ArgEditor

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Fredrik Meyer

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May 20, 2018, 2:48:37 PM5/20/18
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Hello!

Regarding ArgEditor, I wanted to share some cool(?) stuff I've been working on lately, a coming feature...

I mentioned elsewhere that I had figured out the file format of the helmet images in the driver selection menu. And earlier today I finally got the writing part of it working as well, meaning that it's possible to insert other images than the original ones into the file and having them appear in the menus in the game.

So perhaps instead of helmet pictures you want something like this...



Ayrton Senna and Gerhard Berger in all their (black and white) glory! Or perhaps if you prefer colour:



Ah, the Minardi fellows, Pierluigi Martini (my favourite F1 driver of all time, btw) and Gianni Morbidelli, in full technicolor! :)

Of course, the images can be made prettier (playing with contrasts, colour, etc), this was just a quick trial of my code. But I'm still pretty happy with how things are turning out. Right now I can take any 48x48 pixel image and insert it into the game. The colours in the chosen image will be mapped to the closest one in the F1GP menu palette.

There's still a ton of work needed for this to be a completed feature in ArgEditor, but I thought it would be nice to share this sneak peek with you.

Cheers!
/ Fredrik

F1GP Archive

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May 26, 2018, 9:05:34 PM5/26/18
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Fredrik, this looks very cool!
I really like the idea of having driver pictures in the menu.

Keep up the good work :)


Cheers,
Hrvoje

Fredrik Meyer

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May 27, 2018, 4:12:57 PM5/27/18
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Hello!
I'm glad you like it, I'm pretty happy with how it's turning out. If the images are saved in the .arged carset file, it will probably increase from ~30 kB to ~150 kB, but in this day and age, that isn't much to worry about.

I also have an idea about being able to generate helmet menu images based on the colours of the in-game helmet. Obviously, the in-game helmet is just a bunch of stripes, so the end result wouldn't look anything like the driver's actual helmet, but it would at least look like the one that the driver has in-game.

The next version of ArgEditor probably won't appear for another few weeks though. I intend to release a new version of ArgTrack before that. I'm also working on extending the documentation in ArgDocs, especially with what I now know about the menu images, and also some more track stuff. We'll see when stuff appears. :)

Cheers
/ Fredrik

F1GP Archive

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Sep 29, 2018, 10:16:48 PM9/29/18
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Hello,

I wanted to ask about ArgEditor's ability to work with decompressed .exe files.
I see that the documentation links to UNP as the recommended tool to decompress the files. However, in the file archive we have an .exe unpacker called IUP

I tried using both, and the resulting uncompressed files are different. Most of the differences are at the beginning of the file.

I was wondering, could these differences affect the proper operation of the editor? 
Did you try testing ArgEditor with multiple decompression tools? Does ArgEditor verify that the decompressed file is in the correct format, and that all the values that are being edited are in the right place in the file (if this is even possible)?

I guess the question also extends to Barrie, and the way that this was implemented into Chequered Flag?


Cheers,
Hrvoje

Fredrik Meyer

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Oct 1, 2018, 10:10:39 AM10/1/18
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Hello!
In ArgEditor right now, the detection of which version of F1GP you're running (Euro/US, 103 or 105, decompressed or not, etc) is very naive. It only looks at the file size of the file you are trying to read from/write to and uses this to decide which version you have. And the version you have affects where ArgEditor tries to read certain data.

If IUP creates a file that is a different size than what UNP creates, ArgEditor won't detect it as a valid version to work with. I guess it's possible that passing certain parameters to UNP will have the same effect, I've only tested it without any particular parameters at all except telling it which file to decompress.

I've seen the link to IUP in the file archive and have been meaning to try it out to see if there's a difference, and if there is, add proper handling for it. I just haven't gotten around to it yet. Perhaps I should move it higher up in my list of todos :)

I have also considered writing a more advanced way of detecting which version of GP.EXE that you want to edit, based on specific patterns of data, but I haven't prioritized it very highly since the current method of version detection has "just worked".

Cheers!
/ Fredrik

F1GP Archive

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Oct 1, 2018, 6:50:22 PM10/1/18
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Hi Fredrik,

I have tested both unpackers and the resulting file size is the same. However, there is some difference between the executables if you do a byte-by-byte comparison. Most of the difference is at the beginning of the files, and it's in a specific pattern. 

ArgEditor correctly reads the data from both files. The only issue I found was related to the first driver being pre-selected in F1ED, but this issue also occurs for compressed files. I think we've already discussed that.

I didn't try some of the more advanced features, like the custom points system, so I can't say whether that works. I also didn't test to see if any issues appear in the game itself.


Cheers.
Hrvoje

I41'?' Mar\?/88i

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Oct 5, 2018, 4:42:08 AM10/5/18
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I tried using IUP and editing the demo file just for fun.
I also tried to modify some track files with the KKK msdos track editor.
I41Mar
Bye

Colin

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Mar 15, 2019, 10:46:20 AM3/15/19
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I am unable to import or export anything with the editor these buttons are not highlighted on the editor for some reason
Any help please
regards Colin

Fredrik Meyer

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Mar 15, 2019, 11:25:48 AM3/15/19
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Hello Colin, I'm sorry to hear that you are having problems with ArgEditor.

