Marco Antonio J. Costaandmajcosta 4ff2853b70 play smacker video with libsmacker instead of SMACKW32.DLL
Drops the last piece of the proprietary Smacker SDK: SMACKW32.LIB, its
header sgp/SMACK.H, and with them the SMACKW32.DLL the game needed at
runtime. Bink is untouched and still needs binkw32.

The two libraries divide the work differently, so Cinematics.cpp changes
more than the call names. SMACKW32.DLL played a file: it kept the playback
clock (SmackWait), blitted converted 16bpp pixels into a surface we handed
it (SmackToBuffer) and pushed the audio to DirectSound itself. libsmacker
only decodes, so this module now:

- keeps the clock. Frames are advanced against GetTickCount() from the
  moment the flic starts, skipping frames if the game fell behind, which
  is what SmackWait/SmackDoFrame did internally.
- blits itself. Frames come out 8bpp palettised, so the palette is
  converted with Get16BPPColor() and the frame is written into the frame
  buffer, clipped to the screen. The Y-scaling flags are not handled;
  none of the videos shipping with the game set them.
- plays the audio itself, through the SoundPlayFromBuffer() added earlier.
  libsmacker hands out audio a frame at a time, so the whole track is
  decoded up front, with the video track disabled to keep that pass cheap,
  and given a WAV header so the sound module can take it.

libsmacker reads from memory, which lets the file be read straight out of
the VFS. That removes the dance where the .smk was first copied to a real
file under Temp/ because SmackOpen() could only open a path.

SmkInitialize() loses its window and screen size arguments, which only
existed for SmackBufferOpen(). SmkOpenFlic(), SmkSetBlitPosition() and
SmkGetFreeFlic() are no longer declared in the header; nothing outside the
module called them. SMKFLIC is now opaque, Intro.cpp only holds pointers.

The unused SMACK.H include in Cinematics Bink.cpp goes away as well.

Tested by running the Sirtech splash screen (SPLASHSCREEN.SMK, 640x480,
15 fps, one 44.1kHz 16 bit stereo track) under Wine: picture, palette,
placement and playback speed are right.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>

refactor
2026-07-23 19:01:37 -03:00
2026-07-23 19:01:37 -03:00
2026-07-21 18:39:50 -03:00
2025-01-05 07:57:57 -03:00
2025-01-02 08:02:52 -03:00
2023-01-10 13:50:05 +01:00

JA2 v1.13




JA2 v1.13



Preamble

Jagged Alliance 2 v1.13 is a modification for the Jagged Alliance 2 game.

Original development was done through SVN, this however ended abruptly in 2022, to keep the development going the step to Github has been made.

Feel free to participate in the development!

For more information you can visit the following locations:

In case of any issues, look at Reports or Participation

Downloads

Note

All-in-one releases come for different languages and include JA2 v1.13, the Map Editor and JA2 Unfinished Business.

Visit the releases page to download the latest all-in-one.

Installation

  1. Install the original Jagged Alliance 2

  2. Download the latest all-in-one release and copy its content to JA2 game directory. Overwrite when asked.

  3. Modify ini settings if you like.

  4. Play the game.

    Some additional information on can be found in folder "docs" inside download.

    If you face issues with higher resolutions, alt+tab not working, blackscreen, etc.,
    run the "cnc-ddraw-config.exe" in game-folder and adjust settings to your liking.
    (those issues can occur due to the combination of old game and modern OS/hardware, cnc-ddraw helps to avoid those)

Visual Studio setup

  1. Run Visual Studio 2019 or newer.
  2. Clone and open the location with the source code using one of these two options:
    • Click Clone a repository
      • Enter git@github.com:1dot13/source.git or https://github.com/1dot13/source.git in the Repository location field, select the path you want to clone the repository to and click Clone.
      • Double-click on Folder View in the Solution Explorer
    • Click Open a local folder
      • Use this option if you already cloned the repository yourself.
  3. Visual Studio will automatically detect the CMake configuration files and will run the CMake generation. There will bet a CMake error in the logs saying No existing preset was found, copied a preset template to [some_path]. This is normal and only happens once.
  4. Click on the dropdown that says x64-Debug and select Manage configurations.... This should trigger Visual Studio to load the CMakeUserPresets.json file it just copied. Now you can close the window for managing the configurations.
  5. The x64-Debug option should have been replaced by 1dot13 Debug. Click it and select Manage configurations... again. Here is where you configure the language for the built executables as well as which ones to build, Most important, here is where you set CMAKE_RUNTIME_OUTPUT_DIRECTORY to the path to your JA2 1.13 installation. This will be used for debugging. Note that the path needs to have a working 1.13 installation, and that includes the 1.13 game data.
  6. You can use Build -> Build All to build the executables you selected in the configuration.

Reports

For more information and reports, visit Bug reports at Bear's Pit Forum or join the Bear's Pit Discord

Participation

Feel free to participate on GitHub. If you want to know how, or simply wanna share your thoughts on a topic join the Bear's Pit Discord

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