id=43#comment-6509</guid>
		<description>+1 to VoidSK</description>
		<content:encoded><![CDATA[<p>+1 to VoidSK</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Yendorian Tales Remake by Gar</title>
		<link>http://www.terrybutler.co.uk/2011/03/13/yendorian-tales-remake/comment-page-1/#comment-5782</link>
		<dc:creator>Gar</dc:creator>
		<pubDate>Fri, 28 Oct 2011 18:53:02 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/?p=898#comment-5782</guid>
		<description>I really hope this gets made! That game was awesome!</description>
		<content:encoded><![CDATA[<p>I really hope this gets made! That game was awesome!</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Doom Engine WAD Reader and Extractor by Terry</title>
		<link>http://www.terrybutler.co.uk/tools/doom-engine-wad-reader-and-extractor/comment-page-1/#comment-5685</link>
		<dc:creator>Terry</dc:creator>
		<pubDate>Sat, 22 Oct 2011 10:28:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/?page_id=384#comment-5685</guid>
		<description>Hi Dargor, thanks for posting! :) 

I have every intention of improving this one day as well as releasing it as open source--after I clean up some embarrassing crappy code that is ;)--which I&#039;m hoping will also go a long way to improving it.

The extraction process is something I really hoped to improved as it&#039;s somewhat shoddy at the moment!

Best regards
Terry</description>
		<content:encoded><![CDATA[<p>Hi Dargor, thanks for posting! <img src='http://www.terrybutler.co.uk/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  </p>
<p>I have every intention of improving this one day as well as releasing it as open source&#8211;after I clean up some embarrassing crappy code that is <img src='http://www.terrybutler.co.uk/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> &#8211;which I&#8217;m hoping will also go a long way to improving it.</p>
<p>The extraction process is something I really hoped to improved as it&#8217;s somewhat shoddy at the moment!</p>
<p>Best regards<br />
Terry</p>
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	</item>
	<item>
		<title>Comment on Doom Engine WAD Reader and Extractor by Dargor</title>
		<link>http://www.terrybutler.co.uk/tools/doom-engine-wad-reader-and-extractor/comment-page-1/#comment-5680</link>
		<dc:creator>Dargor</dc:creator>
		<pubDate>Fri, 21 Oct 2011 21:00:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/?page_id=384#comment-5680</guid>
		<description>Man, you&#039;re GREAT! This is what i was looking for. THANKS! :D</description>
		<content:encoded><![CDATA[<p>Man, you&#8217;re GREAT! This is what i was looking for. THANKS! <img src='http://www.terrybutler.co.uk/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on The Third Person Adventure Games List by Terry</title>
		<link>http://www.terrybutler.co.uk/misc/the-third-person-adventure-games-list/comment-page-1/#comment-5311</link>
		<dc:creator>Terry</dc:creator>
		<pubDate>Thu, 06 Oct 2011 23:07:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/?page_id=582#comment-5311</guid>
		<description>Thanks Shaheen

Will add them now :)

Best regards friend</description>
		<content:encoded><![CDATA[<p>Thanks Shaheen</p>
<p>Will add them now <img src='http://www.terrybutler.co.uk/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Best regards friend</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on The Third Person Adventure Games List by shaheen</title>
		<link>http://www.terrybutler.co.uk/misc/the-third-person-adventure-games-list/comment-page-1/#comment-5292</link>
		<dc:creator>shaheen</dc:creator>
		<pubDate>Tue, 04 Oct 2011 16:39:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/?page_id=582#comment-5292</guid>
		<description>Balck mirror 1
Black mirror 2
Black mirror 3
Secret files 2 puritas cordis
Lost horizon
Gray matter
A new beginning</description>
		<content:encoded><![CDATA[<p>Balck mirror 1<br />
Black mirror 2<br />
Black mirror 3<br />
Secret files 2 puritas cordis<br />
Lost horizon<br />
Gray matter<br />
A new beginning</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Asura Engine Extractor by Terry</title>
		<link>http://www.terrybutler.co.uk/tools/asura-engine-extractor/comment-page-1/#comment-5249</link>
		<dc:creator>Terry</dc:creator>
		<pubDate>Thu, 29 Sep 2011 16:46:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/tools/asura-engine-extractor/#comment-5249</guid>
		<description>My program extracts the files, it&#039;s up to you to do what you want with them from there. I&#039;m sorry that I don&#039;t have the time to try and create readers for all of the different file formats out there. 

I&#039;m also not sure if all of the different games using the Asura Engine use a common &quot;Asra format&quot; or proprietary file formats. 

I had a lot of people ask me for features and when I released the code as open-source, there wasn&#039;t much of a buzz, but I at least hoped it&#039;d provide the catalyst to get a few things going either way.</description>
		<content:encoded><![CDATA[<p>My program extracts the files, it&#8217;s up to you to do what you want with them from there. I&#8217;m sorry that I don&#8217;t have the time to try and create readers for all of the different file formats out there. </p>
<p>I&#8217;m also not sure if all of the different games using the Asura Engine use a common &#8220;Asra format&#8221; or proprietary file formats. </p>
<p>I had a lot of people ask me for features and when I released the code as open-source, there wasn&#8217;t much of a buzz, but I at least hoped it&#8217;d provide the catalyst to get a few things going either way.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Asura Engine Extractor by Guma Scott</title>
		<link>http://www.terrybutler.co.uk/tools/asura-engine-extractor/comment-page-1/#comment-5215</link>
		<dc:creator>Guma Scott</dc:creator>
		<pubDate>Mon, 26 Sep 2011 19:54:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/tools/asura-engine-extractor/#comment-5215</guid>
		<description>But why your program extracts this files?Your program dont just extract dds, tga and waves?Why your program can extract this files if they have a proprietary language?And friend,i just wanna a help of you ,this so important to me,im not a boy trying put files in others games,im make a important project and i need this files to use like molds,i search in all others western games and dotn have,im in this a long time,have compassion friend....</description>
		<content:encoded><![CDATA[<p>But why your program extracts this files?Your program dont just extract dds, tga and waves?Why your program can extract this files if they have a proprietary language?And friend,i just wanna a help of you ,this so important to me,im not a boy trying put files in others games,im make a important project and i need this files to use like molds,i search in all others western games and dotn have,im in this a long time,have compassion friend&#8230;.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Asura Engine Extractor by Terry</title>
		<link>http://www.terrybutler.co.uk/tools/asura-engine-extractor/comment-page-1/#comment-5208</link>
		<dc:creator>Terry</dc:creator>
		<pubDate>Sun, 25 Sep 2011 23:56:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/tools/asura-engine-extractor/#comment-5208</guid>
		<description>Hi there,

I took a look and I didn&#039;t see anything that was obvious as to what they are. I&#039;d imagine the contents of them are proprietary. I don&#039;t really have the time to be investigating and writing extractors / readers for anything else at the moment though.</description>
		<content:encoded><![CDATA[<p>Hi there,</p>
<p>I took a look and I didn&#8217;t see anything that was obvious as to what they are. I&#8217;d imagine the contents of them are proprietary. I don&#8217;t really have the time to be investigating and writing extractors / readers for anything else at the moment though.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Asura Engine Extractor by Guma Scott</title>
		<link>http://www.terrybutler.co.uk/tools/asura-engine-extractor/comment-page-1/#comment-5205</link>
		<dc:creator>Guma Scott</dc:creator>
		<pubDate>Sun, 25 Sep 2011 21:40:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/tools/asura-engine-extractor/#comment-5205</guid>
		<description>Hey friend do you make the files downlaod?what you think?</description>
		<content:encoded><![CDATA[<p>Hey friend do you make the files downlaod?what you think?</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Doom Engine WAD Reader and Extractor by Terry</title>
		<link>http://www.terrybutler.co.uk/tools/doom-engine-wad-reader-and-extractor/comment-page-1/#comment-4974</link>
		<dc:creator>Terry</dc:creator>
		<pubDate>Tue, 20 Sep 2011 00:16:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/?page_id=384#comment-4974</guid>
		<description>HI Versus,

I will get around to it eventually, I promise. I was hoping to go through the code and fix up a bunch of stuff first though and remove some stuff.

I will post about it when I do!</description>
		<content:encoded><![CDATA[<p>HI Versus,</p>
<p>I will get around to it eventually, I promise. I was hoping to go through the code and fix up a bunch of stuff first though and remove some stuff.</p>
<p>I will post about it when I do!</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Doom Engine WAD Reader and Extractor by Versus</title>
		<link>http://www.terrybutler.co.uk/tools/doom-engine-wad-reader-and-extractor/comment-page-1/#comment-4619</link>
		<dc:creator>Versus</dc:creator>
		<pubDate>Thu, 15 Sep 2011 18:52:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/?page_id=384#comment-4619</guid>
		<description>&quot;This is one of the projects I’m going to release as open source&quot;

That will be Greatful!!</description>
		<content:encoded><![CDATA[<p>&#8220;This is one of the projects I’m going to release as open source&#8221;</p>
<p>That will be Greatful!!</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Asura Engine Extractor by Guma Scott</title>
		<link>http://www.terrybutler.co.uk/tools/asura-engine-extractor/comment-page-1/#comment-4609</link>
		<dc:creator>Guma Scott</dc:creator>
		<pubDate>Wed, 14 Sep 2011 21:14:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/tools/asura-engine-extractor/#comment-4609</guid>
		<description>Just one more questian friend.Do you know if comes the caracthers animations in this files that i extracts?Because i need the animations too.And this letter &#039; € &#039; have in almost files that i extracts, and have in gun pc and ps2 files too.Do you ever seen this letter before in a file?And i put wrong the file from the game Gun from pc in the xbox360 directory.Thanks for all the help friend.</description>
		<content:encoded><![CDATA[<p>Just one more questian friend.Do you know if comes the caracthers animations in this files that i extracts?Because i need the animations too.And this letter &#8216; € &#8216; have in almost files that i extracts, and have in gun pc and ps2 files too.Do you ever seen this letter before in a file?And i put wrong the file from the game Gun from pc in the xbox360 directory.Thanks for all the help friend.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Asura Engine Extractor by Guma Scott</title>
		<link>http://www.terrybutler.co.uk/tools/asura-engine-extractor/comment-page-1/#comment-4608</link>
		<dc:creator>Guma Scott</dc:creator>
		<pubDate>Wed, 14 Sep 2011 20:54:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/tools/asura-engine-extractor/#comment-4608</guid>
		<description>Hi friend,i tried open the files with dragon unpacker like you said,but is not working...im send to you the files from where i extracts,the files that i extracts and the files of game &#039;&#039;Gun&#039;&#039; from other video games(ps2,pc,xbox360 and gamecube),because if you be able to extract and open this files will be other way to me to get this files.This is so important to me friend,i really need your help,i need this files for a important project that im making,and im in this search a long time ago,and now with your help is like a light to me to can finally finish this hard job.Thanks friend

http://www.megaupload.com/?d=THAEKSUY</description>
		<content:encoded><![CDATA[<p>Hi friend,i tried open the files with dragon unpacker like you said,but is not working&#8230;im send to you the files from where i extracts,the files that i extracts and the files of game &#8221;Gun&#8221; from other video games(ps2,pc,xbox360 and gamecube),because if you be able to extract and open this files will be other way to me to get this files.This is so important to me friend,i really need your help,i need this files for a important project that im making,and im in this search a long time ago,and now with your help is like a light to me to can finally finish this hard job.Thanks friend</p>
<p><a href="http://www.megaupload.com/?d=THAEKSUY" rel="nofollow">http://www.megaupload.com/?d=THAEKSUY</a></p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Asura Engine Extractor by Terry</title>
		<link>http://www.terrybutler.co.uk/tools/asura-engine-extractor/comment-page-1/#comment-4590</link>
		<dc:creator>Terry</dc:creator>
		<pubDate>Mon, 12 Sep 2011 14:40:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/tools/asura-engine-extractor/#comment-4590</guid>
		<description>Like I said before, your best bet is to run the uncompressed archive through Dragon Unpacker&#039;s HyperRipper feature and it&#039;ll automatically detect what the files are within the binary blob.

I doubt it&#039;ll give them the correct name however saying that, so it might still not be 100% what you need, but at least you have some files.

As far as I recall, the application just extracts all files.

I suppose I need to add some file type detection to the application but I&#039;m not sure when I&#039;ll be able to do this.</description>
		<content:encoded><![CDATA[<p>Like I said before, your best bet is to run the uncompressed archive through Dragon Unpacker&#8217;s HyperRipper feature and it&#8217;ll automatically detect what the files are within the binary blob.</p>
<p>I doubt it&#8217;ll give them the correct name however saying that, so it might still not be 100% what you need, but at least you have some files.</p>
<p>As far as I recall, the application just extracts all files.</p>
<p>I suppose I need to add some file type detection to the application but I&#8217;m not sure when I&#8217;ll be able to do this.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Asura Engine Extractor by Guma Scott</title>
		<link>http://www.terrybutler.co.uk/tools/asura-engine-extractor/comment-page-1/#comment-4569</link>
		<dc:creator>Guma Scott</dc:creator>
		<pubDate>Sat, 10 Sep 2011 19:06:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/tools/asura-engine-extractor/#comment-4569</guid>
		<description>Ok thanks friend i will do that...i was thinking......your program asuraengineextractor and the program of YgNa(Sniper elite extractor)only extract dds,tga and waves right?so this files that i extracts only can be dds,tga and waves right?There is many types of dds and tga and your program extract all of their?And do oyu know how i see if a dds have inside the animation of the game caracter?Because if comes with the animationm inside is a explanation to i cannot open and convert this files right,or this files are in some kind of compressed dds,tga.Do you have msn to i can send a file to oyu see better?thanks for all the help friend.</description>
		<content:encoded><![CDATA[<p>Ok thanks friend i will do that&#8230;i was thinking&#8230;&#8230;your program asuraengineextractor and the program of YgNa(Sniper elite extractor)only extract dds,tga and waves right?so this files that i extracts only can be dds,tga and waves right?There is many types of dds and tga and your program extract all of their?And do oyu know how i see if a dds have inside the animation of the game caracter?Because if comes with the animationm inside is a explanation to i cannot open and convert this files right,or this files are in some kind of compressed dds,tga.Do you have msn to i can send a file to oyu see better?thanks for all the help friend.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Asura Engine Extractor by Terry</title>
		<link>http://www.terrybutler.co.uk/tools/asura-engine-extractor/comment-page-1/#comment-4537</link>
		<dc:creator>Terry</dc:creator>
		<pubDate>Thu, 08 Sep 2011 00:48:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/tools/asura-engine-extractor/#comment-4537</guid>
		<description>Hi Guma Scott

Once the resource file has been extracted by the app (find it in your User Temp directory if I recall) and run something like Dragon Unpacker&#039;s HyperRipper tool over it. 

It should be able to give you a list of known file types.</description>
		<content:encoded><![CDATA[<p>Hi Guma Scott</p>
<p>Once the resource file has been extracted by the app (find it in your User Temp directory if I recall) and run something like Dragon Unpacker&#8217;s HyperRipper tool over it. </p>
<p>It should be able to give you a list of known file types.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Asura Engine Extractor by Guma Scott</title>
		<link>http://www.terrybutler.co.uk/tools/asura-engine-extractor/comment-page-1/#comment-4458</link>
		<dc:creator>Guma Scott</dc:creator>
		<pubDate>Thu, 01 Sep 2011 21:15:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/tools/asura-engine-extractor/#comment-4458</guid>
		<description>hi is not the most part RSFL.is RSCF.I OPEN THE FILES WITH OTHERS PROGRAM(YgNa program)And have other little files(i think dont have so much importance)HCAN,MTRL,HSBB,ATBL,TEXT,TXFL,HSKN(THIS IS THE ONLY ONE WHO ARE MORE BIGGER) AND ETC....IN THE PROGRAM WHEN SAYS &#039;&#039;TIP&#039;&#039; OF THE FILES IS &#039;&#039;&#039;??????&#039;&#039;&#039;.I CANT OPEN AND CONVERT THE FILES THAT I EXTRACTED,WHY????HERE IS THE START OF ONE....

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		<content:encoded><![CDATA[<p>hi is not the most part RSFL.is RSCF.I OPEN THE FILES WITH OTHERS PROGRAM(YgNa program)And have other little files(i think dont have so much importance)HCAN,MTRL,HSBB,ATBL,TEXT,TXFL,HSKN(THIS IS THE ONLY ONE WHO ARE MORE BIGGER) AND ETC&#8230;.IN THE PROGRAM WHEN SAYS &#8221;TIP&#8221; OF THE FILES IS &#8221;&#8217;??????&#8221;&#8217;.I CANT OPEN AND CONVERT THE FILES THAT I EXTRACTED,WHY????HERE IS THE START OF ONE&#8230;.</p>
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<p>      <br />
</p>
<p>   	  <br />
<br />
   *<br />
 <br />
<br />
   8&quot;<br />
!<br />
   Af(<br />
<br />
   =T&quot;<br />
<br />
 </p>
<p><br />
<br />
E</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Asura Engine Extractor by Guma Scott</title>
		<link>http://www.terrybutler.co.uk/tools/asura-engine-extractor/comment-page-1/#comment-4435</link>
		<dc:creator>Guma Scott</dc:creator>
		<pubDate>Tue, 30 Aug 2011 18:16:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/tools/asura-engine-extractor/#comment-4435</guid>
		<description>Hi friend,i was using your great program asuraextractor to extract the game &#039;&#039;GUN SHOWDOWN&#039;&#039;.PSP,and i can extract the RSCF files,but i can&#039;t open and convert this files.And the RSFL files i cant extract(they are the most part of the files).DO YOU HAVE OR KNOW ANY EXTRACTOR TO RSFL FILES?OR DO YOU KNOW WHY I CAN&#039;T USE THE FILES IN RSCF THAT I EXTRACTED?THE FILES ARE TGA,WAVES,BMP AND FILES WHO DONT HAVE EXTENSIONS(I NEED TO KNOW WHAT FILES ARE.I NEED YOUR HELP FRIEND.</description>
		<content:encoded><![CDATA[<p>Hi friend,i was using your great program asuraextractor to extract the game &#8221;GUN SHOWDOWN&#8221;.PSP,and i can extract the RSCF files,but i can&#8217;t open and convert this files.And the RSFL files i cant extract(they are the most part of the files).DO YOU HAVE OR KNOW ANY EXTRACTOR TO RSFL FILES?OR DO YOU KNOW WHY I CAN&#8217;T USE THE FILES IN RSCF THAT I EXTRACTED?THE FILES ARE TGA,WAVES,BMP AND FILES WHO DONT HAVE EXTENSIONS(I NEED TO KNOW WHAT FILES ARE.I NEED YOUR HELP FRIEND.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on About Me by Lauren Salas</title>
		<link>http://www.terrybutler.co.uk/about-me/comment-page-1/#comment-4273</link>
		<dc:creator>Lauren Salas</dc:creator>
		<pubDate>Fri, 19 Aug 2011 23:48:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/?page_id=340#comment-4273</guid>
		<description>:&gt; Do you have any idea why your post got the recommendation from Themelis Cuiper? Google search result advert whizs do not recommend something without a reason.</description>
		<content:encoded><![CDATA[<p>:&gt; Do you have any idea why your post got the recommendation from Themelis Cuiper? Google search result advert whizs do not recommend something without a reason.</p>
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	<item>
		<title>Comment on Heroes of Might and Magic II by mjw</title>
		<link>http://www.terrybutler.co.uk/misc/heroes-of-might-and-magic-ii/comment-page-1/#comment-4165</link>
		<dc:creator>mjw</dc:creator>
		<pubDate>Mon, 08 Aug 2011 20:46:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/?page_id=6#comment-4165</guid>
		<description>@Chris:
As mentionend, fheroes2 does just what you are searching for. You should check out the code at sf.net or ask your questions to the developers.</description>
		<content:encoded><![CDATA[<p>@Chris:<br />
As mentionend, fheroes2 does just what you are searching for. You should check out the code at sf.net or ask your questions to the developers.</p>
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	<item>
		<title>Comment on Heroes of Might and Magic II by Chris</title>
		<link>http://www.terrybutler.co.uk/misc/heroes-of-might-and-magic-ii/comment-page-1/#comment-4017</link>
		<dc:creator>Chris</dc:creator>
		<pubDate>Wed, 03 Aug 2011 03:50:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/?page_id=6#comment-4017</guid>
		<description>would really love a update on the info you have... if your willing to share... would love to port HOMM to various platforms but can&#039;t figure out any of the decompress/filetype info</description>
		<content:encoded><![CDATA[<p>would really love a update on the info you have&#8230; if your willing to share&#8230; would love to port HOMM to various platforms but can&#8217;t figure out any of the decompress/filetype info</p>
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		<title>Comment on Yendorian Tales: The Tyrants of Thaine by Yendorian Tales Book 1 Chapter 2 &#124; Game Glist</title>
		<link>http://www.terrybutler.co.uk/misc/yendorian-tales-the-tyrants-of-thaine/comment-page-1/#comment-3819</link>
		<dc:creator>Yendorian Tales Book 1 Chapter 2 &#124; Game Glist</dc:creator>
		<pubDate>Wed, 13 Jul 2011 09:31:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/?page_id=38#comment-3819</guid>
		<description>[...] Yendorian Tales Book 1 Chapter 2 terrybutler.co.uk [...]</description>
		<content:encoded><![CDATA[<p>[...] Yendorian Tales Book 1 Chapter 2 terrybutler.co.uk [...]</p>
]]></content:encoded>
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		<title>Comment on Doom Engine WAD Reader and Extractor by The Making Of Doom &#171; c# to javascript, actionscript</title>
		<link>http://www.terrybutler.co.uk/tools/doom-engine-wad-reader-and-extractor/comment-page-1/#comment-3806</link>
		<dc:creator>The Making Of Doom &#171; c# to javascript, actionscript</dc:creator>
		<pubDate>Tue, 12 Jul 2011 06:50:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/?page_id=384#comment-3806</guid>
		<description>[...] Doom Engine WAD Reader and Extractor by Terry    Comments (1)   LikeBe the first to like this post.1 Comment &#187; [...]</description>
		<content:encoded><![CDATA[<p>[...] Doom Engine WAD Reader and Extractor by Terry    Comments (1)   LikeBe the first to like this post.1 Comment &raquo; [...]</p>
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		<title>Comment on WinProcInfo by Shulman@hotmail.com</title>
		<link>http://www.terrybutler.co.uk/tools/winprocinfo/comment-page-1/#comment-3790</link>
		<dc:creator>Shulman@hotmail.com</dc:creator>
		<pubDate>Sat, 09 Jul 2011 18:44:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/?page_id=76#comment-3790</guid>
		<description>An additional great post on running a blog! Many thanks therefore considerably for taking the time to talk about you details and wisdom with other bloggers.</description>
		<content:encoded><![CDATA[<p>An additional great post on running a blog! Many thanks therefore considerably for taking the time to talk about you details and wisdom with other bloggers.</p>
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		<title>Comment on Doom Engine WAD Reader and Extractor by Terry</title>
		<link>http://www.terrybutler.co.uk/tools/doom-engine-wad-reader-and-extractor/comment-page-1/#comment-3639</link>
		<dc:creator>Terry</dc:creator>
		<pubDate>Thu, 23 Jun 2011 20:20:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/?page_id=384#comment-3639</guid>
		<description>Thanks, although it was the WinTex shell I used back in the Windows 3.1 days that inspired me to want to learn the Doom file formats to program this.</description>
		<content:encoded><![CDATA[<p>Thanks, although it was the WinTex shell I used back in the Windows 3.1 days that inspired me to want to learn the Doom file formats to program this.</p>
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	<item>
		<title>Comment on Doom Engine WAD Reader and Extractor by Emre</title>
		<link>http://www.terrybutler.co.uk/tools/doom-engine-wad-reader-and-extractor/comment-page-1/#comment-3638</link>
		<dc:creator>Emre</dc:creator>
		<pubDate>Thu, 23 Jun 2011 20:05:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/?page_id=384#comment-3638</guid>
		<description>If you want to extract everything just use DeuTex. http://www.google.com/search?q=deutex</description>
		<content:encoded><![CDATA[<p>If you want to extract everything just use DeuTex. <a href="http://www.google.com/search?q=deutex" rel="nofollow">http://www.google.com/search?q=deutex</a></p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Asura Engine Now Open Source by Terry</title>
		<link>http://www.terrybutler.co.uk/2011/03/12/asura-engine-now-open-source/comment-page-1/#comment-3247</link>
		<dc:creator>Terry</dc:creator>
		<pubDate>Wed, 11 May 2011 20:37:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/2011/03/12/asura-engine-now-open-source/#comment-3247</guid>
		<description>If you can understand Pascal, then I would have thought C# would be very easy to learn.