My first question is: Have you selected your GP.EXE file at the top of the export window? Marked with red in the attached screenshot:

argeditor-export.png


If you have selected a GP.EXE file that is supported (i.e. European and US versions 1.05) then the Export button should become available, and the version of the game will appear. In the attached screenshot, that is "European 1.05". If you have selected an EXE file for an older version of F1GP, the message will specify the version, but say that it is unsupported, e.g. "European 1.03 (Unsupported)". If you have selected an EXE file that ArgEditor does not recognize, it should say "Unknown version or not a GP.EXE file".

Hope this helps!

/ Fredrik

colin evans

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Mar 15, 2019, 12:06:40 PM3/15/19
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Thank you so much – I had an older version but updated it now and all works fine

Kind regards

Colin

 

 

 

Sent from Mail for Windows 10

 

From: Fredrik Meyer
Sent: 15 March 2019 15:25
To: Formula One Grand Prix / World Circuit
Subject: [f1gpwc] Re: ArgEditor

 

Hello Colin, I'm sorry to hear that you are having problems with ArgEditor.

 

My first question is: Have you selected your GP.EXE file at the top of the export window? Marked with red in the attached screenshot:

 

argeditor-export.png

 

If you have selected a GP.EXE file that is supported (i.e. European and US versions 1.05) then the Export button should become available, and the version of the game will appear. In the attached screenshot, that is "European 1.05". If you have selected an EXE file for an older version of F1GP, the message will specify the version, but say that it is unsupported, e.g. "European 1.03 (Unsupported)". If you have selected an EXE file that ArgEditor does not recognize, it should say "Unknown version or not a GP.EXE file".

 

Hope this helps!

 

/ Fredrik

 

 



On Friday, March 15, 2019 at 3:46:20 PM UTC+1, Colin wrote:

I am unable to import or export anything with the editor these buttons are not highlighted on the editor for some reason

Any help please

regards Colin


On Sunday, May 20, 2018 at 7:48:37 PM UTC+1, Fredrik Meyer wrote:

Hello!

 

Regarding ArgEditor, I wanted to share some cool(?) stuff I've been working on lately, a coming feature...

 

I mentioned elsewhere that I had figured out the file format of the helmet images in the driver selection menu. And earlier today I finally got the writing part of it working as well, meaning that it's possible to insert other images than the original ones into the file and having them appear in the menus in the game.

 

So perhaps instead of helmet pictures you want something like this...

 

https://lh3.googleusercontent.com/-m9SzacuMSrg/WwHCcOMimsI/AAAAAAAAAAM/hXsGL6AtD6EMJqfwMpDyxwj7ix6407QiACLcBGAs/s1600/senna-berger-91.png

 

 

Ayrton Senna and Gerhard Berger in all their (black and white) glory! Or perhaps if you prefer colour:

 

https://lh3.googleusercontent.com/-0Ez_LyoMrkU/WwHCqJfVgTI/AAAAAAAAAAQ/B2lG6GXEfv8C8Cj-VApJZrwpErRt1kAZQCLcBGAs/s1600/martini-morbidelli-91.png

 

 

Ah, the Minardi fellows, Pierluigi Martini (my favourite F1 driver of all time, btw) and Gianni Morbidelli, in full technicolor! :)

 

Of course, the images can be made prettier (playing with contrasts, colour, etc), this was just a quick trial of my code. But I'm still pretty happy with how things are turning out. Right now I can take any 48x48 pixel image and insert it into the game. The colours in the chosen image will be mapped to the closest one in the F1GP menu palette.

 

There's still a ton of work needed for this to be a completed feature in ArgEditor, but I thought it would be nice to share this sneak peek with you.

 

Cheers!

/ Fredrik

 

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Fredrik Meyer

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Apr 24, 2019, 12:48:33 AM4/24/19
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Hello there!
Just wanted you all to know that I've released a new version of ArgEditor. However, it is just a very minor release (1.0.1) and it contains the following:

- Fix Redo car painting bug
- Fix invalid path in Export
- Update link to ArgEditor website in About box
- Add links to community sites in About box

The fixes are nice to have, but I really wanted to release a version where there are links to this Google Groups site as well to https://sites.google.com/view/f1gpwc/
And since I intend to remove all F1GP related stuff from manicomio.se, I wanted to change that link to argtools.com as well.

For now, the latest version can be downloaded at: http://www.argtools.com/argeditor/download

I will report on other progress at another time.

Cheers!
/ Fredrik



f1gp.a...@gmail.com

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Apr 25, 2019, 6:12:28 PM4/25/19
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Fredrik,

Thank you for the new version of ArgEditor and for including the links to this community.
The latest version of ArgEditor has also been uploaded to the F1GP website.


