Thursday, 25 October 2018

Delphi Classes - fields

Some information I didn’t know about declaring fields in classes.

The var keyword is optional. However, if it is not used, then all field declarations must occur before any property or method declarations. After any property or method declarations, the var may be used to introduce any additional field declarations.

If a member's declaration appears without its own visibility specifier, the member has the same visibility as the one that precedes it. Members at the beginning of a class declaration that do not have a specified visibility are by default published, provided the class is compiled in the {$M+} state or is derived from a class compiled in the {$M+} state; otherwise, such members are public.


Thursday, 3 May 2018

Delphi 10.2 TQuaternion3D Example

Delphi’s System.Math.Vectors unit contains the TQuaternion3D class.

There is no information about the class in the Help so I post some code here so I remember how to use the class.

Following are some code snippets showing how to use quaternions to transform the mesh vertices in a model according to a skeletal hierarchy.

The procedures are used to build the models from old classic Tomb Raider games and export them to a 3D modelling program.

In Tomb Raider the animation data is stored as an (x,y,z) offset for the root bone and YXZ Euler angles for the rotations of all the bones.

In Tomb Raider a right handed coordinate system is used but the –Y axis is up so usually a further transformation is needed to get the models the right way up in other programs.

Here I do a 180 degree rotation about the X axis.

It is important to do this transformation last since then you don’t have to worry about adjusting the angles or offsets.

The code snippets also use System.Generics.Collections TStack and TList.

I also include a small example for the System.Math.Vectors TMatrix3D class which similarly has no Help topic.

Tuesday, 20 March 2018

Tomb Raider source code notes

The source code for TR2/TR3 was briefly leaked online in March 2018 (see info).

This post will document my studies of the code.

First step is to get the project opened in an IDE.

I have Visual C++ 6.0 running on Windows 98 in a Vmware virtual machine.

The workspace file (.dsw) and project file (.dsp) were not recognized initially.

I found I had to convert the line endings in each file from Unix style to Windows style. I used Programmer’s Notepad to do this.

VC++ 6.0 said the project was created in a previous version so I guess the project was created in Visual Studio 97.


VC++ 6.0 has rather limited tools for exploring code so I opened the original workspace file  (with corrected line endings) in VS 2013 Community. The project is converted but does not build successfully – too many errors.

C++ programs start executing at the “main” function or “WinMain” function for Windows C++ programs.

I found the “WinMain” function in “main.cpp” in the “PC Specific” folder.

This calls the “GameMain()” function which you can jump to by right clicking on the function name and selecting “Go to Definition”. This finds the “GameMain()” function in “smain.cpp”.

This is where the script file , “tombPC.dat”, is loaded.

“GameMain()” calls “GF_DoLevelSequence()” to start the game which is found in “gameflow.c”.

“GF_DoLevelSequence()” calls “GF_InterpretSequence()” which is also in “gameflow.c”.

“GF_InterpretSequence()” calls “StartGame()” in “Game.cpp”.

“StartGame()” is where the level is loaded, in “InitialiseLevel()”.

“StartGame()” calls “GameLoop()” also found in “Game.cpp”.

The program keeps executing in the while loop found in “GameLoop()” until the game is over.

Two functions are called repeatedly in the game loop.

“ControlPhase()” found in “Control.c” and “DrawPhaseGame()” found in “Draw.c”.

to be continued …

Wednesday, 13 September 2017

3DS max 2016 Metasequoia (.MQO) Importer

Since the website with the Metasequoia importers/exporters for modern versions of 3DS max has disappeared I tried my hand at compiling sio29’s 3DS max 9 code for 3DS max 2016.

Sunday, 18 June 2017

Github Desktop Program Tutorial

Github Desktop is a GUI program for git version control that is distributed by

The video below explains how to use it the best in my opinion.

Markdown cheatsheet for writing is here. [link]

Friday, 26 May 2017


Version: 0.71
Status: Released

An attempt to replicate aktrekker’s TR2PRJ program for the TRLE community.

I noticed aktrekker’s program gets some of the geometry incorrect, especially some split sectors and some sectors beneath horizontal doors.

Unlike aktrekker’s program I only extract geometry so rooms will have to be manually reconnected, retextured, and triggers, objects and lights added.

aktrekker’s program seems to convert black in the textures to magenta instead of alpha to magenta so I fixed this too.

Source and release at GitHub. [link]

If building from source you need to download the Vampyre Imaging Library. The latest released version does not compile under Delphi XE7 so get the version from Mercurial repository. [link]

Since I don’t know how aktrekker extracted textures and created doors I may in future add ability to import TR2PRJ’s prj file and inject this data into the prj I create.

  • Open .TR4 file
  • Click Save As to save .prj and .tga file