I gather that you haven&#039;t got the time to learn C#, which I can sympathize with, and you should sympathize with me too, as I haven&#039;t got a lot of spare time either. Either that or you just want me to do the work for you ;)</description>
		<content:encoded><![CDATA[<p>If you can understand Pascal, then I would have thought C# would be very easy to learn.</p>
<p>I gather that you haven&#8217;t got the time to learn C#, which I can sympathize with, and you should sympathize with me too, as I haven&#8217;t got a lot of spare time either. Either that or you just want me to do the work for you <img src='http://www.terrybutler.co.uk/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
]]></content:encoded>
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		<title>Comment on Asura Engine Now Open Source by YgNa</title>
		<link>http://www.terrybutler.co.uk/2011/03/12/asura-engine-now-open-source/comment-page-1/#comment-3246</link>
		<dc:creator>YgNa</dc:creator>
		<pubDate>Wed, 11 May 2011 20:31:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/2011/03/12/asura-engine-now-open-source/#comment-3246</guid>
		<description>You can write this program in C++ Borland 6?
I have knowledge in Borland but not in Visual C# ...</description>
		<content:encoded><![CDATA[<p>You can write this program in C++ Borland 6?<br />
I have knowledge in Borland but not in Visual C# &#8230;</p>
]]></content:encoded>
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	<item>
		<title>Comment on Must-Have Heroes of Might and Magic III Patches by qwerty</title>
		<link>http://www.terrybutler.co.uk/2010/07/29/must-have-heroes-of-might-and-magic-iii-patches/comment-page-1/#comment-3203</link>
		<dc:creator>qwerty</dc:creator>
		<pubDate>Fri, 06 May 2011 16:43:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/2010/07/29/must-have-heroes-of-might-and-magic-iii-patches/#comment-3203</guid>
		<description>@Slayer
instructions are on the site. extract it into the game directory, then run the setup utility (Heroes3HDSetup.exe) there. run the game from then on using the other .exe provided.</description>
		<content:encoded><![CDATA[<p>@Slayer<br />
instructions are on the site. extract it into the game directory, then run the setup utility (Heroes3HDSetup.exe) there. run the game from then on using the other .exe provided.</p>
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	</item>
	<item>
		<title>Comment on Must-Have Heroes of Might and Magic III Patches by Slayer</title>
		<link>http://www.terrybutler.co.uk/2010/07/29/must-have-heroes-of-might-and-magic-iii-patches/comment-page-1/#comment-3144</link>
		<dc:creator>Slayer</dc:creator>
		<pubDate>Wed, 27 Apr 2011 21:11:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/2010/07/29/must-have-heroes-of-might-and-magic-iii-patches/#comment-3144</guid>
		<description>Downloaded the HD patch but am unsure where to place it to make it work.  When I try to F4 into windowed mode (running 32-bit, windows 7) it gives me the annoying 65536 colours limitation.  Do I just extract the patch files into the main Heroes 3 folder?  Or do I have to change some settings elsewhere?  Any help would be great, thanks!

-S</description>
		<content:encoded><![CDATA[<p>Downloaded the HD patch but am unsure where to place it to make it work.  When I try to F4 into windowed mode (running 32-bit, windows 7) it gives me the annoying 65536 colours limitation.  Do I just extract the patch files into the main Heroes 3 folder?  Or do I have to change some settings elsewhere?  Any help would be great, thanks!</p>
<p>-S</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on About Me by Terry R.</title>
		<link>http://www.terrybutler.co.uk/about-me/comment-page-1/#comment-3116</link>
		<dc:creator>Terry R.</dc:creator>
		<pubDate>Mon, 25 Apr 2011 10:48:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/?page_id=340#comment-3116</guid>
		<description>Hi Terry
I have lots of information about the Clissetts, if there&#039;s anything you need. I am researching Clissett chairmakers, and was interested in what Kay had to say, and would like to get in touch re any further information about Thomas Clissett (or any others of the Newport Clissetts)as a chairmaker. Perhaps you could put me in touch with her.
Many thanks
Terry R.</description>
		<content:encoded><![CDATA[<p>Hi Terry<br />
I have lots of information about the Clissetts, if there&#8217;s anything you need. I am researching Clissett chairmakers, and was interested in what Kay had to say, and would like to get in touch re any further information about Thomas Clissett (or any others of the Newport Clissetts)as a chairmaker. Perhaps you could put me in touch with her.<br />
Many thanks<br />
Terry R.</p>
]]></content:encoded>
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		<title>Comment on Heroes of Might and Magic II by nikola</title>
		<link>http://www.terrybutler.co.uk/misc/heroes-of-might-and-magic-ii/comment-page-1/#comment-3043</link>
		<dc:creator>nikola</dc:creator>
		<pubDate>Wed, 20 Apr 2011 15:32:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/?page_id=6#comment-3043</guid>
		<description>sorry, but i was just told to come here to extract the music from homm2 and now i can&#039;t do that, could u tell me what are the files&#039; names and do i need to convert them into other formats??? If I do, can u tell me some freeware that works good because i tried a lot of them and many of them disappoint me...good luck with the fheroes2! Btw, does somebody know something about refixes for other homm games like heroes 3 in the wake of gods???</description>
		<content:encoded><![CDATA[<p>sorry, but i was just told to come here to extract the music from homm2 and now i can&#8217;t do that, could u tell me what are the files&#8217; names and do i need to convert them into other formats??? If I do, can u tell me some freeware that works good because i tried a lot of them and many of them disappoint me&#8230;good luck with the fheroes2! Btw, does somebody know something about refixes for other homm games like heroes 3 in the wake of gods???</p>
]]></content:encoded>
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	<item>
		<title>Comment on Doom Engine WAD Reader and Extractor by Terry Butler &#187; Forecast: April-May 2011</title>
		<link>http://www.terrybutler.co.uk/tools/doom-engine-wad-reader-and-extractor/comment-page-1/#comment-2935</link>
		<dc:creator>Terry Butler &#187; Forecast: April-May 2011</dc:creator>
		<pubDate>Sun, 10 Apr 2011 10:16:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/?page_id=384#comment-2935</guid>
		<description>[...] Book I: Chapter 2Yendorian Tales: The Tyrants of ThaineProjectsResourcesToolsAsura Engine ExtractorDoom Engine WAD Reader and ExtractorH3M Compressor / DecompressorOPN64WinProcInfoWeb DevelopmentHTML5 Canvas MD2 RendererWebGL Canvas [...]</description>
		<content:encoded><![CDATA[<p>[...] Book I: Chapter 2Yendorian Tales: The Tyrants of ThaineProjectsResourcesToolsAsura Engine ExtractorDoom Engine WAD Reader and ExtractorH3M Compressor / DecompressorOPN64WinProcInfoWeb DevelopmentHTML5 Canvas MD2 RendererWebGL Canvas [...]</p>
]]></content:encoded>
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	<item>
		<title>Comment on Asura Engine Now Open Source by Terry</title>
		<link>http://www.terrybutler.co.uk/2011/03/12/asura-engine-now-open-source/comment-page-1/#comment-2872</link>
		<dc:creator>Terry</dc:creator>
		<pubDate>Mon, 04 Apr 2011 19:13:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/2011/03/12/asura-engine-now-open-source/#comment-2872</guid>
		<description>ShadowDog:

Yeah, I was thinking that splitting off my rather nonsense framework to a whole separate project on Sourceforge would be quite overkill though. 

At the same time, it&#039;s hard to have duplicate files over all of my projects. 

This is just one of those no-win situations.

YgNa:

I&#039;ll try and get time to add them. I made this project open source so that others could get involved if they should desire.

Try and get others to help out if you can too :-)</description>
		<content:encoded><![CDATA[<p>ShadowDog:</p>
<p>Yeah, I was thinking that splitting off my rather nonsense framework to a whole separate project on Sourceforge would be quite overkill though. </p>
<p>At the same time, it&#8217;s hard to have duplicate files over all of my projects. </p>
<p>This is just one of those no-win situations.</p>
<p>YgNa:</p>
<p>I&#8217;ll try and get time to add them. I made this project open source so that others could get involved if they should desire.</p>
<p>Try and get others to help out if you can too <img src='http://www.terrybutler.co.uk/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Asura Engine Now Open Source by YgNa</title>
		<link>http://www.terrybutler.co.uk/2011/03/12/asura-engine-now-open-source/comment-page-1/#comment-2801</link>
		<dc:creator>YgNa</dc:creator>
		<pubDate>Wed, 30 Mar 2011 00:10:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/2011/03/12/asura-engine-now-open-source/#comment-2801</guid>
		<description>Serial really good to add those features :)
Search Block by number.
Add the headers above written.
Delete block files.
extract and reinject the modified files.
Add description to certain files.

Someone here has a map of AvP 2010?</description>
		<content:encoded><![CDATA[<p>Serial really good to add those features <img src='http://www.terrybutler.co.uk/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /><br />
Search Block by number.<br />
Add the headers above written.<br />
Delete block files.<br />
extract and reinject the modified files.<br />
Add description to certain files.</p>
<p>Someone here has a map of AvP 2010?</p>
]]></content:encoded>
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	<item>
		<title>Comment on Asura Engine Now Open Source by ShadowDog</title>
		<link>http://www.terrybutler.co.uk/2011/03/12/asura-engine-now-open-source/comment-page-1/#comment-2798</link>
		<dc:creator>ShadowDog</dc:creator>
		<pubDate>Tue, 29 Mar 2011 20:55:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/2011/03/12/asura-engine-now-open-source/#comment-2798</guid>
		<description>I&#039;ve got to leave for my college class in 9 minutes, but so far Dead to Rights: Reckoning .asr files seem to work fine.

@Framework
I&#039;d just split it off to it&#039;s own page, SF or otherwise, and have it reference the .dll like the binary does. Then again, I&#039;m honestly more of a scripter than a programmer, so I might be suggesting something that doesn&#039;t make sense.</description>
		<content:encoded><![CDATA[<p>I&#8217;ve got to leave for my college class in 9 minutes, but so far Dead to Rights: Reckoning .asr files seem to work fine.</p>
<p>@Framework<br />
I&#8217;d just split it off to it&#8217;s own page, SF or otherwise, and have it reference the .dll like the binary does. Then again, I&#8217;m honestly more of a scripter than a programmer, so I might be suggesting something that doesn&#8217;t make sense.</p>
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		<title>Comment on Asura Engine Now Open Source by Terry</title>
		<link>http://www.terrybutler.co.uk/2011/03/12/asura-engine-now-open-source/comment-page-1/#comment-2796</link>
		<dc:creator>Terry</dc:creator>
		<pubDate>Tue, 29 Mar 2011 20:19:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/2011/03/12/asura-engine-now-open-source/#comment-2796</guid>
		<description>YgNa:

Time isn&#039;t something I have in large amounts at the moment. I&#039;d be happy to try something like that later, and if I sort the framework issue as stated above, I&#039;d be very happy for somebody else to do it :-)

Best regards,
Terry</description>
		<content:encoded><![CDATA[<p>YgNa:</p>
<p>Time isn&#8217;t something I have in large amounts at the moment. I&#8217;d be happy to try something like that later, and if I sort the framework issue as stated above, I&#8217;d be very happy for somebody else to do it <img src='http://www.terrybutler.co.uk/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
<p>Best regards,<br />
Terry</p>
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	</item>
	<item>
		<title>Comment on Asura Engine Now Open Source by Terry</title>
		<link>http://www.terrybutler.co.uk/2011/03/12/asura-engine-now-open-source/comment-page-1/#comment-2795</link>
		<dc:creator>Terry</dc:creator>
		<pubDate>Tue, 29 Mar 2011 20:17:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/2011/03/12/asura-engine-now-open-source/#comment-2795</guid>
		<description>Hi ShadowDog, 

Thanks for posting.

I did state that my framework is absent and I need to go about splitting it off. The code is mostly for those curious to see how it works at this point in time.

I&#039;m unsure how I&#039;ll go about posting up the project. I think creating a new Sourceforge project might be a bit overkill, however, it makes no sense to put framework material in the project itself as I don&#039;t want to be taking care of duplicates when I have future projects.

Not sure what the done thing is with this, so I&#039;ve stalled on doing it for now. 

Binary is here, by the way: 

http://www.terrybutler.co.uk/tools/asura-engine-extractor/

Best regards,
Terry</description>
		<content:encoded><![CDATA[<p>Hi ShadowDog, </p>
<p>Thanks for posting.</p>
<p>I did state that my framework is absent and I need to go about splitting it off. The code is mostly for those curious to see how it works at this point in time.</p>
<p>I&#8217;m unsure how I&#8217;ll go about posting up the project. I think creating a new Sourceforge project might be a bit overkill, however, it makes no sense to put framework material in the project itself as I don&#8217;t want to be taking care of duplicates when I have future projects.</p>
<p>Not sure what the done thing is with this, so I&#8217;ve stalled on doing it for now. </p>
<p>Binary is here, by the way: </p>
<p><a href="http://www.terrybutler.co.uk/tools/asura-engine-extractor/" rel="nofollow">http://www.terrybutler.co.uk/tools/asura-engine-extractor/</a></p>
<p>Best regards,<br />
Terry</p>
]]></content:encoded>
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		<title>Comment on Asura Engine Now Open Source by ShadowDog</title>
		<link>http://www.terrybutler.co.uk/2011/03/12/asura-engine-now-open-source/comment-page-1/#comment-2794</link>
		<dc:creator>ShadowDog</dc:creator>
		<pubDate>Tue, 29 Mar 2011 19:59:46 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/2011/03/12/asura-engine-now-open-source/#comment-2794</guid>
		<description>A binary would be nice, too. :P</description>
		<content:encoded><![CDATA[<p>A binary would be nice, too. <img src='http://www.terrybutler.co.uk/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' /> </p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Asura Engine Now Open Source by ShadowDog</title>
		<link>http://www.terrybutler.co.uk/2011/03/12/asura-engine-now-open-source/comment-page-1/#comment-2793</link>
		<dc:creator>ShadowDog</dc:creator>
		<pubDate>Tue, 29 Mar 2011 19:55:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/2011/03/12/asura-engine-now-open-source/#comment-2793</guid>
		<description>Wow, that&#039;s nice. I&#039;m acutally trying to extract the DtR:R (PSP) files, and I stumble upon a /live/ project. Though I can&#039;t figure out how to compile; it can&#039;t find the Framework project/namespace. Can you guys help?</description>
		<content:encoded><![CDATA[<p>Wow, that&#8217;s nice. I&#8217;m acutally trying to extract the DtR:R (PSP) files, and I stumble upon a /live/ project. Though I can&#8217;t figure out how to compile; it can&#8217;t find the Framework project/namespace. Can you guys help?</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Asura Engine Now Open Source by YgNa</title>
		<link>http://www.terrybutler.co.uk/2011/03/12/asura-engine-now-open-source/comment-page-1/#comment-2690</link>
		<dc:creator>YgNa</dc:creator>
		<pubDate>Mon, 28 Mar 2011 16:47:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/2011/03/12/asura-engine-now-open-source/#comment-2690</guid>
		<description>you and add at the code the next, (chunk) headers:

FNFO, RSFL, RSCF (DDS), RSCF (WAV), RSCF (3D Models), TEXT, TXFL, MTRL, SHPD, SHAP, MTNM, EMOD, STPS, LITE, CRNA, PHON, MRVB, SBSN, NAV1, MLIN, SKYB, WTHR, FOG, AEPR, SMSG, CUTS, CTAC, CTTR, CTEV, CTAT, CTEV, HSKN, HSBB, HMPT, svt1, snav, sesk.
And you can add a Block Number search?
And option to delete blok or add :)</description>
		<content:encoded><![CDATA[<p>you and add at the code the next, (chunk) headers:</p>
<p>FNFO, RSFL, RSCF (DDS), RSCF (WAV), RSCF (3D Models), TEXT, TXFL, MTRL, SHPD, SHAP, MTNM, EMOD, STPS, LITE, CRNA, PHON, MRVB, SBSN, NAV1, MLIN, SKYB, WTHR, FOG, AEPR, SMSG, CUTS, CTAC, CTTR, CTEV, CTAT, CTEV, HSKN, HSBB, HMPT, svt1, snav, sesk.<br />
And you can add a Block Number search?<br />
And option to delete blok or add <img src='http://www.terrybutler.co.uk/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on About Me by James Leigh Dixon</title>
		<link>http://www.terrybutler.co.uk/about-me/comment-page-1/#comment-2658</link>
		<dc:creator>James Leigh Dixon</dc:creator>
		<pubDate>Sat, 26 Mar 2011 17:17:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/?page_id=340#comment-2658</guid>
		<description>Hi Terry.
Veronica Joan White was born 01/03/1936.
I hope this helps you with your family tree.
All the best Son.
Jim.</description>
		<content:encoded><![CDATA[<p>Hi Terry.<br />
Veronica Joan White was born 01/03/1936.<br />
I hope this helps you with your family tree.<br />
All the best Son.<br />
Jim.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Asura Engine Extractor &#8211; Let&#8217;s go open source? SourceForge? by YgNa</title>
		<link>http://www.terrybutler.co.uk/2010/04/16/asura-engine-extractor-lets-go-open-source-sourceforge/comment-page-1/#comment-2527</link>
		<dc:creator>YgNa</dc:creator>
		<pubDate>Wed, 16 Mar 2011 19:14:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/2010/04/16/asura-engine-extractor-lets-go-open-source-sourceforge/#comment-2527</guid>
		<description>you and add at the code the next, (chunk) headers:

FNFO, RSFL, RSCF (DDS), RSCF (WAV), RSCF (3D Models), TEXT, TXFL, MTRL, SHPD, SHAP, MTNM, EMOD, STPS, LITE, CRNA, PHON, MRVB, SBSN, NAV1, MLIN, SKYB, WTHR, FOG, AEPR, SMSG, CUTS, CTAC, CTTR, CTEV, CTAT, CTEV, HSKN, HSBB, HMPT, svt1, snav, sesk

And you can add a Block Number search.
I suggest it because i do not understand programming in C# :(</description>
		<content:encoded><![CDATA[<p>you and add at the code the next, (chunk) headers:</p>
<p>FNFO, RSFL, RSCF (DDS), RSCF (WAV), RSCF (3D Models), TEXT, TXFL, MTRL, SHPD, SHAP, MTNM, EMOD, STPS, LITE, CRNA, PHON, MRVB, SBSN, NAV1, MLIN, SKYB, WTHR, FOG, AEPR, SMSG, CUTS, CTAC, CTTR, CTEV, CTAT, CTEV, HSKN, HSBB, HMPT, svt1, snav, sesk</p>
<p>And you can add a Block Number search.<br />
I suggest it because i do not understand programming in C# <img src='http://www.terrybutler.co.uk/wp-includes/images/smilies/icon_sad.gif' alt=':(' class='wp-smiley' /> </p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Asura Engine Extractor &#8211; Let&#8217;s go open source? SourceForge? by Terry</title>
		<link>http://www.terrybutler.co.uk/2010/04/16/asura-engine-extractor-lets-go-open-source-sourceforge/comment-page-1/#comment-2511</link>
		<dc:creator>Terry</dc:creator>
		<pubDate>Tue, 15 Mar 2011 19:51:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/2010/04/16/asura-engine-extractor-lets-go-open-source-sourceforge/#comment-2511</guid>
		<description>If you look at the AsuraPC.cs file, it should be pretty easy to port it to C++</description>
		<content:encoded><![CDATA[<p>If you look at the AsuraPC.cs file, it should be pretty easy to port it to C++</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Asura Engine Extractor &#8211; Let&#8217;s go open source? SourceForge? by YgNa</title>
		<link>http://www.terrybutler.co.uk/2010/04/16/asura-engine-extractor-lets-go-open-source-sourceforge/comment-page-1/#comment-2486</link>
		<dc:creator>YgNa</dc:creator>
		<pubDate>Mon, 14 Mar 2011 17:52:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/2010/04/16/asura-engine-extractor-lets-go-open-source-sourceforge/#comment-2486</guid>
		<description>Terry :) you can help me?
I need a C++ Code for create a program in Borland 6, for when click in a button open a file and after in a textboxes, read offsets of the file preview opened. In 4 Bytes(DWORD)</description>
		<content:encoded><![CDATA[<p>Terry <img src='http://www.terrybutler.co.uk/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  you can help me?<br />
I need a C++ Code for create a program in Borland 6, for when click in a button open a file and after in a textboxes, read offsets of the file preview opened. In 4 Bytes(DWORD)</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Asura Engine Now Open Source by Terry</title>
		<link>http://www.terrybutler.co.uk/2011/03/12/asura-engine-now-open-source/comment-page-1/#comment-2476</link>
		<dc:creator>Terry</dc:creator>
		<pubDate>Sun, 13 Mar 2011 20:21:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/2011/03/12/asura-engine-now-open-source/#comment-2476</guid>
		<description>It was written in C# using Visual Studio 2010. You should be able to download the Express version for free from Microsoft.

If you (or anybody else) wants to be added as a developer on the project so you can commit source changes, just let me know.</description>
		<content:encoded><![CDATA[<p>It was written in C# using Visual Studio 2010. You should be able to download the Express version for free from Microsoft.</p>
<p>If you (or anybody else) wants to be added as a developer on the project so you can commit source changes, just let me know.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Asura Engine Now Open Source by YgNa</title>
		<link>http://www.terrybutler.co.uk/2011/03/12/asura-engine-now-open-source/comment-page-1/#comment-2475</link>
		<dc:creator>YgNa</dc:creator>
		<pubDate>Sun, 13 Mar 2011 17:35:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/2011/03/12/asura-engine-now-open-source/#comment-2475</guid>
		<description>Terry, waht program do you use for edit the program?</description>
		<content:encoded><![CDATA[<p>Terry, waht program do you use for edit the program?</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Asura Engine Extractor &#8211; Let&#8217;s go open source? SourceForge? by Terry</title>
		<link>http://www.terrybutler.co.uk/2010/04/16/asura-engine-extractor-lets-go-open-source-sourceforge/comment-page-1/#comment-2468</link>
		<dc:creator>Terry</dc:creator>
		<pubDate>Sat, 12 Mar 2011 12:29:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/2010/04/16/asura-engine-extractor-lets-go-open-source-sourceforge/#comment-2468</guid>
		<description>YgNa:

http://www.terrybutler.co.uk/2011/03/12/asura-engine-now-open-source/

Check it out.</description>
		<content:encoded><![CDATA[<p>YgNa:</p>
<p><a href="http://www.terrybutler.co.uk/2011/03/12/asura-engine-now-open-source/" rel="nofollow">http://www.terrybutler.co.uk/2011/03/12/asura-engine-now-open-source/</a></p>
<p>Check it out.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Asura Engine Extractor &#8211; Let&#8217;s go open source? SourceForge? by YgNa</title>
		<link>http://www.terrybutler.co.uk/2010/04/16/asura-engine-extractor-lets-go-open-source-sourceforge/comment-page-1/#comment-2454</link>
		<dc:creator>YgNa</dc:creator>
		<pubDate>Fri, 11 Mar 2011 00:30:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/2010/04/16/asura-engine-extractor-lets-go-open-source-sourceforge/#comment-2454</guid>
		<description>you cand send me the open source to my mail?
is:
ignacio_14_a@hotmail.com

y apreciatte it please :)</description>
		<content:encoded><![CDATA[<p>you cand send me the open source to my mail?<br />
is:<br />
<a href="mailto:ignacio_14_a@hotmail.com">ignacio_14_a@hotmail.com</a></p>
<p>y apreciatte it please <img src='http://www.terrybutler.co.uk/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Asura Engine Extractor &#8211; Let&#8217;s go open source? SourceForge? by YgNa</title>
		<link>http://www.terrybutler.co.uk/2010/04/16/asura-engine-extractor-lets-go-open-source-sourceforge/comment-page-1/#comment-2440</link>
		<dc:creator>YgNa</dc:creator>
		<pubDate>Wed, 09 Mar 2011 17:03:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/2010/04/16/asura-engine-extractor-lets-go-open-source-sourceforge/#comment-2440</guid>
		<description>Thanks you :) advice if you can the link ... nice work man</description>
		<content:encoded><![CDATA[<p>Thanks you <img src='http://www.terrybutler.co.uk/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  advice if you can the link &#8230; nice work man</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on MOD Monday #17 by Terry Butler &#187; MOD Monday #60</title>
		<link>http://www.terrybutler.co.uk/2009/12/28/mod-monday-17/comment-page-1/#comment-2397</link>
		<dc:creator>Terry Butler &#187; MOD Monday #60</dc:creator>
		<pubDate>Sat, 05 Mar 2011 12:56:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/?p=242#comment-2397</guid>
		<description>[...] MOD Monday #17 &#8211; &#8220;Freudian Dream&#8221; by U4ia (Jim Young)       &#160;&quot;Japanese Intentions&quot; by U4ia (Jim Young) [3:29] Play NowPlay in Popup [...]</description>
		<content:encoded><![CDATA[<p>[...] MOD Monday #17 &#8211; &#8220;Freudian Dream&#8221; by U4ia (Jim Young)       &nbsp;&quot;Japanese Intentions&quot; by U4ia (Jim Young) [3:29] Play NowPlay in Popup [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Asura Engine Extractor &#8211; Let&#8217;s go open source? SourceForge? by Terry</title>
		<link>http://www.terrybutler.co.uk/2010/04/16/asura-engine-extractor-lets-go-open-source-sourceforge/comment-page-1/#comment-2343</link>
		<dc:creator>Terry</dc:creator>
		<pubDate>Sun, 27 Feb 2011 14:33:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/2010/04/16/asura-engine-extractor-lets-go-open-source-sourceforge/#comment-2343</guid>
		<description>I&#039;ll see what I can do, and it&#039;ll most likely be up on Sourceforge sometime soon.</description>
		<content:encoded><![CDATA[<p>I&#8217;ll see what I can do, and it&#8217;ll most likely be up on Sourceforge sometime soon.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on MOD Monday #57 by Terry Butler &#187; MOD Monday #68</title>
		<link>http://www.terrybutler.co.uk/2010/10/04/mod-monday-57/comment-page-1/#comment-2333</link>
		<dc:creator>Terry Butler &#187; MOD Monday #68</dc:creator>
		<pubDate>Sat, 26 Feb 2011 17:21:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/2010/10/04/mod-monday-57/#comment-2333</guid>
		<description>[...] This is “Fanzine#2”* by Estrayk (Carlos del Alamo) who also composed “Arcane” from MOD Monday #57. [...]</description>
		<content:encoded><![CDATA[<p>[...] This is “Fanzine#2”* by Estrayk (Carlos del Alamo) who also composed “Arcane” from MOD Monday #57. [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Asura Engine Extractor &#8211; Let&#8217;s go open source? SourceForge? by YgNa</title>
		<link>http://www.terrybutler.co.uk/2010/04/16/asura-engine-extractor-lets-go-open-source-sourceforge/comment-page-1/#comment-2297</link>
		<dc:creator>YgNa</dc:creator>
		<pubDate>Wed, 23 Feb 2011 23:15:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/2010/04/16/asura-engine-extractor-lets-go-open-source-sourceforge/#comment-2297</guid>
		<description>Yes, I Likee it, open source code of Asura Engine Extraction utility, please or send it to my mail. ignacio_14_a@hotmail.com</description>
		<content:encoded><![CDATA[<p>Yes, I Likee it, open source code of Asura Engine Extraction utility, please or send it to my mail. <a href="mailto:ignacio_14_a@hotmail.com">ignacio_14_a@hotmail.com</a></p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on HTML5 Quake II MD2 Model Loader and Renderer by Terry</title>
		<link>http://www.terrybutler.co.uk/2010/07/27/html5-quake-ii-md2-model-loader-and-renderer/comment-page-1/#comment-2278</link>
		<dc:creator>Terry</dc:creator>
		<pubDate>Mon, 21 Feb 2011 22:50:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/2010/07/27/html5-md2-model-reader/#comment-2278</guid>
		<description>Hi Fabi75,

I sourced most of mine for testing purposes only from the MD2 model pack for the modern Doom ports (JDoom and the like).

This is where I&#039;d start if you need some for testing.

Terry</description>
		<content:encoded><![CDATA[<p>Hi Fabi75,</p>
<p>I sourced most of mine for testing purposes only from the MD2 model pack for the modern Doom ports (JDoom and the like).</p>
<p>This is where I&#8217;d start if you need some for testing.</p>
<p>Terry</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on About Me by Terry</title>
		<link>http://www.terrybutler.co.uk/about-me/comment-page-1/#comment-2277</link>
		<dc:creator>Terry</dc:creator>
		<pubDate>Mon, 21 Feb 2011 19:47:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/?page_id=340#comment-2277</guid>
		<description>Hi Kay, thanks for replying. I&#039;m just going to send you an e-mail now.</description>
		<content:encoded><![CDATA[<p>Hi Kay, thanks for replying. I&#8217;m just going to send you an e-mail now.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on About Me by Kay Ball</title>
		<link>http://www.terrybutler.co.uk/about-me/comment-page-1/#comment-2266</link>
		<dc:creator>Kay Ball</dc:creator>
		<pubDate>Sun, 20 Feb 2011 14:22:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/?page_id=340#comment-2266</guid>
		<description>My grandmother was Florence Clissett 1883 - 1976 and I have an interest in family history. I was curious as to why Albert Bickley and Florence are listed as ancestors because Albert was discovered in the woodyard Thomas Clissett was a chair maker when he was very young and Thomas took him home and they gave him something to eat gave him some clothes that their children had grown out of and did not then have the heart to ask him to leave.</description>
		<content:encoded><![CDATA[<p>My grandmother was Florence Clissett 1883 &#8211; 1976 and I have an interest in family history. I was curious as to why Albert Bickley and Florence are listed as ancestors because Albert was discovered in the woodyard Thomas Clissett was a chair maker when he was very young and Thomas took him home and they gave him something to eat gave him some clothes that their children had grown out of and did not then have the heart to ask him to leave.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on HTML5 Quake II MD2 Model Loader and Renderer by Fabi75</title>
		<link>http://www.terrybutler.co.uk/2010/07/27/html5-quake-ii-md2-model-loader-and-renderer/comment-page-1/#comment-2242</link>
		<dc:creator>Fabi75</dc:creator>
		<pubDate>Fri, 18 Feb 2011 18:28:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/2010/07/27/html5-md2-model-reader/#comment-2242</guid>
		<description>Where to find nice MD2 file ? i search the web since 3 days,and don&#039;t find lot :(</description>
		<content:encoded><![CDATA[<p>Where to find nice MD2 file ? i search the web since 3 days,and don&#8217;t find lot <img src='http://www.terrybutler.co.uk/wp-includes/images/smilies/icon_sad.gif' alt=':(' class='wp-smiley' /> </p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Yendorian Tales: The Tyrants of Thaine by Terry</title>
		<link>http://www.terrybutler.co.uk/misc/yendorian-tales-the-tyrants-of-thaine/comment-page-1/#comment-2177</link>
		<dc:creator>Terry</dc:creator>
		<pubDate>Sat, 12 Feb 2011 18:40:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/?page_id=38#comment-2177</guid>
		<description>Not a problem :)</description>
		<content:encoded><![CDATA[<p>Not a problem <img src='http://www.terrybutler.co.uk/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Yendorian Tales: The Tyrants of Thaine by Germstorm</title>
		<link>http://www.terrybutler.co.uk/misc/yendorian-tales-the-tyrants-of-thaine/comment-page-1/#comment-2176</link>
		<dc:creator>Germstorm</dc:creator>
		<pubDate>Sat, 12 Feb 2011 18:39:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/?page_id=38#comment-2176</guid>
		<description>Thank you very much! I appreciate it</description>
		<content:encoded><![CDATA[<p>Thank you very much! I appreciate it</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Yendorian Tales: The Tyrants of Thaine by Terry</title>
		<link>http://www.terrybutler.co.uk/misc/yendorian-tales-the-tyrants-of-thaine/comment-page-1/#comment-2171</link>
		<dc:creator>Terry</dc:creator>
		<pubDate>Sat, 12 Feb 2011 12:16:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/?page_id=38#comment-2171</guid>
		<description>Hi there,

This game has been abandonware for a long time as far as I know, so here is a link to the full versions of Yendor 2 and 3:

http://www.terrybutler.co.uk/downloads/yendor/Yendor2+3-full.zip

Enjoy.</description>
		<content:encoded><![CDATA[<p>Hi there,</p>
<p>This game has been abandonware for a long time as far as I know, so here is a link to the full versions of Yendor 2 and 3:</p>
<p><a href="http://www.terrybutler.co.uk/downloads/yendor/Yendor2+3-full.zip" rel="nofollow">http://www.terrybutler.co.uk/downloads/yendor/Yendor2+3-full.zip</a></p>
<p>Enjoy.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Yendorian Tales: The Tyrants of Thaine by Germstorm</title>
		<link>http://www.terrybutler.co.uk/misc/yendorian-tales-the-tyrants-of-thaine/comment-page-1/#comment-2170</link>
		<dc:creator>Germstorm</dc:creator>
		<pubDate>Sat, 12 Feb 2011 11:52:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/?page_id=38#comment-2170</guid>
		<description>Hi,

I am dying to play this game and I would really like to know where to find the full version. The demo does not let me go further than a certain point</description>
		<content:encoded><![CDATA[<p>Hi,</p>
<p>I am dying to play this game and I would really like to know where to find the full version. The demo does not let me go further than a certain point</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Asura Engine Extractor by YgNa</title>
		<link>http://www.terrybutler.co.uk/tools/asura-engine-extractor/comment-page-1/#comment-1780</link>
		<dc:creator>YgNa</dc:creator>
		<pubDate>Sat, 15 Jan 2011 19:17:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/tools/asura-engine-extractor/#comment-1780</guid>
		<description>you can release as open source? :) please</description>
		<content:encoded><![CDATA[<p>you can release as open source? <img src='http://www.terrybutler.co.uk/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  please</p>
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	</item>
	<item>
		<title>Comment on Alien Versus Predator (Asura Engine) Extraction Utility by YgNa</title>
		<link>http://www.terrybutler.co.uk/2010/03/19/alien-versus-predator-asura-engine-extraction-utility/comment-page-1/#comment-1771</link>
		<dc:creator>YgNa</dc:creator>
		<pubDate>Fri, 14 Jan 2011 20:52:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/2010/03/19/alien-versus-predator-asura-engine-extraction-utility/#comment-1771</guid>
		<description>When you launch a new version of Asura Engine Extraction?</description>
		<content:encoded><![CDATA[<p>When you launch a new version of Asura Engine Extraction?</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on HTML5 Quake II MD2 Model Loader and Renderer by Terry</title>
		<link>http://www.terrybutler.co.uk/2010/07/27/html5-quake-ii-md2-model-loader-and-renderer/comment-page-1/#comment-1690</link>
		<dc:creator>Terry</dc:creator>
		<pubDate>Tue, 11 Jan 2011 02:56:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/2010/07/27/html5-md2-model-reader/#comment-1690</guid>
		<description>No problem, Joe. I&#039;m glad that you found it useful.

My code only supports the 32-bit floats as far I recall, so watch out for that if you try and use doubles.

Thanks for commenting!</description>
		<content:encoded><![CDATA[<p>No problem, Joe. I&#8217;m glad that you found it useful.</p>
<p>My code only supports the 32-bit floats as far I recall, so watch out for that if you try and use doubles.</p>
<p>Thanks for commenting!</p>
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	</item>
	<item>
		<title>Comment on HTML5 Quake II MD2 Model Loader and Renderer by Joe Hocking</title>
		<link>http://www.terrybutler.co.uk/2010/07/27/html5-quake-ii-md2-model-loader-and-renderer/comment-page-1/#comment-1689</link>
		<dc:creator>Joe Hocking</dc:creator>
		<pubDate>Mon, 10 Jan 2011 23:36:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/2010/07/27/html5-md2-model-reader/#comment-1689</guid>
		<description>Thanks so much for your fix to his binary reader class! I too was getting incorrect numbers when reading a model, and switching to your version of the code fixed that right up.</description>
		<content:encoded><![CDATA[<p>Thanks so much for your fix to his binary reader class! I too was getting incorrect numbers when reading a model, and switching to your version of the code fixed that right up.</p>
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	<item>
		<title>Comment on The First Person Adventure Games List by Terry</title>
		<link>http://www.terrybutler.co.uk/misc/the-first-person-adventure-games-list/comment-page-1/#comment-1451</link>
		<dc:creator>Terry</dc:creator>
		<pubDate>Wed, 29 Dec 2010 15:48:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/?page_id=577#comment-1451</guid>
		<description>I&#039;ve added them now. Thanks for the heads up, Glyn :)</description>
		<content:encoded><![CDATA[<p>I&#8217;ve added them now. Thanks for the heads up, Glyn <img src='http://www.terrybutler.co.uk/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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	</item>
	<item>
		<title>Comment on The First Person Adventure Games List by glyn</title>
		<link>http://www.terrybutler.co.uk/misc/the-first-person-adventure-games-list/comment-page-1/#comment-1402</link>
		<dc:creator>glyn</dc:creator>
		<pubDate>Tue, 28 Dec 2010 01:18:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/?page_id=577#comment-1402</guid>
		<description>what about realms of the haunting? that game was fantastic. 4cds. also. amnesia: the dark descent. from the makers of penumbra :)</description>
		<content:encoded><![CDATA[<p>what about realms of the haunting? that game was fantastic. 4cds. also. amnesia: the dark descent. from the makers of penumbra <img src='http://www.terrybutler.co.uk/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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	</item>
	<item>
		<title>Comment on Doom Engine WAD Reader and Extractor by Terry</title>
		<link>http://www.terrybutler.co.uk/tools/doom-engine-wad-reader-and-extractor/comment-page-1/#comment-942</link>
		<dc:creator>Terry</dc:creator>
		<pubDate>Wed, 08 Dec 2010 10:18:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/?page_id=384#comment-942</guid>
		<description>Hey guys,

Tom:

This is one of the projects I&#039;m going to release as open source, meaning that others will be able to contribute to the project, as well as allowing me to leverage the use of existing libraries and code more easily, meaning I&#039;ll be able to provide a MUS player and extractor to MIDI, for example.

Johan:

I&#039;m not sure why this is. I hope that you found a solution.</description>
		<content:encoded><![CDATA[<p>Hey guys,</p>
<p>Tom:</p>
<p>This is one of the projects I&#8217;m going to release as open source, meaning that others will be able to contribute to the project, as well as allowing me to leverage the use of existing libraries and code more easily, meaning I&#8217;ll be able to provide a MUS player and extractor to MIDI, for example.</p>
<p>Johan:</p>
<p>I&#8217;m not sure why this is. I hope that you found a solution.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Contact Me by Terry Butler &#187; Page not found</title>
		<link>http://www.terrybutler.co.uk/contact-me/comment-page-1/#comment-912</link>
		<dc:creator>Terry Butler &#187; Page not found</dc:creator>
		<pubDate>Mon, 06 Dec 2010 20:24:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/?page_id=41#comment-912</guid>
		<description>[...] MeArticlesC/C++ to C# &#8211; Memory Management, Marshalling, Structures and more&#8230;Contact MeGamesMiscGameboy EmulationHeroes of Might and Magic IIHeroes of Might and Magic IIILineWars IIMMA [...]</description>
		<content:encoded><![CDATA[<p>[...] MeArticlesC/C++ to C# &ndash; Memory Management, Marshalling, Structures and more&hellip;Contact MeGamesMiscGameboy EmulationHeroes of Might and Magic IIHeroes of Might and Magic IIILineWars IIMMA [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on The First Person Adventure Games List by Terry</title>
		<link>http://www.terrybutler.co.uk/misc/the-first-person-adventure-games-list/comment-page-1/#comment-911</link>
		<dc:creator>Terry</dc:creator>
		<pubDate>Mon, 06 Dec 2010 19:56:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/?page_id=577#comment-911</guid>
		<description>Thanks very much :) I&#039;ve added them to the list now.</description>
		<content:encoded><![CDATA[<p>Thanks very much <img src='http://www.terrybutler.co.uk/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  I&#8217;ve added them to the list now.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on The First Person Adventure Games List by l1ghts1de</title>
		<link>http://www.terrybutler.co.uk/misc/the-first-person-adventure-games-list/comment-page-1/#comment-910</link>
		<dc:creator>l1ghts1de</dc:creator>
		<pubDate>Mon, 06 Dec 2010 19:19:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/?page_id=577#comment-910</guid>
		<description>You are missing the RHEM series of games, the Aura series, and the excellent game Safecracker. Also, don&#039;t forget the Atlantis/Beyond Atlantis series.</description>
		<content:encoded><![CDATA[<p>You are missing the RHEM series of games, the Aura series, and the excellent game Safecracker. Also, don&#8217;t forget the Atlantis/Beyond Atlantis series.</p>
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	</item>
	<item>
		<title>Comment on Contact Me by Terry Butler &#187; Heroes of Might and Magic II in Java?</title>
		<link>http://www.terrybutler.co.uk/contact-me/comment-page-1/#comment-906</link>
		<dc:creator>Terry Butler &#187; Heroes of Might and Magic II in Java?</dc:creator>
		<pubDate>Mon, 06 Dec 2010 14:11:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/?page_id=41#comment-906</guid>
		<description>[...] MeArticlesC/C++ to C# &#8211; Memory Management, Marshalling, Structures and more&#8230;Contact MeGamesMiscGameboy EmulationHeroes of Might and Magic IIHeroes of Might and Magic IIILineWars IIMMA [...]</description>
		<content:encoded><![CDATA[<p>[...] MeArticlesC/C++ to C# &ndash; Memory Management, Marshalling, Structures and more&hellip;Contact MeGamesMiscGameboy EmulationHeroes of Might and Magic IIHeroes of Might and Magic IIILineWars IIMMA [...]</p>
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	</item>
	<item>
		<title>Comment on Asura Engine Extractor by Terry</title>
		<link>http://www.terrybutler.co.uk/tools/asura-engine-extractor/comment-page-1/#comment-899</link>
		<dc:creator>Terry</dc:creator>
		<pubDate>Mon, 06 Dec 2010 08:34:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/tools/asura-engine-extractor/#comment-899</guid>
		<description>I honestly can&#039;t tell you. I&#039;ve got a lot of stuff to do.

I&#039;m probably going to clean it up and release it as open source along with a few other projects I have.

No idea when this will happen, however.</description>
		<content:encoded><![CDATA[<p>I honestly can&#8217;t tell you. I&#8217;ve got a lot of stuff to do.</p>
<p>I&#8217;m probably going to clean it up and release it as open source along with a few other projects I have.</p>
<p>No idea when this will happen, however.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Asura Engine Extractor by Klapek</title>
		<link>http://www.terrybutler.co.uk/tools/asura-engine-extractor/comment-page-1/#comment-888</link>
		<dc:creator>Klapek</dc:creator>
		<pubDate>Sun, 05 Dec 2010 12:30:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/tools/asura-engine-extractor/#comment-888</guid>
		<description>Hi
When is the next version of the program? :)</description>
		<content:encoded><![CDATA[<p>Hi<br />
When is the next version of the program? <img src='http://www.terrybutler.co.uk/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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	</item>
	<item>
		<title>Comment on MOD Monday #4 by Terry Butler &#187; MOD Monday #60</title>
		<link>http://www.terrybutler.co.uk/2009/09/28/mod-monday-4/comment-page-1/#comment-864</link>
		<dc:creator>Terry Butler &#187; MOD Monday #60</dc:creator>
		<pubDate>Fri, 03 Dec 2010 17:21:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/?p=92#comment-864</guid>
		<description>[...] MOD Monday #4 &#8211; &quot;Goodbye&quot; by U4ia (Jim Young) [...]</description>
		<content:encoded><![CDATA[<p>[...] MOD Monday #4 &#8211; &quot;Goodbye&quot; by U4ia (Jim Young) [...]</p>
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	</item>
	<item>
		<title>Comment on LineWars II by Terry Butler &#187; MOD Monday #60</title>
		<link>http://www.terrybutler.co.uk/misc/linewars-ii/comment-page-1/#comment-863</link>
		<dc:creator>Terry Butler &#187; MOD Monday #60</dc:creator>
		<pubDate>Fri, 03 Dec 2010 12:45:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/?page_id=11#comment-863</guid>
		<description>[...] MeGamesMiscGameboy EmulationHeroes of Might and Magic IIHeroes of Might and Magic IIILineWars IIMMA NewsMMA VideosOpenGL Doom Map ReaderThe First Person Adventure Games ListThe Third Person [...]</description>
		<content:encoded><![CDATA[<p>[...] MeGamesMiscGameboy EmulationHeroes of Might and Magic IIHeroes of Might and Magic IIILineWars IIMMA NewsMMA VideosOpenGL Doom Map ReaderThe First Person Adventure Games ListThe Third Person [...]</p>
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	</item>
	<item>
		<title>Comment on Doom Engine WAD Reader and Extractor by tom</title>
		<link>http://www.terrybutler.co.uk/tools/doom-engine-wad-reader-and-extractor/comment-page-1/#comment-853</link>
		<dc:creator>tom</dc:creator>
		<pubDate>Thu, 02 Dec 2010 20:27:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/?page_id=384#comment-853</guid>
		<description>how do i extract all?</description>
		<content:encoded><![CDATA[<p>how do i extract all?</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Heroes of Might and Magic II AGG Reader and Extractor #1 by Terry</title>
		<link>http://www.terrybutler.co.uk/2010/03/05/heroes-of-might-and-magic-ii-agg-reader-and-extractor-1/comment-page-1/#comment-813</link>
		<dc:creator>Terry</dc:creator>
		<pubDate>Sat, 27 Nov 2010 14:24:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/2010/03/05/heroes-of-might-and-magic-ii-agg-reader-and-extractor-1/#comment-813</guid>
		<description>I hadn&#039;t thought about Android with regards to the Java engine. That&#039;s a pretty interesting thought :)

I&#039;ll send you an e-mail to the address you&#039;ve posted with, with contact details to some IM clients I have.

Hope to speak to you soon :)</description>
		<content:encoded><![CDATA[<p>I hadn&#8217;t thought about Android with regards to the Java engine. That&#8217;s a pretty interesting thought <img src='http://www.terrybutler.co.uk/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>I&#8217;ll send you an e-mail to the address you&#8217;ve posted with, with contact details to some IM clients I have.</p>
<p>Hope to speak to you soon <img src='http://www.terrybutler.co.uk/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Must-Have Heroes of Might and Magic III Patches by Terry</title>
		<link>http://www.terrybutler.co.uk/2010/07/29/must-have-heroes-of-might-and-magic-iii-patches/comment-page-1/#comment-812</link>
		<dc:creator>Terry</dc:creator>
		<pubDate>Sat, 27 Nov 2010 14:18:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/2010/07/29/must-have-heroes-of-might-and-magic-iii-patches/#comment-812</guid>
		<description>Hey there,

I do believe there is a native Mac OS for the old PowerPC hardware. I&#039;m not sure how you&#039;d get that running on OS X.

You could also try that &quot;CrossOver Mac&quot; software to get the PC version running. That&#039;s probably the route I&#039;m going to go.

I&#039;ve only just got into OS X myself, so I&#039;m interested to know if you find anything out too :)</description>
		<content:encoded><![CDATA[<p>Hey there,</p>
<p>I do believe there is a native Mac OS for the old PowerPC hardware. I&#8217;m not sure how you&#8217;d get that running on OS X.</p>
<p>You could also try that &#8220;CrossOver Mac&#8221; software to get the PC version running. That&#8217;s probably the route I&#8217;m going to go.</p>
<p>I&#8217;ve only just got into OS X myself, so I&#8217;m interested to know if you find anything out too <img src='http://www.terrybutler.co.uk/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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	<item>
		<title>Comment on Heroes of Might and Magic II AGG Reader and Extractor #1 by José Antonio</title>
		<link>http://www.terrybutler.co.uk/2010/03/05/heroes-of-might-and-magic-ii-agg-reader-and-extractor-1/comment-page-1/#comment-803</link>
		<dc:creator>José Antonio</dc:creator>
		<pubDate>Fri, 26 Nov 2010 14:59:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/2010/03/05/heroes-of-might-and-magic-ii-agg-reader-and-extractor-1/#comment-803</guid>
		<description>I had already thought that you must have more work done, as (surprisingly) last time I visited your website was at least a year ago, when I was just starting to code similar tools. However, I had some issues to contact you (don&#039;t remember what exactly) and then just settled the issue as I thought you were not going to update the site anymore. Fortunately you did, and I&#039;ve found you&#039;re site again when googling for some info about AGG format (didn&#039;t have my researches here in the laptop haha)

Received your email, as I said I also have most formats documented, and a bunch of C/C++ written tools. However, I didn&#039;t have the time to put all this together, task which I started recently to build some kind of &quot;engine&quot;. About the language used, I made my old GUI tools using C# which I&#039;ve found very productivity boosting but too limiting in terms of portability. As you said Java is an interesting option, it would be easy to port the Homm2 engine to android phones. For now, I&#039;ll code everything in plain C, that way the work can be included in most other languages.

If you are planning to continue working on this topic, I&#039;d like to keep in contact with you. Do you use any IM protocol like gtalk, facebook etc? Anyway, I&#039;m willing to share code and info and maybe we can do some neat thing.

Thanks for replying! Keep up the good work, and take care ;)</description>
		<content:encoded><![CDATA[<p>I had already thought that you must have more work done, as (surprisingly) last time I visited your website was at least a year ago, when I was just starting to code similar tools. However, I had some issues to contact you (don&#8217;t remember what exactly) and then just settled the issue as I thought you were not going to update the site anymore. Fortunately you did, and I&#8217;ve found you&#8217;re site again when googling for some info about AGG format (didn&#8217;t have my researches here in the laptop haha)</p>
<p>Received your email, as I said I also have most formats documented, and a bunch of C/C++ written tools. However, I didn&#8217;t have the time to put all this together, task which I started recently to build some kind of &#8220;engine&#8221;. About the language used, I made my old GUI tools using C# which I&#8217;ve found very productivity boosting but too limiting in terms of portability. As you said Java is an interesting option, it would be easy to port the Homm2 engine to android phones. For now, I&#8217;ll code everything in plain C, that way the work can be included in most other languages.</p>
<p>If you are planning to continue working on this topic, I&#8217;d like to keep in contact with you. Do you use any IM protocol like gtalk, facebook etc? Anyway, I&#8217;m willing to share code and info and maybe we can do some neat thing.</p>
<p>Thanks for replying! Keep up the good work, and take care <img src='http://www.terrybutler.co.uk/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
]]></content:encoded>
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	<item>
		<title>Comment on Heroes of Might and Magic II by Terry</title>
		<link>http://www.terrybutler.co.uk/misc/heroes-of-might-and-magic-ii/comment-page-1/#comment-802</link>
		<dc:creator>Terry</dc:creator>
		<pubDate>Fri, 26 Nov 2010 13:58:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/?page_id=6#comment-802</guid>
		<description>Hey thanks for the info,

I know about fHeroes2. It&#039;s a great project :)

This page is totally out of date and I&#039;ve not put up half of what I know. I&#039;m just looking for some free time to update it.</description>
		<content:encoded><![CDATA[<p>Hey thanks for the info,</p>
<p>I know about fHeroes2. It&#8217;s a great project <img src='http://www.terrybutler.co.uk/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>This page is totally out of date and I&#8217;ve not put up half of what I know. I&#8217;m just looking for some free time to update it.</p>
]]></content:encoded>
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		<title>Comment on Heroes of Might and Magic II AGG Reader and Extractor #1 by Terry</title>
		<link>http://www.terrybutler.co.uk/2010/03/05/heroes-of-might-and-magic-ii-agg-reader-and-extractor-1/comment-page-1/#comment-801</link>
		<dc:creator>Terry</dc:creator>
		<pubDate>Fri, 26 Nov 2010 13:57:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/2010/03/05/heroes-of-might-and-magic-ii-agg-reader-and-extractor-1/#comment-801</guid>
		<description>Hi there, thanks for the info.

I&#039;ve got most of the information on the file formats. I&#039;ve just been woefully bad at updating my Heroes 2 page. I keep meaning to do it, and a thousand other things! :)

Since this application, I actually did start work on a unified reader for Heroes 1, 2 and 3, although it was never released, it did cover a fair few of the file formats from each game.

Hopefully I get chance to shape everything up over Christmas.

I&#039;ve wanted to write my own Heroes 2 or 3 engine myself regardless of what already exists :)

Terry</description>
		<content:encoded><![CDATA[<p>Hi there, thanks for the info.</p>
<p>I&#8217;ve got most of the information on the file formats. I&#8217;ve just been woefully bad at updating my Heroes 2 page. I keep meaning to do it, and a thousand other things! <img src='http://www.terrybutler.co.uk/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Since this application, I actually did start work on a unified reader for Heroes 1, 2 and 3, although it was never released, it did cover a fair few of the file formats from each game.</p>
<p>Hopefully I get chance to shape everything up over Christmas.</p>
<p>I&#8217;ve wanted to write my own Heroes 2 or 3 engine myself regardless of what already exists <img src='http://www.terrybutler.co.uk/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Terry</p>
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		<title>Comment on Must-Have Heroes of Might and Magic III Patches by gökhan pur</title>
		<link>http://www.terrybutler.co.uk/2010/07/29/must-have-heroes-of-might-and-magic-iii-patches/comment-page-1/#comment-793</link>
		<dc:creator>gökhan pur</dc:creator>
		<pubDate>Thu, 25 Nov 2010 21:47:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/2010/07/29/must-have-heroes-of-might-and-magic-iii-patches/#comment-793</guid>
		<description>how can play heroes 3 shadow of the death with mac os x ?

please help me?</description>
		<content:encoded><![CDATA[<p>how can play heroes 3 shadow of the death with mac os x ?</p>
<p>please help me?</p>
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		<title>Comment on Heroes of Might and Magic II AGG Reader and Extractor #1 by Jose Antonio</title>
		<link>http://www.terrybutler.co.uk/2010/03/05/heroes-of-might-and-magic-ii-agg-reader-and-extractor-1/comment-page-1/#comment-790</link>
		<dc:creator>Jose Antonio</dc:creator>
		<pubDate>Thu, 25 Nov 2010 19:46:02 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/2010/03/05/heroes-of-might-and-magic-ii-agg-reader-and-extractor-1/#comment-790</guid>
		<description>Nice GUI. I made myself an ICN to TGA tool long time ago, but lacked graphical interface, just command line. Have something similar for TIL and BIN files I think.

About .82m sound files, you just have to append a proper WAV (RIFF) header at the beggining of each file and then they&#039;ll play fine even on windows media player. Check you are using the proper values for each setting (frequency, bitrate etc)

I like to see I&#039;m no the only one which likes researching about this fantastic (great I mean) old game. Now I&#039;m trying to make an H2 remake of mine (I already know about fheroes2 engine, but I want to do it myself)</description>
		<content:encoded><![CDATA[<p>Nice GUI. I made myself an ICN to TGA tool long time ago, but lacked graphical interface, just command line. Have something similar for TIL and BIN files I think.</p>
<p>About .82m sound files, you just have to append a proper WAV (RIFF) header at the beggining of each file and then they&#8217;ll play fine even on windows media player. Check you are using the proper values for each setting (frequency, bitrate etc)</p>
<p>I like to see I&#8217;m no the only one which likes researching about this fantastic (great I mean) old game. Now I&#8217;m trying to make an H2 remake of mine (I already know about fheroes2 engine, but I want to do it myself)</p>
]]></content:encoded>
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		<title>Comment on MOD Monday #29 by Terry</title>
		<link>http://www.terrybutler.co.uk/2010/03/22/mod-monday-29/comment-page-1/#comment-729</link>
		<dc:creator>Terry</dc:creator>
		<pubDate>Sat, 13 Nov 2010 17:54:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/2010/03/22/mod-monday-29/#comment-729</guid>
		<description>Hey Jim,

Many thanks for writing! It&#039;s made my day! ;D

I&#039;m a big fan of the music that you did that ended up in LineWars II, amongst other pieces. Excellent stuff!

Best regards,
Terry</description>
		<content:encoded><![CDATA[<p>Hey Jim,</p>
<p>Many thanks for writing! It&#8217;s made my day! ;D</p>
<p>I&#8217;m a big fan of the music that you did that ended up in LineWars II, amongst other pieces. Excellent stuff!</p>
<p>Best regards,<br />
Terry</p>
]]></content:encoded>
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		<title>Comment on MOD Monday #29 by Jim</title>
		<link>http://www.terrybutler.co.uk/2010/03/22/mod-monday-29/comment-page-1/#comment-728</link>
		<dc:creator>Jim</dc:creator>
		<pubDate>Sat, 13 Nov 2010 15:45:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/2010/03/22/mod-monday-29/#comment-728</guid>
		<description>Thanks terry :)
Always nice to be aired

Cheers

Jim / U4ia</description>
		<content:encoded><![CDATA[<p>Thanks terry <img src='http://www.terrybutler.co.uk/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /><br />
Always nice to be aired</p>
<p>Cheers</p>
<p>Jim / U4ia</p>
]]></content:encoded>
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		<title>Comment on Heroes of Might and Magic II by Werfu</title>
		<link>http://www.terrybutler.co.uk/misc/heroes-of-might-and-magic-ii/comment-page-1/#comment-686</link>
		<dc:creator>Werfu</dc:creator>
		<pubDate>Sun, 07 Nov 2010 03:05:02 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/?page_id=6#comment-686</guid>
		<description>Don&#039;t know if you know about fheroes2? Complete reimplementation of HOMM2 engine from scratch, and it works nicely. http://sourceforge.net/projects/fheroes2/</description>
		<content:encoded><![CDATA[<p>Don&#8217;t know if you know about fheroes2? Complete reimplementation of HOMM2 engine from scratch, and it works nicely. <a href="http://sourceforge.net/projects/fheroes2/" rel="nofollow">http://sourceforge.net/projects/fheroes2/</a></p>
]]></content:encoded>
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	<item>
		<title>Comment on Doom Engine WAD Reader and Extractor by ChuckNorris</title>
		<link>http://www.terrybutler.co.uk/tools/doom-engine-wad-reader-and-extractor/comment-page-1/#comment-635</link>
		<dc:creator>ChuckNorris</dc:creator>
		<pubDate>Tue, 19 Oct 2010 15:54:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/?page_id=384#comment-635</guid>
		<description>how do I play the  Musics (RAW format)?</description>
		<content:encoded><![CDATA[<p>how do I play the  Musics (RAW format)?</p>
]]></content:encoded>
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	<item>
		<title>Comment on Projects by VoidSK</title>
		<link>http://www.terrybutler.co.uk/projects/comment-page-1/#comment-575</link>
		<dc:creator>VoidSK</dc:creator>
		<pubDate>Sun, 26 Sep 2010 10:39:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/?page_id=43#comment-575</guid>
		<description>hey!

i like your projects, it&#039;s possible to share some source code ?</description>
		<content:encoded><![CDATA[<p>hey!</p>
<p>i like your projects, it&#8217;s possible to share some source code ?</p>
]]></content:encoded>
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		<title>Comment on Must-Have Heroes of Might and Magic III Patches by JohnDoe</title>
		<link>http://www.terrybutler.co.uk/2010/07/29/must-have-heroes-of-might-and-magic-iii-patches/comment-page-1/#comment-557</link>
		<dc:creator>JohnDoe</dc:creator>
		<pubDate>Mon, 20 Sep 2010 15:49:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/2010/07/29/must-have-heroes-of-might-and-magic-iii-patches/#comment-557</guid>
		<description>Thanks for the links!</description>
		<content:encoded><![CDATA[<p>Thanks for the links!</p>
]]></content:encoded>
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		<title>Comment on HTML5 Canvas MD2 Renderer by Terry Butler &#187; HTML5 Quake II MD2 Model Loader and Renderer</title>
		<link>http://www.terrybutler.co.uk/web-development/html5-canvas-md2-renderer/comment-page-1/#comment-501</link>
		<dc:creator>Terry Butler &#187; HTML5 Quake II MD2 Model Loader and Renderer</dc:creator>
		<pubDate>Tue, 24 Aug 2010 10:39:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/#comment-501</guid>
		<description>[...] HomeAbout MeArticlesC/C++ to C# &#8211; Memory Management, Marshalling, Structures and more&#8230;Contact MeGamesMiscGameboy EmulationHeroes of Might and Magic IIHeroes of Might and Magic IIILineWars IIMMA NewsMMA VideosOpenGL Doom Map ReaderThe First Person Adventure Games ListThe Third Person Adventure Games ListYendorian Tales Book I: Chapter 2Yendorian Tales: The Tyrants of ThaineProjectsResourcesToolsAsura Engine ExtractorDoom Engine WAD Reader and ExtractorH3M Compressor / DecompressorOPN64WinProcInfoWeb DevelopmentHTML5 Canvas MD2 RendererWebGL [...]</description>
		<content:encoded><![CDATA[<p>[...] HomeAbout MeArticlesC/C++ to C# &ndash; Memory Management, Marshalling, Structures and more&hellip;Contact MeGamesMiscGameboy EmulationHeroes of Might and Magic IIHeroes of Might and Magic IIILineWars IIMMA NewsMMA VideosOpenGL Doom Map ReaderThe First Person Adventure Games ListThe Third Person Adventure Games ListYendorian Tales Book I: Chapter 2Yendorian Tales: The Tyrants of ThaineProjectsResourcesToolsAsura Engine ExtractorDoom Engine WAD Reader and ExtractorH3M Compressor / DecompressorOPN64WinProcInfoWeb DevelopmentHTML5 Canvas MD2 RendererWebGL [...]</p>
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		<title>Comment on HTML5 Quake II MD2 Model Loader and Renderer by Terry</title>
		<link>http://www.terrybutler.co.uk/2010/07/27/html5-quake-ii-md2-model-loader-and-renderer/comment-page-1/#comment-496</link>
		<dc:creator>Terry</dc:creator>
		<pubDate>Sat, 21 Aug 2010 01:53:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/2010/07/27/html5-md2-model-reader/#comment-496</guid>
		<description>Sorry about the lack of notifications. I looked quickly to see if that option was apparent, but I couldn&#039;t find anything. I don&#039;t have many comments, so it hasn&#039;t been a big priority :P

It definitely speeds things up. I&#039;ve been playing with WebGL and furthering the MD2 loader. I&#039;ve currently got it a WebGL context rendering the MD2 with vertex shader interpolation based on some old code I had kicking around. 

The load times for such a small model in JavaScript is quite horrendous mind you. I&#039;m sure it takes longer to load the model than it does to download it.. Well, almost ;)

I do enjoy how available JavaScript is. I&#039;m really excited to see WebGL take off. 

I&#039;ll hopefully have this WebGL demo I&#039;ve been talking about uploaded soon, I just want to add some more goodies to it :)

Hope to hear from you soon!

Terry</description>
		<content:encoded><![CDATA[<p>Sorry about the lack of notifications. I looked quickly to see if that option was apparent, but I couldn&#8217;t find anything. I don&#8217;t have many comments, so it hasn&#8217;t been a big priority <img src='http://www.terrybutler.co.uk/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' /> </p>
<p>It definitely speeds things up. I&#8217;ve been playing with WebGL and furthering the MD2 loader. I&#8217;ve currently got it a WebGL context rendering the MD2 with vertex shader interpolation based on some old code I had kicking around. </p>
<p>The load times for such a small model in JavaScript is quite horrendous mind you. I&#8217;m sure it takes longer to load the model than it does to download it.. Well, almost <img src='http://www.terrybutler.co.uk/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p>I do enjoy how available JavaScript is. I&#8217;m really excited to see WebGL take off. </p>
<p>I&#8217;ll hopefully have this WebGL demo I&#8217;ve been talking about uploaded soon, I just want to add some more goodies to it <img src='http://www.terrybutler.co.uk/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Hope to hear from you soon!</p>
<p>Terry</p>
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		<title>Comment on Heroes of Might and Magic II by James</title>
		<link>http://www.terrybutler.co.uk/misc/heroes-of-might-and-magic-ii/comment-page-1/#comment-477</link>
		<dc:creator>James</dc:creator>
		<pubDate>Wed, 18 Aug 2010 02:40:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/?page_id=6#comment-477</guid>
		<description>some_guy: See http://www.celestialheavens.com/forums/viewtopic.php?t=5659 . UndeadHalfOrc has already done work in that area.</description>
		<content:encoded><![CDATA[<p>some_guy: See <a href="http://www.celestialheavens.com/forums/viewtopic.php?t=5659" rel="nofollow">http://www.celestialheavens.com/forums/viewtopic.php?t=5659</a> . UndeadHalfOrc has already done work in that area.</p>
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		<title>Comment on OPN64 by liosik2002</title>
		<link>http://www.terrybutler.co.uk/tools/opn64/comment-page-1/#comment-468</link>
		<dc:creator>liosik2002</dc:creator>
		<pubDate>Sun, 15 Aug 2010 19:13:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/?page_id=68#comment-468</guid>
		<description>pls opn64, i need this prog</description>
		<content:encoded><![CDATA[<p>pls opn64, i need this prog</p>
]]></content:encoded>
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	<item>
		<title>Comment on OPN64 by liosik2002</title>
		<link>http://www.terrybutler.co.uk/tools/opn64/comment-page-1/#comment-467</link>
		<dc:creator>liosik2002</dc:creator>
		<pubDate>Sun, 15 Aug 2010 19:11:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/?page_id=68#comment-467</guid>
		<description>i`m happy</description>
		<content:encoded><![CDATA[<p>i`m happy</p>
]]></content:encoded>
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	<item>
		<title>Comment on HTML5 Quake II MD2 Model Loader and Renderer by Vjeux</title>
		<link>http://www.terrybutler.co.uk/2010/07/27/html5-quake-ii-md2-model-loader-and-renderer/comment-page-1/#comment-462</link>
		<dc:creator>Vjeux</dc:creator>
		<pubDate>Wed, 11 Aug 2010 12:42:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/2010/07/27/html5-md2-model-reader/#comment-462</guid>
		<description>Erg sorry for the late reply, there isn&#039;t any notification :(

This is very clever to read the file once and use the buffer. It makes things faster and easier to do since you don&#039;t have to use fread and can work directly with pointers.


About the number of elements, ie accessing another part of the structure is something I have been faced but I haven&#039;t found a proper solution.

What I&#039;ve done in m2 is that &#039;struct&#039; is a function that reads 2 ints: the number of elements and the offset. It jumps to the offset, and reads `n` times the structure given as argument.

I really need to get back on this project as it really makes innovating use of javascript</description>
		<content:encoded><![CDATA[<p>Erg sorry for the late reply, there isn&#8217;t any notification <img src='http://www.terrybutler.co.uk/wp-includes/images/smilies/icon_sad.gif' alt=':(' class='wp-smiley' /> </p>
<p>This is very clever to read the file once and use the buffer. It makes things faster and easier to do since you don&#8217;t have to use fread and can work directly with pointers.</p>
<p>About the number of elements, ie accessing another part of the structure is something I have been faced but I haven&#8217;t found a proper solution.</p>
<p>What I&#8217;ve done in m2 is that &#8216;struct&#8217; is a function that reads 2 ints: the number of elements and the offset. It jumps to the offset, and reads `n` times the structure given as argument.</p>
<p>I really need to get back on this project as it really makes innovating use of javascript</p>
]]></content:encoded>
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	<item>
		<title>Comment on Heroes of Might and Magic II by dudejo</title>
		<link>http://www.terrybutler.co.uk/misc/heroes-of-might-and-magic-ii/comment-page-1/#comment-456</link>
		<dc:creator>dudejo</dc:creator>
		<pubDate>Sat, 07 Aug 2010 11:41:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/?page_id=6#comment-456</guid>
		<description>would you know anything about starting hero secondary abilities?

for example, making Sorceress start with something other than Navigation?</description>
		<content:encoded><![CDATA[<p>would you know anything about starting hero secondary abilities?</p>
<p>for example, making Sorceress start with something other than Navigation?</p>
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		<title>Comment on Heroes of Might and Magic II by Terry</title>
		<link>http://www.terrybutler.co.uk/misc/heroes-of-might-and-magic-ii/comment-page-1/#comment-443</link>
		<dc:creator>Terry</dc:creator>
		<pubDate>Tue, 03 Aug 2010 13:14:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/?page_id=6#comment-443</guid>
		<description>I was digging through some old files on a cleanup and I happened to come across something that I forgot all about!

I vaguely recall digging through the main executable for the game and this is what I figured out on my cursory glance at the time.

&lt;pre&gt;
00..04 - Creature ID (with null terminator e.g. &quot;titn&quot;\0)
5
6
7
8
09..10 - Gold Value
15 - 
16 - 
17..18 - Hit Points
19 - ?
20 - Speed (6 = Very Fast, 7, = Ultra Fast, 8 = Blazing, 9 = Instant)
21 - attack or defence
22 - attack or defence
23 - Speed Min
24 - Speed Max
25 - Number of shots
&lt;/pre&gt;

It&#039;s pretty bare information, but you should be able to find reference to &quot;titn&quot;, which for me lies at offset 985243 (0xF089B) for Heroes II Gold v2.1.

I might pick this up again soon if I can find the time. I also can&#039;t verify that it&#039;s 100%, but I would have modified data and then checked the results in-game, so it should be okay.</description>
		<content:encoded><![CDATA[<p>I was digging through some old files on a cleanup and I happened to come across something that I forgot all about!</p>
<p>I vaguely recall digging through the main executable for the game and this is what I figured out on my cursory glance at the time.</p>
<pre>
00..04 - Creature ID (with null terminator e.g. "titn"\0)
5
6
7
8
09..10 - Gold Value
15 -
16 -
17..18 - Hit Points
19 - ?
20 - Speed (6 = Very Fast, 7, = Ultra Fast, 8 = Blazing, 9 = Instant)
21 - attack or defence
22 - attack or defence
23 - Speed Min
24 - Speed Max
25 - Number of shots
</pre>
<p>It&#8217;s pretty bare information, but you should be able to find reference to &#8220;titn&#8221;, which for me lies at offset 985243 (0xF089B) for Heroes II Gold v2.1.</p>
<p>I might pick this up again soon if I can find the time. I also can&#8217;t verify that it&#8217;s 100%, but I would have modified data and then checked the results in-game, so it should be okay.</p>
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		<title>Comment on HTML5 Quake II MD2 Model Loader and Renderer by Terry</title>
		<link>http://www.terrybutler.co.uk/2010/07/27/html5-quake-ii-md2-model-loader-and-renderer/comment-page-1/#comment-427</link>
		<dc:creator>Terry</dc:creator>
		<pubDate>Wed, 28 Jul 2010 22:05:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/2010/07/27/html5-md2-model-reader/#comment-427</guid>
		<description>I have a question about the usage of the binaryParser and for example, as part of some structure, you have to load a bunch of vertices. In keeping with the elegance of binaryParser, how do you recursively specify the number of vertices desired?

Taking this section of the &#039;m2&#039; structure:

&lt;pre lang=&quot;javascript&quot; line=&quot;1&quot;&gt;
vertices: [&#039;struct&#039;, &#039;vertex&#039;],
&lt;/pre&gt;

If you&#039;ve been given a number of expected vertices in some header, how would you match that up so the binaryParser can read it properly?

I would have expected to have seen something like this:

&lt;pre lang=&quot;javascript&quot; line=&quot;1&quot;&gt;
vertices: [&#039;struct&#039;, &#039;vertex&#039;, numVertices],
&lt;/pre&gt;

With numVertices having been populate earlier on to maintain this recursive, elegant solution you&#039;ve said about? 

I know that I&#039;m probably just missing something! :)

You are right, execution speed is quite honestly the crippler for these elegant methods and it makes sense to keep these lower level languages for when we need high performance at the expense of simplicity perhaps.

Seeing as you gave me some knowledge on JavaScript, I hope I can repay the favour by giving a quite example of what I believe to be, In my humble opinion, some elegant C code :)

The code below is an excerpt from a Quake 1 MDL loader. It took a lump of raw memory and didn&#039;t use freads, but instead, casts raw memory to desired structures, which you can&#039;t get much faster than. It literally takes a lump of raw memory and uses the structures as buckets to dump that raw memory straight over, which virtually involves no processing logic.

This is the preferred version of loading stuff in C for me as I feel it has a greater degree of extensibility, reduces disk reads and just generally speaking, is a hell of a lot faster.

Here&#039;s where I load the entire file to memory from disk:

&lt;pre lang=&quot;C&quot; line=&quot;1&quot;&gt;
// Get the length of the file
fseek(fp, 0, SEEK_END);
fileLength = ftell(fp);
fseek(fp, 0, SEEK_SET);

// Allocate memory for buffer with size of fileLength
char * buffer = new char [fileLength];

// Read the entire file to memory
fread(buffer, sizeof(char), fileLength, fp);
&lt;/pre&gt;

I have my data structures, the first structure (mdl_vertex_t) is how Quake stores them and the second structure (mdl_vertexReal_t) are the uncompressed values which are valid for rendering. Carmack compressed the vertices to save space.

&lt;pre lang=&quot;C&quot; line=&quot;1&quot;&gt;
struct mdl_vertex_t
{
	unsigned char v[3];
	unsigned char normalIndex;
};

struct mdl_vertexReal_t
{
	Vertex3f_t v;
	float normalIndex;
};
&lt;/pre&gt;

Note: Please take for granted in the below example that &lt;em&gt;buffer&lt;/em&gt; which references our entire file in memory, its pointer has been moved along during the loading process and now lies just before the vertices data.

&lt;pre lang=&quot;C&quot; line=&quot;1&quot;&gt;
// Cast &quot;buffer&quot; to verts, so that verts as a pointer lays straight over our raw buffer Notice that we 
// haven&#039;t actually defined a size for &quot;verts&quot;, but memory is unmanages and all pointers &quot;bleed&quot; into 
// neighbouring memory! Scary business, but it is nice and fast!
mdl_vertex_t * verts = (mdl_vertex_t *)buffer;

// We can now seek buffer along equal to the size of a mdl_vertex_t structure multipled by the number of vertices
buffer += sizeof(mdl_vertex_t) * mdl-&gt;numVerts;

// Allocate some proper memory to store our &quot;real&quot; (i.e. uncompressed) vertices
this-&gt;vertices = new mdl_vertexReal_t[mdl-&gt;numVerts];

// Loop through and uncompress vertices
for (int i = 0; i &lt; mdl-&gt;numVerts; i++)
{
	vertices[i].v[0] = (mdl-&gt;scale[0] * verts[i].v[0]) + mdl-&gt;translate[0];
	vertices[i].v[1] = (mdl-&gt;scale[1] * verts[i].v[1]) + mdl-&gt;translate[1];
	vertices[i].v[2] = (mdl-&gt;scale[2] * verts[i].v[2]) + mdl-&gt;translate[2];
}
&lt;/pre&gt;

I think this is quite simple and elegant as well as lightning fast! 

I hope that you found that interesting anyway :)</description>
		<content:encoded><![CDATA[<p>I have a question about the usage of the binaryParser and for example, as part of some structure, you have to load a bunch of vertices. In keeping with the elegance of binaryParser, how do you recursively specify the number of vertices desired?</p>
<p>Taking this section of the &#8216;m2&#8242; structure:</p>

<div class="wp_syntax"><table><tr><td class="line_numbers"><pre>1
</pre></td><td class="code"><pre class="javascript" style="font-family:monospace;">vertices<span style="color: #339933;">:</span> <span style="color: #009900;">&#91;</span><span style="color: #3366CC;">'struct'</span><span style="color: #339933;">,</span> <span style="color: #3366CC;">'vertex'</span><span style="color: #009900;">&#93;</span><span style="color: #339933;">,</span></pre></td></tr></table></div>

<p>If you&#8217;ve been given a number of expected vertices in some header, how would you match that up so the binaryParser can read it properly?</p>
<p>I would have expected to have seen something like this:</p>

<div class="wp_syntax"><table><tr><td class="line_numbers"><pre>1
</pre></td><td class="code"><pre class="javascript" style="font-family:monospace;">vertices<span style="color: #339933;">:</span> <span style="color: #009900;">&#91;</span><span style="color: #3366CC;">'struct'</span><span style="color: #339933;">,</span> <span style="color: #3366CC;">'vertex'</span><span style="color: #339933;">,</span> numVertices<span style="color: #009900;">&#93;</span><span style="color: #339933;">,</span></pre></td></tr></table></div>

<p>With numVertices having been populate earlier on to maintain this recursive, elegant solution you&#8217;ve said about? </p>
<p>I know that I&#8217;m probably just missing something! <img src='http://www.terrybutler.co.uk/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>You are right, execution speed is quite honestly the crippler for these elegant methods and it makes sense to keep these lower level languages for when we need high performance at the expense of simplicity perhaps.</p>
<p>Seeing as you gave me some knowledge on JavaScript, I hope I can repay the favour by giving a quite example of what I believe to be, In my humble opinion, some elegant C code <img src='http://www.terrybutler.co.uk/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>The code below is an excerpt from a Quake 1 MDL loader. It took a lump of raw memory and didn&#8217;t use freads, but instead, casts raw memory to desired structures, which you can&#8217;t get much faster than. It literally takes a lump of raw memory and uses the structures as buckets to dump that raw memory straight over, which virtually involves no processing logic.</p>
<p>This is the preferred version of loading stuff in C for me as I feel it has a greater degree of extensibility, reduces disk reads and just generally speaking, is a hell of a lot faster.</p>
<p>Here&#8217;s where I load the entire file to memory from disk:</p>

<div class="wp_syntax"><table><tr><td class="line_numbers"><pre>1
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</pre></td><td class="code"><pre class="c" style="font-family:monospace;"><span style="color: #666666; font-style: italic;">// Get the length of the file</span>
fseek<span style="color: #009900;">&#40;</span>fp<span style="color: #339933;">,</span> <span style="color: #0000dd;">0</span><span style="color: #339933;">,</span> SEEK_END<span style="color: #009900;">&#41;</span><span style="color: #339933;">;</span>
fileLength <span style="color: #339933;">=</span> ftell<span style="color: #009900;">&#40;</span>fp<span style="color: #009900;">&#41;</span><span style="color: #339933;">;</span>
fseek<span style="color: #009900;">&#40;</span>fp<span style="color: #339933;">,</span> <span style="color: #0000dd;">0</span><span style="color: #339933;">,</span> SEEK_SET<span style="color: #009900;">&#41;</span><span style="color: #339933;">;</span>
&nbsp;
<span style="color: #666666; font-style: italic;">// Allocate memory for buffer with size of fileLength</span>
<span style="color: #993333;">char</span> <span style="color: #339933;">*</span> buffer <span style="color: #339933;">=</span> new <span style="color: #993333;">char</span> <span style="color: #009900;">&#91;</span>fileLength<span style="color: #009900;">&#93;</span><span style="color: #339933;">;</span>
&nbsp;
<span style="color: #666666; font-style: italic;">// Read the entire file to memory</span>
fread<span style="color: #009900;">&#40;</span>buffer<span style="color: #339933;">,</span> <span style="color: #993333;">sizeof</span><span style="color: #009900;">&#40;</span><span style="color: #993333;">char</span><span style="color: #009900;">&#41;</span><span style="color: #339933;">,</span> fileLength<span style="color: #339933;">,</span> fp<span style="color: #009900;">&#41;</span><span style="color: #339933;">;</span></pre></td></tr></table></div>

<p>I have my data structures, the first structure (mdl_vertex_t) is how Quake stores them and the second structure (mdl_vertexReal_t) are the uncompressed values which are valid for rendering. Carmack compressed the vertices to save space.</p>

<div class="wp_syntax"><table><tr><td class="line_numbers"><pre>1
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</pre></td><td class="code"><pre class="c" style="font-family:monospace;"><span style="color: #993333;">struct</span> mdl_vertex_t
<span style="color: #009900;">&#123;</span>
	<span style="color: #993333;">unsigned</span> <span style="color: #993333;">char</span> v<span style="color: #009900;">&#91;</span><span style="color: #0000dd;">3</span><span style="color: #009900;">&#93;</span><span style="color: #339933;">;</span>
	<span style="color: #993333;">unsigned</span> <span style="color: #993333;">char</span> normalIndex<span style="color: #339933;">;</span>
<span style="color: #009900;">&#125;</span><span style="color: #339933;">;</span>
&nbsp;
<span style="color: #993333;">struct</span> mdl_vertexReal_t
<span style="color: #009900;">&#123;</span>
	Vertex3f_t v<span style="color: #339933;">;</span>
	<span style="color: #993333;">float</span> normalIndex<span style="color: #339933;">;</span>
<span style="color: #009900;">&#125;</span><span style="color: #339933;">;</span></pre></td></tr></table></div>

<p>Note: Please take for granted in the below example that <em>buffer</em> which references our entire file in memory, its pointer has been moved along during the loading process and now lies just before the vertices data.</p>

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</pre></td><td class="code"><pre class="c" style="font-family:monospace;"><span style="color: #666666; font-style: italic;">// Cast &quot;buffer&quot; to verts, so that verts as a pointer lays straight over our raw buffer Notice that we </span>
<span style="color: #666666; font-style: italic;">// haven't actually defined a size for &quot;verts&quot;, but memory is unmanages and all pointers &quot;bleed&quot; into </span>
<span style="color: #666666; font-style: italic;">// neighbouring memory! Scary business, but it is nice and fast!</span>
mdl_vertex_t <span style="color: #339933;">*</span> verts <span style="color: #339933;">=</span> <span style="color: #009900;">&#40;</span>mdl_vertex_t <span style="color: #339933;">*</span><span style="color: #009900;">&#41;</span>buffer<span style="color: #339933;">;</span>
&nbsp;
<span style="color: #666666; font-style: italic;">// We can now seek buffer along equal to the size of a mdl_vertex_t structure multipled by the number of vertices</span>
buffer <span style="color: #339933;">+=</span> <span style="color: #993333;">sizeof</span><span style="color: #009900;">&#40;</span>mdl_vertex_t<span style="color: #009900;">&#41;</span> <span style="color: #339933;">*</span> mdl<span style="color: #339933;">-&gt;</span>numVerts<span style="color: #339933;">;</span>
&nbsp;
<span style="color: #666666; font-style: italic;">// Allocate some proper memory to store our &quot;real&quot; (i.e. uncompressed) vertices</span>
this<span style="color: #339933;">-&gt;</span>vertices <span style="color: #339933;">=</span> new mdl_vertexReal_t<span style="color: #009900;">&#91;</span>mdl<span style="color: #339933;">-&gt;</span>numVerts<span style="color: #009900;">&#93;</span><span style="color: #339933;">;</span>
&nbsp;
<span style="color: #666666; font-style: italic;">// Loop through and uncompress vertices</span>
<span style="color: #b1b100;">for</span> <span style="color: #009900;">&#40;</span><span style="color: #993333;">int</span> i <span style="color: #339933;">=</span> <span style="color: #0000dd;">0</span><span style="color: #339933;">;</span> i <span style="color: #339933;">&lt;</span> mdl<span style="color: #339933;">-&gt;</span>numVerts<span style="color: #339933;">;</span> i<span style="color: #339933;">++</span><span style="color: #009900;">&#41;</span>
<span style="color: #009900;">&#123;</span>
	vertices<span style="color: #009900;">&#91;</span>i<span style="color: #009900;">&#93;</span>.<span style="color: #202020;">v</span><span style="color: #009900;">&#91;</span><span style="color: #0000dd;">0</span><span style="color: #009900;">&#93;</span> <span style="color: #339933;">=</span> <span style="color: #009900;">&#40;</span>mdl<span style="color: #339933;">-&gt;</span>scale<span style="color: #009900;">&#91;</span><span style="color: #0000dd;">0</span><span style="color: #009900;">&#93;</span> <span style="color: #339933;">*</span> verts<span style="color: #009900;">&#91;</span>i<span style="color: #009900;">&#93;</span>.<span style="color: #202020;">v</span><span style="color: #009900;">&#91;</span><span style="color: #0000dd;">0</span><span style="color: #009900;">&#93;</span><span style="color: #009900;">&#41;</span> <span style="color: #339933;">+</span> mdl<span style="color: #339933;">-&gt;</span>translate<span style="color: #009900;">&#91;</span><span style="color: #0000dd;">0</span><span style="color: #009900;">&#93;</span><span style="color: #339933;">;</span>
	vertices<span style="color: #009900;">&#91;</span>i<span style="color: #009900;">&#93;</span>.<span style="color: #202020;">v</span><span style="color: #009900;">&#91;</span><span style="color: #0000dd;">1</span><span style="color: #009900;">&#93;</span> <span style="color: #339933;">=</span> <span style="color: #009900;">&#40;</span>mdl<span style="color: #339933;">-&gt;</span>scale<span style="color: #009900;">&#91;</span><span style="color: #0000dd;">1</span><span style="color: #009900;">&#93;</span> <span style="color: #339933;">*</span> verts<span style="color: #009900;">&#91;</span>i<span style="color: #009900;">&#93;</span>.<span style="color: #202020;">v</span><span style="color: #009900;">&#91;</span><span style="color: #0000dd;">1</span><span style="color: #009900;">&#93;</span><span style="color: #009900;">&#41;</span> <span style="color: #339933;">+</span> mdl<span style="color: #339933;">-&gt;</span>translate<span style="color: #009900;">&#91;</span><span style="color: #0000dd;">1</span><span style="color: #009900;">&#93;</span><span style="color: #339933;">;</span>
	vertices<span style="color: #009900;">&#91;</span>i<span style="color: #009900;">&#93;</span>.<span style="color: #202020;">v</span><span style="color: #009900;">&#91;</span><span style="color: #0000dd;">2</span><span style="color: #009900;">&#93;</span> <span style="color: #339933;">=</span> <span style="color: #009900;">&#40;</span>mdl<span style="color: #339933;">-&gt;</span>scale<span style="color: #009900;">&#91;</span><span style="color: #0000dd;">2</span><span style="color: #009900;">&#93;</span> <span style="color: #339933;">*</span> verts<span style="color: #009900;">&#91;</span>i<span style="color: #009900;">&#93;</span>.<span style="color: #202020;">v</span><span style="color: #009900;">&#91;</span><span style="color: #0000dd;">2</span><span style="color: #009900;">&#93;</span><span style="color: #009900;">&#41;</span> <span style="color: #339933;">+</span> mdl<span style="color: #339933;">-&gt;</span>translate<span style="color: #009900;">&#91;</span><span style="color: #0000dd;">2</span><span style="color: #009900;">&#93;</span><span style="color: #339933;">;</span>
<span style="color: #009900;">&#125;</span></pre></td></tr></table></div>

<p>I think this is quite simple and elegant as well as lightning fast! </p>
<p>I hope that you found that interesting anyway <img src='http://www.terrybutler.co.uk/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>Comment on HTML5 Quake II MD2 Model Loader and Renderer by vjeux</title>
		<link>http://www.terrybutler.co.uk/2010/07/27/html5-quake-ii-md2-model-loader-and-renderer/comment-page-1/#comment-425</link>
		<dc:creator>vjeux</dc:creator>
		<pubDate>Wed, 28 Jul 2010 01:10:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/2010/07/27/html5-md2-model-reader/#comment-425</guid>
		<description>fread works really well for &quot;static&quot; code like headers. However as soon as you have to add some kind of logic like error checking, sub elements with varying numbers, ... (and that&#039;s like 90% of the model) you have to use tailored code.

http://tfc.duke.free.fr/coding/md2-specs-en.html

If you look at the code to read the model, he does some fread, but the rest of the code is boring stuff like doing loops, making checks, reading ints and jumping ... All this is already in the structure. You are basically writing things twice.

It&#039;s okay when your structure is simple. However when working with models that got like 300 rules of structure, the parsing code is about 1000, 1500 lines of pure repetition. Which makes it really bug-friendly and hard to maintain (because you don&#039;t want to touch it!)

I&#039;ve been studying the possibilities in C. Since there is no introspection you can&#039;t really do beautiful things, so you can use macros to simplify things a bit, or write a parser generator. But both are quite ugly :p

The downside of my approach however is execution speed. Since it&#039;s using a lot of generic stuff, it&#039;s really slow. Parsing a 2meg model takes roughly 2 seconds on chrome and 10 on firefox.

(The method isn&#039;t the only problem, Javascript is dynamic and therefore slower than dedicated C code, the BinaryReader should be written in C and using processor convertion instructions.)

Anyway the goal was just to make a proof of concept and try to use Javascript powerfulness to solve this very specific problem.

I was also really amazed by the power given compared to the size of the code. The parsing function takes only 30 lines, and about the same amount for the standard lib (basic types: int32, ... and arrays)

Grrr I really need to debug the demo and blog about it :)</description>
		<content:encoded><![CDATA[<p>fread works really well for &#8220;static&#8221; code like headers. However as soon as you have to add some kind of logic like error checking, sub elements with varying numbers, &#8230; (and that&#8217;s like 90% of the model) you have to use tailored code.</p>
<p><a href="http://tfc.duke.free.fr/coding/md2-specs-en.html" rel="nofollow">http://tfc.duke.free.fr/coding/md2-specs-en.html</a></p>
<p>If you look at the code to read the model, he does some fread, but the rest of the code is boring stuff like doing loops, making checks, reading ints and jumping &#8230; All this is already in the structure. You are basically writing things twice.</p>
<p>It&#8217;s okay when your structure is simple. However when working with models that got like 300 rules of structure, the parsing code is about 1000, 1500 lines of pure repetition. Which makes it really bug-friendly and hard to maintain (because you don&#8217;t want to touch it!)</p>
<p>I&#8217;ve been studying the possibilities in C. Since there is no introspection you can&#8217;t really do beautiful things, so you can use macros to simplify things a bit, or write a parser generator. But both are quite ugly :p</p>
<p>The downside of my approach however is execution speed. Since it&#8217;s using a lot of generic stuff, it&#8217;s really slow. Parsing a 2meg model takes roughly 2 seconds on chrome and 10 on firefox.</p>
<p>(The method isn&#8217;t the only problem, Javascript is dynamic and therefore slower than dedicated C code, the BinaryReader should be written in C and using processor convertion instructions.)</p>
<p>Anyway the goal was just to make a proof of concept and try to use Javascript powerfulness to solve this very specific problem.</p>
<p>I was also really amazed by the power given compared to the size of the code. The parsing function takes only 30 lines, and about the same amount for the standard lib (basic types: int32, &#8230; and arrays)</p>
<p>Grrr I really need to debug the demo and blog about it <img src='http://www.terrybutler.co.uk/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>Comment on HTML5 Quake II MD2 Model Loader and Renderer by Terry</title>
		<link>http://www.terrybutler.co.uk/2010/07/27/html5-quake-ii-md2-model-loader-and-renderer/comment-page-1/#comment-424</link>
		<dc:creator>Terry</dc:creator>
		<pubDate>Wed, 28 Jul 2010 00:44:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/2010/07/27/html5-md2-model-reader/#comment-424</guid>
		<description>Thanks for that information. I&#039;ve been programming a while, but JavaScript is pretty new ground for me, so these techniques indeed help. Thank you :) 

I do disagree with the C comment with regards to it being overly cumbersome due to the lack of options. I preferred the old style of dumping a lump of raw memory over the top of an expected structure. When I started using C# quite heavily, I had to get used to the memory marshalling to try and emulate what I used to do in C/C++ :)

&lt;pre lang=&quot;C&quot; line=&quot;1&quot;&gt;
struct md2Header
{
	int ident;
	int version;
	int skinWidth;
	int skinHeight;
	// etc
}

md2Header		header = { 0 };			// Model header

fread(&amp;header, sizeof(md2Header), 1, fp);
&lt;/pre&gt;

After defining the structure and then doing the above, you&#039;ve got access to the header&#039;s information quite simply.

I still agree that when you&#039;ve got there with the binaryParse is also very elegant though :) It also introduces me to some new techniques that I haven&#039;t yet covered in JavaScript :)</description>
		<content:encoded><![CDATA[<p>Thanks for that information. I&#8217;ve been programming a while, but JavaScript is pretty new ground for me, so these techniques indeed help. Thank you <img src='http://www.terrybutler.co.uk/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  </p>
<p>I do disagree with the C comment with regards to it being overly cumbersome due to the lack of options. I preferred the old style of dumping a lump of raw memory over the top of an expected structure. When I started using C# quite heavily, I had to get used to the memory marshalling to try and emulate what I used to do in C/C++ <img src='http://www.terrybutler.co.uk/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>

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</pre></td><td class="code"><pre class="c" style="font-family:monospace;"><span style="color: #993333;">struct</span> md2Header
<span style="color: #009900;">&#123;</span>
	<span style="color: #993333;">int</span> ident<span style="color: #339933;">;</span>
	<span style="color: #993333;">int</span> version<span style="color: #339933;">;</span>
	<span style="color: #993333;">int</span> skinWidth<span style="color: #339933;">;</span>
	<span style="color: #993333;">int</span> skinHeight<span style="color: #339933;">;</span>
	<span style="color: #666666; font-style: italic;">// etc</span>
<span style="color: #009900;">&#125;</span>
&nbsp;
md2Header		header <span style="color: #339933;">=</span> <span style="color: #009900;">&#123;</span> <span style="color: #0000dd;">0</span> <span style="color: #009900;">&#125;</span><span style="color: #339933;">;</span>			<span style="color: #666666; font-style: italic;">// Model header</span>
&nbsp;
fread<span style="color: #009900;">&#40;</span><span style="color: #339933;">&amp;</span>amp<span style="color: #339933;">;</span>header<span style="color: #339933;">,</span> <span style="color: #993333;">sizeof</span><span style="color: #009900;">&#40;</span>md2Header<span style="color: #009900;">&#41;</span><span style="color: #339933;">,</span> <span style="color: #0000dd;">1</span><span style="color: #339933;">,</span> fp<span style="color: #009900;">&#41;</span><span style="color: #339933;">;</span></pre></td></tr></table></div>

<p>After defining the structure and then doing the above, you&#8217;ve got access to the header&#8217;s information quite simply.</p>
<p>I still agree that when you&#8217;ve got there with the binaryParse is also very elegant though <img src='http://www.terrybutler.co.uk/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  It also introduces me to some new techniques that I haven&#8217;t yet covered in JavaScript <img src='http://www.terrybutler.co.uk/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>Comment on HTML5 Quake II MD2 Model Loader and Renderer by vjeux</title>
		<link>http://www.terrybutler.co.uk/2010/07/27/html5-quake-ii-md2-model-loader-and-renderer/comment-page-1/#comment-423</link>
		<dc:creator>vjeux</dc:creator>
		<pubDate>Wed, 28 Jul 2010 00:13:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/2010/07/27/html5-md2-model-reader/#comment-423</guid>
		<description>Grrr I just submitted too fast. Your lib is really cool :)

I made the BinaryReader class to do a loader like yours but for World of Warcraft models. It has never been finished but I&#039;ve done some work that may interest you.

When parsing binary files, you have to do boring stuff like
&lt;pre lang=&quot;javascript&quot; line=&quot;1&quot;&gt;
define the structure:
        var skinwidth;
        var skinheight;

parse the structure:
    header.skinwidth        = reader.readInt32();
    header.skinheight       = reader.readInt32();
&lt;/pre&gt;
and this for every field in the model. this is repeating stuff that could be automated. In C this is not possible because the language lacks of a good toolset. But in Javascript we can do it!

I&#039;ve written a small lib called BinaryParser (that uses the Reader) http://fooo.fr/~vjeux/blog/armory/scripts/binaryParser.js which allows you to write clean code. Here&#039;s an example of the code to read the m2 (WoW) models ( http://fooo.fr/~vjeux/blog/armory/scripts/m2.js )
&lt;pre lang=&quot;javascript&quot; line=&quot;1&quot;&gt;

		nofs: {
			count: &#039;uint32&#039;,
			offset: &#039;uint32&#039;
		},

		animationBlock: {
			interpolationType: &#039;uint16&#039;,
			globalSequenceID: &#039;int16&#039;,
			timestamps: &#039;nofs&#039;,
			keyFrame: &#039;nofs&#039;
		},

		color: {
			color: &#039;animationBlock&#039;,
			alpha: &#039;animationBlock&#039;
		},
&lt;/pre&gt;
And to parse the model you just have to call BinaryReader.parse(description, file).

And all the values are either defined structures that are recursively parsed (alpha of color is calling animationBlock that is calling nofs that is calling unit32) or custom functions.

For example in the m2 there are structure headers at the beginning of the file that contains the offset and the number of elements. Therefore we can make a function to handle this
&lt;pre lang=&quot;javascript&quot; line=&quot;1&quot;&gt;
		struct: function (config, type) {
			var nofs = config.parse(&#039;nofs&#039;);
			var pos = config.binaryReader.getPosition();
			config.binaryReader.seek(nofs.offset);
			var result = config.parse([&#039;array&#039;, type, nofs.count]);
			config.binaryReader.seek(pos);
			return result;
		},
&lt;/pre&gt;
And use it in the code
&lt;pre lang=&quot;javascript&quot; line=&quot;1&quot;&gt;
		m2: {
			globalSequences: [&#039;struct&#039;, &#039;uint16&#039;],
			animations: [&#039;struct&#039;, &#039;animation&#039;],
			animationLookup: [&#039;struct&#039;, &#039;uint16&#039;],
&lt;/pre&gt;
In the end the code is muuuucchhh more cleaner than the version I wrote in Delphi at the time for the war3 model parser.

However this has never been finished and i&#039;ve been confronted to many conception problems such as how to make it generic enough to support a wide range of cases. How to you allow the functions to call back the parser ... This version is not perfect at all, I haven&#039;t handled the error parsing for example, but I am pretty sure you can grab some ideas for your future projects :)


http://fooo.fr/~vjeux/blog/armory/modelviewer.html

[I am pretty sure all the code will be unreadable due to the lack of monofont text, please can you edit it back, thanks)</description>
		<content:encoded><![CDATA[<p>Grrr I just submitted too fast. Your lib is really cool <img src='http://www.terrybutler.co.uk/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>I made the BinaryReader class to do a loader like yours but for World of Warcraft models. It has never been finished but I&#8217;ve done some work that may interest you.</p>
<p>When parsing binary files, you have to do boring stuff like</p>

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</pre></td><td class="code"><pre class="javascript" style="font-family:monospace;">define the structure<span style="color: #339933;">:</span>
        <span style="color: #003366; font-weight: bold;">var</span> skinwidth<span style="color: #339933;">;</span>
        <span style="color: #003366; font-weight: bold;">var</span> skinheight<span style="color: #339933;">;</span>
&nbsp;
parse the structure<span style="color: #339933;">:</span>
    header.<span style="color: #660066;">skinwidth</span>        <span style="color: #339933;">=</span> reader.<span style="color: #660066;">readInt32</span><span style="color: #009900;">&#40;</span><span style="color: #009900;">&#41;</span><span style="color: #339933;">;</span>
    header.<span style="color: #660066;">skinheight</span>       <span style="color: #339933;">=</span> reader.<span style="color: #660066;">readInt32</span><span style="color: #009900;">&#40;</span><span style="color: #009900;">&#41;</span><span style="color: #339933;">;</span></pre></td></tr></table></div>

<p>and this for every field in the model. this is repeating stuff that could be automated. In C this is not possible because the language lacks of a good toolset. But in Javascript we can do it!</p>
<p>I&#8217;ve written a small lib called BinaryParser (that uses the Reader) <a href="http://fooo.fr/~vjeux/blog/armory/scripts/binaryParser.js" rel="nofollow">http://fooo.fr/~vjeux/blog/armory/scripts/binaryParser.js</a> which allows you to write clean code. Here&#8217;s an example of the code to read the m2 (WoW) models ( <a href="http://fooo.fr/~vjeux/blog/armory/scripts/m2.js" rel="nofollow">http://fooo.fr/~vjeux/blog/armory/scripts/m2.js</a> )</p>

<div class="wp_syntax"><table><tr><td class="line_numbers"><pre>1
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</pre></td><td class="code"><pre class="javascript" style="font-family:monospace;">&nbsp;
		nofs<span style="color: #339933;">:</span> <span style="color: #009900;">&#123;</span>
			count<span style="color: #339933;">:</span> <span style="color: #3366CC;">'uint32'</span><span style="color: #339933;">,</span>
			offset<span style="color: #339933;">:</span> <span style="color: #3366CC;">'uint32'</span>
		<span style="color: #009900;">&#125;</span><span style="color: #339933;">,</span>
&nbsp;
		animationBlock<span style="color: #339933;">:</span> <span style="color: #009900;">&#123;</span>
			interpolationType<span style="color: #339933;">:</span> <span style="color: #3366CC;">'uint16'</span><span style="color: #339933;">,</span>
			globalSequenceID<span style="color: #339933;">:</span> <span style="color: #3366CC;">'int16'</span><span style="color: #339933;">,</span>
			timestamps<span style="color: #339933;">:</span> <span style="color: #3366CC;">'nofs'</span><span style="color: #339933;">,</span>
			keyFrame<span style="color: #339933;">:</span> <span style="color: #3366CC;">'nofs'</span>
		<span style="color: #009900;">&#125;</span><span style="color: #339933;">,</span>
&nbsp;
		color<span style="color: #339933;">:</span> <span style="color: #009900;">&#123;</span>
			color<span style="color: #339933;">:</span> <span style="color: #3366CC;">'animationBlock'</span><span style="color: #339933;">,</span>
			alpha<span style="color: #339933;">:</span> <span style="color: #3366CC;">'animationBlock'</span>
		<span style="color: #009900;">&#125;</span><span style="color: #339933;">,</span></pre></td></tr></table></div>

<p>And to parse the model you just have to call BinaryReader.parse(description, file).</p>
<p>And all the values are either defined structures that are recursively parsed (alpha of color is calling animationBlock that is calling nofs that is calling unit32) or custom functions.</p>
<p>For example in the m2 there are structure headers at the beginning of the file that contains the offset and the number of elements. Therefore we can make a function to handle this</p>

<div class="wp_syntax"><table><tr><td class="line_numbers"><pre>1
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</pre></td><td class="code"><pre class="javascript" style="font-family:monospace;">		struct<span style="color: #339933;">:</span> <span style="color: #003366; font-weight: bold;">function</span> <span style="color: #009900;">&#40;</span>config<span style="color: #339933;">,</span> type<span style="color: #009900;">&#41;</span> <span style="color: #009900;">&#123;</span>
			<span style="color: #003366; font-weight: bold;">var</span> nofs <span style="color: #339933;">=</span> config.<span style="color: #660066;">parse</span><span style="color: #009900;">&#40;</span><span style="color: #3366CC;">'nofs'</span><span style="color: #009900;">&#41;</span><span style="color: #339933;">;</span>
			<span style="color: #003366; font-weight: bold;">var</span> pos <span style="color: #339933;">=</span> config.<span style="color: #660066;">binaryReader</span>.<span style="color: #660066;">getPosition</span><span style="color: #009900;">&#40;</span><span style="color: #009900;">&#41;</span><span style="color: #339933;">;</span>
			config.<span style="color: #660066;">binaryReader</span>.<span style="color: #660066;">seek</span><span style="color: #009900;">&#40;</span>nofs.<span style="color: #660066;">offset</span><span style="color: #009900;">&#41;</span><span style="color: #339933;">;</span>
			<span style="color: #003366; font-weight: bold;">var</span> result <span style="color: #339933;">=</span> config.<span style="color: #660066;">parse</span><span style="color: #009900;">&#40;</span><span style="color: #009900;">&#91;</span><span style="color: #3366CC;">'array'</span><span style="color: #339933;">,</span> type<span style="color: #339933;">,</span> nofs.<span style="color: #660066;">count</span><span style="color: #009900;">&#93;</span><span style="color: #009900;">&#41;</span><span style="color: #339933;">;</span>
			config.<span style="color: #660066;">binaryReader</span>.<span style="color: #660066;">seek</span><span style="color: #009900;">&#40;</span>pos<span style="color: #009900;">&#41;</span><span style="color: #339933;">;</span>
			<span style="color: #000066; font-weight: bold;">return</span> result<span style="color: #339933;">;</span>
		<span style="color: #009900;">&#125;</span><span style="color: #339933;">,</span></pre></td></tr></table></div>

<p>And use it in the code</p>

<div class="wp_syntax"><table><tr><td class="line_numbers"><pre>1
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</pre></td><td class="code"><pre class="javascript" style="font-family:monospace;">		m2<span style="color: #339933;">:</span> <span style="color: #009900;">&#123;</span>
			globalSequences<span style="color: #339933;">:</span> <span style="color: #009900;">&#91;</span><span style="color: #3366CC;">'struct'</span><span style="color: #339933;">,</span> <span style="color: #3366CC;">'uint16'</span><span style="color: #009900;">&#93;</span><span style="color: #339933;">,</span>
			animations<span style="color: #339933;">:</span> <span style="color: #009900;">&#91;</span><span style="color: #3366CC;">'struct'</span><span style="color: #339933;">,</span> <span style="color: #3366CC;">'animation'</span><span style="color: #009900;">&#93;</span><span style="color: #339933;">,</span>
			animationLookup<span style="color: #339933;">:</span> <span style="color: #009900;">&#91;</span><span style="color: #3366CC;">'struct'</span><span style="color: #339933;">,</span> <span style="color: #3366CC;">'uint16'</span><span style="color: #009900;">&#93;</span><span style="color: #339933;">,</span></pre></td></tr></table></div>

<p>In the end the code is muuuucchhh more cleaner than the version I wrote in Delphi at the time for the war3 model parser.</p>
<p>However this has never been finished and i&#8217;ve been confronted to many conception problems such as how to make it generic enough to support a wide range of cases. How to you allow the functions to call back the parser &#8230; This version is not perfect at all, I haven&#8217;t handled the error parsing for example, but I am pretty sure you can grab some ideas for your future projects <img src='http://www.terrybutler.co.uk/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p><a href="http://fooo.fr/~vjeux/blog/armory/modelviewer.html" rel="nofollow">http://fooo.fr/~vjeux/blog/armory/modelviewer.html</a></p>
<p>[I am pretty sure all the code will be unreadable due to the lack of monofont text, please can you edit it back, thanks)</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on HTML5 Quake II MD2 Model Loader and Renderer by Terry</title>
		<link>http://www.terrybutler.co.uk/2010/07/27/html5-quake-ii-md2-model-loader-and-renderer/comment-page-1/#comment-422</link>
		<dc:creator>Terry</dc:creator>
		<pubDate>Wed, 28 Jul 2010 00:03:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/2010/07/27/html5-md2-model-reader/#comment-422</guid>
		<description>I can&#039;t give any hard examples, but I came to the conclusion by using a hex editor to tell me what values to expect when I noticed the float values were off. I had the binaryReader load an Int32 instead just to see if it was getting the correct bytes and it was so I knew it had to be in the _decodeFloat function.

In the original _decodeFloat function, it&#039;s slightly overcomplicated and hard to debug due to it not really splitting the calculation of the Exponent and Mantissa and performing a lot of logic at the end to split it and join it again. 

I&#039;m curious to see what the error is _decodeFloat, but I&#039;m also happy to replace it too :)

Thanks for visiting!</description>
		<content:encoded><![CDATA[<p>I can&#8217;t give any hard examples, but I came to the conclusion by using a hex editor to tell me what values to expect when I noticed the float values were off. I had the binaryReader load an Int32 instead just to see if it was getting the correct bytes and it was so I knew it had to be in the _decodeFloat function.</p>
<p>In the original _decodeFloat function, it&#8217;s slightly overcomplicated and hard to debug due to it not really splitting the calculation of the Exponent and Mantissa and performing a lot of logic at the end to split it and join it again. </p>
<p>I&#8217;m curious to see what the error is _decodeFloat, but I&#8217;m also happy to replace it too <img src='http://www.terrybutler.co.uk/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Thanks for visiting!</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on HTML5 Quake II MD2 Model Loader and Renderer by vjeux</title>
		<link>http://www.terrybutler.co.uk/2010/07/27/html5-quake-ii-md2-model-loader-and-renderer/comment-page-1/#comment-421</link>
		<dc:creator>vjeux</dc:creator>
		<pubDate>Tue, 27 Jul 2010 23:49:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/2010/07/27/html5-md2-model-reader/#comment-421</guid>
		<description>Hey,

I just saw that you used my binary reader refactor, i&#039;m really glad you like it. Do you have example of wrong values being parsed?

I took the math lib on a random website and it was unreadable. I tried to make it cleaner as I could but have no idea how it works behind. Maybe I can find the issue :)</description>
		<content:encoded><![CDATA[<p>Hey,</p>
<p>I just saw that you used my binary reader refactor, i&#8217;m really glad you like it. Do you have example of wrong values being parsed?</p>
<p>I took the math lib on a random website and it was unreadable. I tried to make it cleaner as I could but have no idea how it works behind. Maybe I can find the issue <img src='http://www.terrybutler.co.uk/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Darken Javascript Bookmarklet Update by Terry</title>
		<link>http://www.terrybutler.co.uk/2010/07/21/darken-javascript-bookmarklet-update/comment-page-1/#comment-418</link>
		<dc:creator>Terry</dc:creator>
		<pubDate>Mon, 26 Jul 2010 12:32:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/2010/07/21/darken-update/#comment-418</guid>
		<description>Very nice :)</description>
		<content:encoded><![CDATA[<p>Very nice <img src='http://www.terrybutler.co.uk/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Darken Javascript Bookmarklet Update by Michal Hantl</title>
		<link>http://www.terrybutler.co.uk/2010/07/21/darken-javascript-bookmarklet-update/comment-page-1/#comment-417</link>
		<dc:creator>Michal Hantl</dc:creator>
		<pubDate>Mon, 26 Jul 2010 06:58:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/2010/07/21/darken-update/#comment-417</guid>
		<description>With white headings if you prefer:


javascript: (function (){var newSS, styles = &#039;* { border:none !important; background: black ! important; color: #aaa !important; } b,strong,h1,h2,h3 {color:white !important} input, button, textarea { border:1px solid blue !important; } a:link, a:link * { color: yellow !important; text-decoration: none !important; }a:visited, a:visited * { color: #a00 !important; }a:hover, a:hover * { color: red !important; } * pre { color:white !important; } &#039;;var elemHead = document.getElementsByTagName(&quot;head&quot;)[0];var elemCSS = document.getElementById(&quot;darkenCSS&quot;);if (elemCSS){elemHead.removeChild(elemCSS);}else{newSS = document.createElement(&#039;link&#039;);newSS.rel = &#039;stylesheet&#039;;newSS.href = &#039;data:text/css,&#039; + escape(styles);newSS.id = &quot;darkenCSS&quot;;elemHead.appendChild(newSS);}})();</description>
		<content:encoded><![CDATA[<p>With white headings if you prefer:</p>
<p>javascript: (function (){var newSS, styles = &#8216;* { border:none !important; background: black ! important; color: #aaa !important; } b,strong,h1,h2,h3 {color:white !important} input, button, textarea { border:1px solid blue !important; } a:link, a:link * { color: yellow !important; text-decoration: none !important; }a:visited, a:visited * { color: #a00 !important; }a:hover, a:hover * { color: red !important; } * pre { color:white !important; } &#8216;;var elemHead = document.getElementsByTagName(&#8220;head&#8221;)[0];var elemCSS = document.getElementById(&#8220;darkenCSS&#8221;);if (elemCSS){elemHead.removeChild(elemCSS);}else{newSS = document.createElement(&#8216;link&#8217;);newSS.rel = &#8216;stylesheet&#8217;;newSS.href = &#8216;data:text/css,&#8217; + escape(styles);newSS.id = &#8220;darkenCSS&#8221;;elemHead.appendChild(newSS);}})();</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Darken Javascript Bookmarklet Update by Michal Hantl</title>
		<link>http://www.terrybutler.co.uk/2010/07/21/darken-javascript-bookmarklet-update/comment-page-1/#comment-416</link>
		<dc:creator>Michal Hantl</dc:creator>
		<pubDate>Mon, 26 Jul 2010 06:46:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/2010/07/21/darken-update/#comment-416</guid>
		<description>Let me remix that.


javascript: (function (){var newSS, styles = &#039;* { border:none !important; background: black ! important; color: #aaa !important; } input, button, textarea { border:1px solid blue !important; } a:link, a:link * { color: yellow !important; text-decoration: none !important; }a:visited, a:visited * { color: #a00 !important; }a:hover, a:hover * { color: red !important; }&#039;;var elemHead = document.getElementsByTagName(&quot;head&quot;)[0];var elemCSS = document.getElementById(&quot;darkenCSS&quot;);if (elemCSS){elemHead.removeChild(elemCSS);}else{newSS = document.createElement(&#039;link&#039;);newSS.rel = &#039;stylesheet&#039;;newSS.href = &#039;data:text/css,&#039; + escape(styles);newSS.id = &quot;darkenCSS&quot;;elemHead.appendChild(newSS);}})();</description>
		<content:encoded><![CDATA[<p>Let me remix that.</p>
<p>javascript: (function (){var newSS, styles = &#8216;* { border:none !important; background: black ! important; color: #aaa !important; } input, button, textarea { border:1px solid blue !important; } a:link, a:link * { color: yellow !important; text-decoration: none !important; }a:visited, a:visited * { color: #a00 !important; }a:hover, a:hover * { color: red !important; }&#8217;;var elemHead = document.getElementsByTagName(&#8220;head&#8221;)[0];var elemCSS = document.getElementById(&#8220;darkenCSS&#8221;);if (elemCSS){elemHead.removeChild(elemCSS);}else{newSS = document.createElement(&#8216;link&#8217;);newSS.rel = &#8216;stylesheet&#8217;;newSS.href = &#8216;data:text/css,&#8217; + escape(styles);newSS.id = &#8220;darkenCSS&#8221;;elemHead.appendChild(newSS);}})();</p>
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		<title>Comment on Doom Engine WAD Reader and Extractor by Johan</title>
		<link>http://www.terrybutler.co.uk/tools/doom-engine-wad-reader-and-extractor/comment-page-1/#comment-374</link>
		<dc:creator>Johan</dc:creator>
		<pubDate>Mon, 19 Jul 2010 11:53:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/?page_id=384#comment-374</guid>
		<description>Well, I&#039;ve downloaded the .Net Framework but when I&#039;m suppose to run it, it says can&#039;t run. I am using a very old laptop with Windows 2000 so it&#039;s not sure it works. Thanks for your help anyway.</description>
		<content:encoded><![CDATA[<p>Well, I&#8217;ve downloaded the .Net Framework but when I&#8217;m suppose to run it, it says can&#8217;t run. I am using a very old laptop with Windows 2000 so it&#8217;s not sure it works. Thanks for your help anyway.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Doom Engine WAD Reader and Extractor by Terry</title>
		<link>http://www.terrybutler.co.uk/tools/doom-engine-wad-reader-and-extractor/comment-page-1/#comment-373</link>
		<dc:creator>Terry</dc:creator>
		<pubDate>Mon, 19 Jul 2010 11:48:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/?page_id=384#comment-373</guid>
		<description>Did you download and install the entire &lt;a href=&quot;http://www.microsoft.com/downloads/details.aspx?FamilyID=9cfb2d51-5ff4-4491-b0e5-b386f32c0992&amp;displaylang=en&quot; rel=&quot;nofollow&quot;&gt;.NET framework&lt;/a&gt; or just copy small parts (individual .dll files)? 

If you haven&#039;t installed the entire .NET framework, that might be the reason. It&#039;s probably missing parts of it or isn&#039;t configured right. 

If you&#039;ve installed the whole thing and it&#039;s having issues, I&#039;m quite honestly not sure what the problem is.

Let me know either way.

Best regards,
Terry</description>
		<content:encoded><![CDATA[<p>Did you download and install the entire <a href="http://www.microsoft.com/downloads/details.aspx?FamilyID=9cfb2d51-5ff4-4491-b0e5-b386f32c0992&amp;displaylang=en" rel="nofollow">.NET framework</a> or just copy small parts (individual .dll files)? </p>
<p>If you haven&#8217;t installed the entire .NET framework, that might be the reason. It&#8217;s probably missing parts of it or isn&#8217;t configured right. </p>
<p>If you&#8217;ve installed the whole thing and it&#8217;s having issues, I&#8217;m quite honestly not sure what the problem is.</p>
<p>Let me know either way.</p>
<p>Best regards,<br />
Terry</p>
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		<title>Comment on Asura Engine Extractor by Terry</title>
		<link>http://www.terrybutler.co.uk/tools/asura-engine-extractor/comment-page-1/#comment-372</link>
		<dc:creator>Terry</dc:creator>
		<pubDate>Mon, 19 Jul 2010 11:45:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/tools/asura-engine-extractor/#comment-372</guid>
		<description>I&#039;m not sure if I&#039;ll be finishing it beyond what I&#039;ve done given that there was a distinct lack of interest for it and supposedly better alternatives out there.</description>
		<content:encoded><![CDATA[<p>I&#8217;m not sure if I&#8217;ll be finishing it beyond what I&#8217;ve done given that there was a distinct lack of interest for it and supposedly better alternatives out there.</p>
]]></content:encoded>
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	<item>
		<title>Comment on Heroes of Might and Magic II by Terry</title>
		<link>http://www.terrybutler.co.uk/misc/heroes-of-might-and-magic-ii/comment-page-1/#comment-371</link>
		<dc:creator>Terry</dc:creator>
		<pubDate>Mon, 19 Jul 2010 11:44:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/?page_id=6#comment-371</guid>
		<description>I don&#039;t actually have much knowledge of this particular area of HoMMII. I get the feeling that stuff would be in the executable, however, but don&#039;t go quoting me on that.

Try searching for the names of the creatures and look for numbers that match their statistics. I&#039;ll try this myself if I get time and report on my HoMMII page :)</description>
		<content:encoded><![CDATA[<p>I don&#8217;t actually have much knowledge of this particular area of HoMMII. I get the feeling that stuff would be in the executable, however, but don&#8217;t go quoting me on that.</p>
<p>Try searching for the names of the creatures and look for numbers that match their statistics. I&#8217;ll try this myself if I get time and report on my HoMMII page <img src='http://www.terrybutler.co.uk/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Doom Engine WAD Reader and Extractor by Johan</title>
		<link>http://www.terrybutler.co.uk/tools/doom-engine-wad-reader-and-extractor/comment-page-1/#comment-370</link>
		<dc:creator>Johan</dc:creator>
		<pubDate>Mon, 19 Jul 2010 11:35:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/?page_id=384#comment-370</guid>
		<description>On the DooM wad reader, first it says can&#039;t find mscoree.dll (So I downloaded it) Now it says .NET inilatizion error.</description>
		<content:encoded><![CDATA[<p>On the DooM wad reader, first it says can&#8217;t find mscoree.dll (So I downloaded it) Now it says .NET inilatizion error.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Asura Engine Extractor by YgNa</title>
		<link>http://www.terrybutler.co.uk/tools/asura-engine-extractor/comment-page-1/#comment-364</link>
		<dc:creator>YgNa</dc:creator>
		<pubDate>Fri, 16 Jul 2010 00:46:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/tools/asura-engine-extractor/#comment-364</guid>
		<description>when you finish your proyect terry?</description>
		<content:encoded><![CDATA[<p>when you finish your proyect terry?</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on OPN64 by J.Francisco</title>
		<link>http://www.terrybutler.co.uk/tools/opn64/comment-page-1/#comment-363</link>
		<dc:creator>J.Francisco</dc:creator>
		<pubDate>Wed, 14 Jul 2010 12:51:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/?page_id=68#comment-363</guid>
		<description>pleise OPN64</description>
		<content:encoded><![CDATA[<p>pleise OPN64</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Heroes of Might and Magic II by some_guy</title>
		<link>http://www.terrybutler.co.uk/misc/heroes-of-might-and-magic-ii/comment-page-1/#comment-354</link>
		<dc:creator>some_guy</dc:creator>
		<pubDate>Sat, 03 Jul 2010 02:39:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/?page_id=6#comment-354</guid>
		<description>could you explain to me how to edit creature statistics and building costs and other variables like that?

i want to balance the game out as certain aspects are fairly strong when used in certain ways..</description>
		<content:encoded><![CDATA[<p>could you explain to me how to edit creature statistics and building costs and other variables like that?</p>
<p>i want to balance the game out as certain aspects are fairly strong when used in certain ways..</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on MOD Monday #12 by Terry Butler &#187; MOD Monday #22</title>
		<link>http://www.terrybutler.co.uk/2009/11/23/mod-monday-12/comment-page-1/#comment-331</link>
		<dc:creator>Terry Butler &#187; MOD Monday #22</dc:creator>
		<pubDate>Mon, 14 Jun 2010 21:26:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/?p=167#comment-331</guid>
		<description>[...] by Floppi (Tero Laihanen) of whom I’ve come across quite a few good songs by and appeared in MOD Monday #12 with the song &#8220;I Have the Key to Your Heart and [...]</description>
		<content:encoded><![CDATA[<p>[...] by Floppi (Tero Laihanen) of whom I’ve come across quite a few good songs by and appeared in MOD Monday #12 with the song &#8220;I Have the Key to Your Heart and [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Alien Versus Predator (Asura Engine) Extraction Utility by YgNa</title>
		<link>http://www.terrybutler.co.uk/2010/03/19/alien-versus-predator-asura-engine-extraction-utility/comment-page-1/#comment-314</link>
		<dc:creator>YgNa</dc:creator>
		<pubDate>Thu, 27 May 2010 23:11:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/2010/03/19/alien-versus-predator-asura-engine-extraction-utility/#comment-314</guid>
		<description>Yes, but I know a Pole who has support for AsuraCmp, is known to play Sniper Elite, creator of many programs Asura.</description>
		<content:encoded><![CDATA[<p>Yes, but I know a Pole who has support for AsuraCmp, is known to play Sniper Elite, creator of many programs Asura.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on The Third Person Adventure Games List by Terry Butler &#187; List of First Person and Third Person (Point&#8217;n&#8217;Click) Adventure Games</title>
		<link>http://www.terrybutler.co.uk/misc/the-third-person-adventure-games-list/comment-page-1/#comment-313</link>
		<dc:creator>Terry Butler &#187; List of First Person and Third Person (Point&#8217;n&#8217;Click) Adventure Games</dc:creator>
		<pubDate>Wed, 26 May 2010 10:03:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/?page_id=582#comment-313</guid>
		<description>[...] Might and Magic IIILineWars IIMMA VideosOpenGL Doom Map ReaderThe First Person Adventure Games ListThe Third Person Adventure Games ListYendorian Tales Book I: Chapter 2Yendorian Tales: The Tyrants of ThaineProjectsResourcesToolsAsura [...]</description>
		<content:encoded><![CDATA[<p>[...] Might and Magic IIILineWars IIMMA VideosOpenGL Doom Map ReaderThe First Person Adventure Games ListThe Third Person Adventure Games ListYendorian Tales Book I: Chapter 2Yendorian Tales: The Tyrants of ThaineProjectsResourcesToolsAsura [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on The First Person Adventure Games List by Terry Butler &#187; First Person and Third Person (Point&#8217;n&#8217;Click) Adventure Games Lists</title>
		<link>http://www.terrybutler.co.uk/misc/the-first-person-adventure-games-list/comment-page-1/#comment-274</link>
		<dc:creator>Terry Butler &#187; First Person and Third Person (Point&#8217;n&#8217;Click) Adventure Games Lists</dc:creator>
		<pubDate>Sat, 08 May 2010 20:02:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/?page_id=577#comment-274</guid>
		<description>[...] have made two pages. One page is for the First Person adventure games, and the second is for the Third Person (Point’n’Click) adventure [...]</description>
		<content:encoded><![CDATA[<p>[...] have made two pages. One page is for the First Person adventure games, and the second is for the Third Person (Point’n’Click) adventure [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Alien Versus Predator (Asura Engine) Extraction Utility by Terry</title>
		<link>http://www.terrybutler.co.uk/2010/03/19/alien-versus-predator-asura-engine-extraction-utility/comment-page-1/#comment-263</link>
		<dc:creator>Terry</dc:creator>
		<pubDate>Mon, 03 May 2010 12:02:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/2010/03/19/alien-versus-predator-asura-engine-extraction-utility/#comment-263</guid>
		<description>YgNa: Do you support the AsuraCmp compressed files?</description>
		<content:encoded><![CDATA[<p>YgNa: Do you support the AsuraCmp compressed files?</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Alien Versus Predator (Asura Engine) Extraction Utility by YgNa</title>
		<link>http://www.terrybutler.co.uk/2010/03/19/alien-versus-predator-asura-engine-extraction-utility/comment-page-1/#comment-262</link>
		<dc:creator>YgNa</dc:creator>
		<pubDate>Mon, 03 May 2010 03:13:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/2010/03/19/alien-versus-predator-asura-engine-extraction-utility/#comment-262</guid>
		<description>http://sniperygna.forumotion.com/sniper-elite-programas-f3/sniper-elite-extractor-espanol-t32.htm</description>
		<content:encoded><![CDATA[<p><a href="http://sniperygna.forumotion.com/sniper-elite-programas-f3/sniper-elite-extractor-espanol-t32.htm" rel="nofollow">http://sniperygna.forumotion.com/sniper-elite-programas-f3/sniper-elite-extractor-espanol-t32.htm</a></p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Alien Versus Predator (Asura Engine) Extraction Utility by Terry</title>
		<link>http://www.terrybutler.co.uk/2010/03/19/alien-versus-predator-asura-engine-extraction-utility/comment-page-1/#comment-245</link>
		<dc:creator>Terry</dc:creator>
		<pubDate>Mon, 05 Apr 2010 09:21:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/2010/03/19/alien-versus-predator-asura-engine-extraction-utility/#comment-245</guid>
		<description>I&#039;m hoping that will be possible. The reason I wanted to create an extractor was to get at the model files.

I need to investigate the files and see what they are sometime.</description>
		<content:encoded><![CDATA[<p>I&#8217;m hoping that will be possible. The reason I wanted to create an extractor was to get at the model files.</p>
<p>I need to investigate the files and see what they are sometime.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Alien Versus Predator (Asura Engine) Extraction Utility by norbi1988</title>
		<link>http://www.terrybutler.co.uk/2010/03/19/alien-versus-predator-asura-engine-extraction-utility/comment-page-1/#comment-244</link>
		<dc:creator>norbi1988</dc:creator>
		<pubDate>Mon, 05 Apr 2010 07:19:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/2010/03/19/alien-versus-predator-asura-engine-extraction-utility/#comment-244</guid>
		<description>Hi, there.

Is there any possible way to import AvP3 models to 3DS MAX?

Thanks in advance.

Cheers.</description>
		<content:encoded><![CDATA[<p>Hi, there.</p>
<p>Is there any possible way to import AvP3 models to 3DS MAX?</p>
<p>Thanks in advance.</p>
<p>Cheers.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Asura Engine Extractor by Terry Butler &#187; Asura Engine Extractor Beta Release</title>
		<link>http://www.terrybutler.co.uk/tools/asura-engine-extractor/comment-page-1/#comment-189</link>
		<dc:creator>Terry Butler &#187; Asura Engine Extractor Beta Release</dc:creator>
		<pubDate>Sun, 28 Mar 2010 10:18:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/tools/asura-engine-extractor/#comment-189</guid>
		<description>[...] go to the project page for more [...]</description>
		<content:encoded><![CDATA[<p>[...] go to the project page for more [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Alien Versus Predator (Asura Engine) Extraction Utility by nożowiec</title>
		<link>http://www.terrybutler.co.uk/2010/03/19/alien-versus-predator-asura-engine-extraction-utility/comment-page-1/#comment-188</link>
		<dc:creator>nożowiec</dc:creator>
		<pubDate>Sun, 28 Mar 2010 05:31:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/2010/03/19/alien-versus-predator-asura-engine-extraction-utility/#comment-188</guid>
		<description>When you plan to issue Extractor you can ask for a test version? :)</description>
		<content:encoded><![CDATA[<p>When you plan to issue Extractor you can ask for a test version? <img src='http://www.terrybutler.co.uk/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Alien Versus Predator (Asura Engine) Extraction Utility by nożowiec</title>
		<link>http://www.terrybutler.co.uk/2010/03/19/alien-versus-predator-asura-engine-extraction-utility/comment-page-1/#comment-181</link>
		<dc:creator>nożowiec</dc:creator>
		<pubDate>Tue, 23 Mar 2010 02:46:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/2010/03/19/alien-versus-predator-asura-engine-extraction-utility/#comment-181</guid>
		<description>The extractor is a script for BMS

# Asura engine (RSCF chunks) (script 0.2)
# Sniper Elite
# Rogue Trooper
# Guard Shield
# Possibly other Rebellion&#039;s games
# Script for QuickBMS http://aluigi.org/papers.htm # quickbms

get PACK_SIZE asize
getdstring SIGN 8
SIGN f == &quot;AsuraCmp&quot;
    ZSIZE get long
    get long SIZE
    math ZSIZE = PACK_SIZE
    math ZSIZE -= 8
    comtype huffboh
    clog TEMPORARY_FILE 8 ZSIZE SIZE
    open &quot;.&quot; TEMPORARY_FILE
    get PACK_SIZE asize
    getdstring SIGN 8
elif SIGN == &quot;AsuraZlb&quot;
    get ZERO long
    ZSIZE get long
    get long SIZE
    savepos OFFSET
    math ZSIZE = PACK_SIZE
    math ZSIZE -= OFFSET
    comtype zlib
    clog TEMPORARY_FILE OFFSET ZSIZE SIZE
    open &quot;.&quot; TEMPORARY_FILE
    get PACK_SIZE asize
    getdstring SIGN 8
endif
if SIGN! = &quot;Asura&quot;
    cleanexit
endif

for
    savepos CHUNK_OFFSET
    math TMP = CHUNK_OFFSET
    math TMP + = 16
    if TMP&gt; = PACK_SIZE
        cleanexit
    endif
    getdstring chunk 4
    CHUNKSZ get long
    DUMMY get long
    DUMMY get long
    if chunk == RSCF
        TYPE get long
        DUMMY get long
        get long SIZE
        get string NAME
        math OFFSET = CHUNK_OFFSET
        OFFSET + math = CHUNKSZ
        math -= OFFSET SIZE
        log OFFSET NAME SIZE
    # else
        # print &quot;Chunk% CHUNK_OFFSET chunk%%%%% CHUNKSZ&quot;
        # savepos OFFSET
        # math SIZE = CHUNK_OFFSET
        # math SIZE + = CHUNKSZ
        # math SIZE -= OFFSET
        # log &quot;OFFSET SIZE # comment here if you do not want to extract these useless chunks
    endif
    CHUNK_OFFSET + math = CHUNKSZ
    goto CHUNK_OFFSET
next</description>
		<content:encoded><![CDATA[<p>The extractor is a script for BMS</p>
<p># Asura engine (RSCF chunks) (script 0.2)<br />
# Sniper Elite<br />
# Rogue Trooper<br />
# Guard Shield<br />
# Possibly other Rebellion&#8217;s games<br />
# Script for QuickBMS <a href="http://aluigi.org/papers.htm" rel="nofollow">http://aluigi.org/papers.htm</a> # quickbms</p>
<p>get PACK_SIZE asize<br />
getdstring SIGN 8<br />
SIGN f == &#8220;AsuraCmp&#8221;<br />
    ZSIZE get long<br />
    get long SIZE<br />
    math ZSIZE = PACK_SIZE<br />
    math ZSIZE -= 8<br />
    comtype huffboh<br />
    clog TEMPORARY_FILE 8 ZSIZE SIZE<br />
    open &#8220;.&#8221; TEMPORARY_FILE<br />
    get PACK_SIZE asize<br />
    getdstring SIGN 8<br />
elif SIGN == &#8220;AsuraZlb&#8221;<br />
    get ZERO long<br />
    ZSIZE get long<br />
    get long SIZE<br />
    savepos OFFSET<br />
    math ZSIZE = PACK_SIZE<br />
    math ZSIZE -= OFFSET<br />
    comtype zlib<br />
    clog TEMPORARY_FILE OFFSET ZSIZE SIZE<br />
    open &#8220;.&#8221; TEMPORARY_FILE<br />
    get PACK_SIZE asize<br />
    getdstring SIGN 8<br />
endif<br />
if SIGN! = &#8220;Asura&#8221;<br />
    cleanexit<br />
endif</p>
<p>for<br />
    savepos CHUNK_OFFSET<br />
    math TMP = CHUNK_OFFSET<br />
    math TMP + = 16<br />
    if TMP&gt; = PACK_SIZE<br />
        cleanexit<br />
    endif<br />
    getdstring chunk 4<br />
    CHUNKSZ get long<br />
    DUMMY get long<br />
    DUMMY get long<br />
    if chunk == RSCF<br />
        TYPE get long<br />
        DUMMY get long<br />
        get long SIZE<br />
        get string NAME<br />
        math OFFSET = CHUNK_OFFSET<br />
        OFFSET + math = CHUNKSZ<br />
        math -= OFFSET SIZE<br />
        log OFFSET NAME SIZE<br />
    # else<br />
        # print &#8220;Chunk% CHUNK_OFFSET chunk%%%%% CHUNKSZ&#8221;<br />
        # savepos OFFSET<br />
        # math SIZE = CHUNK_OFFSET<br />
        # math SIZE + = CHUNKSZ<br />
        # math SIZE -= OFFSET<br />
        # log &#8220;OFFSET SIZE # comment here if you do not want to extract these useless chunks<br />
    endif<br />
    CHUNK_OFFSET + math = CHUNKSZ<br />
    goto CHUNK_OFFSET<br />
next</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Getting Started with XNA 4.0 by Terry Butler &#187; Windows Phone Developer Tools CTP First Impressions</title>
		<link>http://www.terrybutler.co.uk/2010/03/22/getting-started-with-xna-4-0/comment-page-1/#comment-180</link>
		<dc:creator>Terry Butler &#187; Windows Phone Developer Tools CTP First Impressions</dc:creator>
		<pubDate>Mon, 22 Mar 2010 18:30:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/2010/03/22/getting-started-with-xna-4-0/#comment-180</guid>
		<description>[...] I should have mentioned was XNA 4.0 was just a part of the download mentioned in the last post. It also allows the writing of Silverlight applications and under the Visual Studio 2010 Express [...]</description>
		<content:encoded><![CDATA[<p>[...] I should have mentioned was XNA 4.0 was just a part of the download mentioned in the last post. It also allows the writing of Silverlight applications and under the Visual Studio 2010 Express [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on H3M Compressor / Decompressor by Terry Butler &#187; New Heroes of Might and Magic III Map (H3M) File Compressor / Decompressor Tool Released!</title>
		<link>http://www.terrybutler.co.uk/tools/h3m-compressor-decompressor/comment-page-1/#comment-176</link>
		<dc:creator>Terry Butler &#187; New Heroes of Might and Magic III Map (H3M) File Compressor / Decompressor Tool Released!</dc:creator>
		<pubDate>Sat, 13 Mar 2010 19:29:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/?page_id=438#comment-176</guid>
		<description>[...] see this page for more details and a download [...]</description>
		<content:encoded><![CDATA[<p>[...] see this page for more details and a download [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Doom Engine WAD Reader and Extractor by Terry Butler &#187; Heroes of Might and Magic II AGG Reader and Extractor #1</title>
		<link>http://www.terrybutler.co.uk/tools/doom-engine-wad-reader-and-extractor/comment-page-1/#comment-174</link>
		<dc:creator>Terry Butler &#187; Heroes of Might and Magic II AGG Reader and Extractor #1</dc:creator>
		<pubDate>Mon, 08 Mar 2010 17:09:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/?page_id=384#comment-174</guid>
		<description>[...] warm on the heels of my Doom Engine WAD Reader and Extractor program, I’ve dug out some of my really old Visual Basic 6 (VB6) code (and ported it over to C#) [...]</description>
		<content:encoded><![CDATA[<p>[...] warm on the heels of my Doom Engine WAD Reader and Extractor program, I’ve dug out some of my really old Visual Basic 6 (VB6) code (and ported it over to C#) [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Lost S06E06 (Sundown) &#8211; Figure in the Smoke Monster by Terry</title>
		<link>http://www.terrybutler.co.uk/2010/03/06/lost-s06e06-sundown-figure-in-the-smoke-monster/comment-page-1/#comment-172</link>
		<dc:creator>Terry</dc:creator>
		<pubDate>Sun, 07 Mar 2010 19:54:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/2010/03/06/lost-s06e06-sundown-figure-in-the-smoke-monster/#comment-172</guid>
		<description>Thank you for commenting :)</description>
		<content:encoded><![CDATA[<p>Thank you for commenting <img src='http://www.terrybutler.co.uk/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Lost S06E06 (Sundown) &#8211; Figure in the Smoke Monster by Laura</title>
		<link>http://www.terrybutler.co.uk/2010/03/06/lost-s06e06-sundown-figure-in-the-smoke-monster/comment-page-1/#comment-171</link>
		<dc:creator>Laura</dc:creator>
		<pubDate>Sun, 07 Mar 2010 18:55:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/2010/03/06/lost-s06e06-sundown-figure-in-the-smoke-monster/#comment-171</guid>
		<description>Thanks for posting this!</description>
		<content:encoded><![CDATA[<p>Thanks for posting this!</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Lost S06E06 (Sundown) &#8211; Figure in the Smoke Monster by Terry</title>
		<link>http://www.terrybutler.co.uk/2010/03/06/lost-s06e06-sundown-figure-in-the-smoke-monster/comment-page-1/#comment-170</link>
		<dc:creator>Terry</dc:creator>
		<pubDate>Sun, 07 Mar 2010 11:48:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/2010/03/06/lost-s06e06-sundown-figure-in-the-smoke-monster/#comment-170</guid>
		<description>Awesome :) Thanks for posting, Steve!</description>
		<content:encoded><![CDATA[<p>Awesome <img src='http://www.terrybutler.co.uk/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  Thanks for posting, Steve!</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Lost S06E06 (Sundown) &#8211; Figure in the Smoke Monster by Steve</title>
		<link>http://www.terrybutler.co.uk/2010/03/06/lost-s06e06-sundown-figure-in-the-smoke-monster/comment-page-1/#comment-168</link>
		<dc:creator>Steve</dc:creator>
		<pubDate>Sun, 07 Mar 2010 01:47:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/2010/03/06/lost-s06e06-sundown-figure-in-the-smoke-monster/#comment-168</guid>
		<description>Thanks for posting this.  I couldn&#039;t find this in Lostpedia or any of the other fanblogs.</description>
		<content:encoded><![CDATA[<p>Thanks for posting this.  I couldn&#8217;t find this in Lostpedia or any of the other fanblogs.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Doom Engine WAD Reader and Extractor by Terry Butler &#187; Doom Engine WAD Reader and Extractor &#8211; Release v0.8.5</title>
		<link>http://www.terrybutler.co.uk/tools/doom-engine-wad-reader-and-extractor/comment-page-1/#comment-161</link>
		<dc:creator>Terry Butler &#187; Doom Engine WAD Reader and Extractor &#8211; Release v0.8.5</dc:creator>
		<pubDate>Sat, 20 Feb 2010 19:01:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/?page_id=384#comment-161</guid>
		<description>[...] to the download page for the first taste of the Doom Engine WAD Reader and Extractor (Something of a mouthful, I know. [...]</description>
		<content:encoded><![CDATA[<p>[...] to the download page for the first taste of the Doom Engine WAD Reader and Extractor (Something of a mouthful, I know. [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Contact Me by Terry Butler &#187; Doom Engine WAD Reader and Extractor &#8211; Release v0.8.5</title>
		<link>http://www.terrybutler.co.uk/contact-me/comment-page-1/#comment-160</link>
		<dc:creator>Terry Butler &#187; Doom Engine WAD Reader and Extractor &#8211; Release v0.8.5</dc:creator>
		<pubDate>Sat, 20 Feb 2010 17:21:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/?page_id=41#comment-160</guid>
		<description>[...] You can contact at me at the usual place. [...]</description>
		<content:encoded><![CDATA[<p>[...] You can contact at me at the usual place. [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Contact Me by Terry Butler &#187; New Doom WAD Reader / Extractor Coming Soon</title>
		<link>http://www.terrybutler.co.uk/contact-me/comment-page-1/#comment-150</link>
		<dc:creator>Terry Butler &#187; New Doom WAD Reader / Extractor Coming Soon</dc:creator>
		<pubDate>Tue, 26 Jan 2010 19:57:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/?page_id=41#comment-150</guid>
		<description>[...] I want to upload a quick and dirty (Beta) version of this application, which after feedback via the Contact Me page, I will promptly update and keep updated with cool features, possibly along the lines of the [...]</description>
		<content:encoded><![CDATA[<p>[...] I want to upload a quick and dirty (Beta) version of this application, which after feedback via the Contact Me page, I will promptly update and keep updated with cool features, possibly along the lines of the [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on MOD Monday #4 by Terry Butler &#187; MOD Monday #17</title>
		<link>http://www.terrybutler.co.uk/2009/09/28/mod-monday-4/comment-page-1/#comment-138</link>
		<dc:creator>Terry Butler &#187; MOD Monday #17</dc:creator>
		<pubDate>Mon, 28 Dec 2009 19:23:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/?p=92#comment-138</guid>
		<description>[...] is &#8220;Freudian Dream&#8221; by U4ia and like a recent MOD Monday, this song also features in the game LineWars II by Patrick [...]</description>
		<content:encoded><![CDATA[<p>[...] is &#8220;Freudian Dream&#8221; by U4ia and like a recent MOD Monday, this song also features in the game LineWars II by Patrick [...]</p>
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		<title>Comment on Ray Casting #2 by Terry</title>
		<link>http://www.terrybutler.co.uk/2009/11/29/ray-casting-2/comment-page-1/#comment-137</link>
		<dc:creator>Terry</dc:creator>
		<pubDate>Mon, 28 Dec 2009 18:19:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/?p=180#comment-137</guid>
		<description>Hi Hugo,

Sorry for the late response!

Great project, my friend! I&#039;m going to go out on a limb here and say you&#039;ve gone far beyond my amateur experimentations! That looks fantastic :)

I want to start posting up some source, but none of it is robust enough right now and I&#039;d hate to give false information to anybody.

I&#039;ll probably start with posting source code clips in posts that I can make sure are robust enough to be informative.

My ray caster in XNA merely did a standard ray cast (I actually copied verbatim my entire function from a C# GDI project version) and then rendered simple lines to the screen for the columns with the appropriate colour (or appropriate texture slice). 

Nothing too impressive at the moment I&#039;m afraid.  The ray casting algorithm itself is very much mundane also.

Best regards,
Terry</description>
		<content:encoded><![CDATA[<p>Hi Hugo,</p>
<p>Sorry for the late response!</p>
<p>Great project, my friend! I&#8217;m going to go out on a limb here and say you&#8217;ve gone far beyond my amateur experimentations! That looks fantastic <img src='http://www.terrybutler.co.uk/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>I want to start posting up some source, but none of it is robust enough right now and I&#8217;d hate to give false information to anybody.</p>
<p>I&#8217;ll probably start with posting source code clips in posts that I can make sure are robust enough to be informative.</p>
<p>My ray caster in XNA merely did a standard ray cast (I actually copied verbatim my entire function from a C# GDI project version) and then rendered simple lines to the screen for the columns with the appropriate colour (or appropriate texture slice). </p>
<p>Nothing too impressive at the moment I&#8217;m afraid.  The ray casting algorithm itself is very much mundane also.</p>
<p>Best regards,<br />
Terry</p>
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		<title>Comment on Ray Casting #2 by Hugo Munoz</title>
		<link>http://www.terrybutler.co.uk/2009/11/29/ray-casting-2/comment-page-1/#comment-96</link>
		<dc:creator>Hugo Munoz</dc:creator>
		<pubDate>Mon, 21 Dec 2009 01:38:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/?p=180#comment-96</guid>
		<description>Hey Terry, seems you spend a lot of time with your projects, anyway I suggest you to publish the source code.   

by the way, I also have been working on a tiny raycast engine you can check it out here: http://wolf3dx.codeplex.com

The full source code is available.</description>
		<content:encoded><![CDATA[<p>Hey Terry, seems you spend a lot of time with your projects, anyway I suggest you to publish the source code.   </p>
<p>by the way, I also have been working on a tiny raycast engine you can check it out here: <a href="http://wolf3dx.codeplex.com" rel="nofollow">http://wolf3dx.codeplex.com</a></p>
<p>The full source code is available.</p>
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		<title>Comment on LineWars II by Terry Butler &#187; MOD Monday #4</title>
		<link>http://www.terrybutler.co.uk/misc/linewars-ii/comment-page-1/#comment-19</link>
		<dc:creator>Terry Butler &#187; MOD Monday #4</dc:creator>
		<pubDate>Mon, 28 Sep 2009 14:00:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/?page_id=11#comment-19</guid>
		<description>[...] is u4i&#8217;a &#8220;Goodbye&#8221; as featured in the game LineWars II by Patrick [...]</description>
		<content:encoded><![CDATA[<p>[...] is u4i&#8217;a &#8220;Goodbye&#8221; as featured in the game LineWars II by Patrick [...]</p>
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		<title>Comment on Projects by A New Projects Page &#171; Terry Butler</title>
		<link>http://www.terrybutler.co.uk/projects/comment-page-1/#comment-2</link>
		<dc:creator>A New Projects Page &#171; Terry Butler</dc:creator>
		<pubDate>Tue, 11 Aug 2009 20:39:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.terrybutler.co.uk/?page_id=43#comment-2</guid>
		<description>[...] http://www.terrybutler.co.uk/projects/ [...]</description>
		<content:encoded><![CDATA[<p>[...] <a href="http://www.terrybutler.co.uk/projects/" rel="nofollow">http://www.terrybutler.co.uk/projects/</a> [...]</p>
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