Cheers

Fredrik Meyer

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Nov 14, 2019, 11:21:56 PM11/14/19
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Good morning.
I'm happy to announce a new release of ArgEditor, this time version 1.1.

It includes some improvements regarding the calculated performance levels of the computer cars. These are now more accurate thanks to the work done by Hrvoje, Ivanhoe and René (as mentioned in the LapCalc thread) and it's now possible in ArgEditor to see the estimated performance for slow, medium and fast tracks.

Also, when editing a driver's skill (i.e. when the textbox for the driver's skill has focus) then that driver's name will be marked in bold in the list on the right. When editing a team's horsepower value, both it's drivers will be marked in bold. This makes it easier to see which driver(s) will be affected by the value that you are currently changing.

For now, the latest version can be downloaded at: http://www.argtools.com/argeditor/download

I will now get back to some more ArgTrack development...

Cheers!
/ Fredrik

René Smit

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Nov 15, 2019, 3:43:21 AM11/15/19
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Hi,

Thanks for the new version. But when I try to run it, it is blocked by my virus scanner due to some heuristic check: https://www.f-secure.com/v-descs/w32_malware.shtml

It's probably a false positive, but to be sure: did you zip the exe right after compilation or did you run it first?

Rene


Op vrijdag 15 november 2019 05:21:56 UTC+1 schreef Fredrik Meyer:

Fredrik Meyer

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Nov 15, 2019, 4:06:47 AM11/15/19
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Hello,
Yes I figure it's because it's an exe built using a very old version of the .NET Framework, hosted on a non-HTTPS, "untrusted" source. No wonder the malware scanners think it's fishy... It was blocked by Symantec when I tested it at work just now because of "WS.Reputation.1", i.e. it doesn't know if it's trustworthy or not. I bravely (stupidly?) allowed it anyway and it seemed to run fine. I'm not entirely sure but I believe I zipped the file right after compilation.

It's my intention to move the entire argtools.com site to GitHub pages with HTTPS in the coming weeks. Maybe that will help with issues like these.

Cheers,
/ Fredrik

F1GP Archive

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Nov 16, 2019, 4:32:36 PM11/16/19
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Fredrik,

Thanks for the new version of ArgEditor. It has been uploaded to the F1GP website, as well.

If it's any consolation, I'm not getting any antivirus warnings. 

I was wondering, how do you determine the fast, medium and slow track times? 
Is it a specific track or a combination of multiple tracks?

Btw, I noticed a small issue with the program. On the Performance tab, the numpad keys don't work in any of the text boxes. They work normally on the other tabs.



Cheers,
Hrvoje

Fredrik Meyer

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Nov 19, 2019, 2:58:14 PM11/19/19
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Hello!
Thanks for the upload!

Right now I simply ordered the tracks by their average speeds in the HoF rankings and took the second slowest (Phoenix) as the slow track, the second fastest (Hockenheim) as fast and a track right in the middle (Portugal, I think) as the medium one. This probably isn't the most scientifically correct way to do it. If someone else with stronger maths/stats skills have a suggestion for improving it, I'm all ears :)

I'll have a look at the numpad key problem. I have only used keyboards without numpads since around 2011 so I'll have to dig out some old keyboard with a numpad somewhere in my computer hardware stash to test it. :)

Cheers,
/ Fredrik

colin evans

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Nov 19, 2019, 4:04:35 PM11/19/19
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Hello

I still cannot use ArgEditor because the bottom half of the import export wizard isn’t showing – as if its too big for the box and no way to decrease it or to enlarge the box to access the import/export button at the bottom.

Kind  regards

Colin

 

Sent from Mail for Windows 10

 

From: Fredrik Meyer
Sent: 19 November 2019 19:58
To: Formula One Grand Prix / World Circuit
Subject: [f1gpwc] Re: ArgEditor

 

Hello!

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F1GP Archive

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Nov 19, 2019, 6:51:32 PM11/19/19
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Fredrik,

In my analysis I used Monza as the fastest track. I also like it more for testing, because Hockenheim has that tricky 2nd chicane, which can cause a lot of incidents.
Estoril and Mexico are in 8th and 9th place in terms of average speed, so it's a question of choice. I used Mexico because it combines both high speed and low speed sections, and it can work with both relatively low and high downforce setups.
Monaco is the slowest track, so I used it, but it's a significant outlier. Although Phoenix is faster, the CC cars can much more easily match the players than in Monaco.

Now with having all the formulas, I guess you could simply replace that drop-down list with a list of all 16 tracks.
You could also display the lap time for the fastest car and display the gaps in seconds, or keep the percentages if you think that's better.


Colin,
which OS are you running and what is your screen resolution?
If you can temporary set the resolution to be above your screen resolution, you would be able to scroll around and see the whole window. This depends on the graphics drivers that you're using.



Cheers,
Hrvoje

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Fredrik Meyer

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Nov 21, 2019, 2:30:58 PM11/21/19
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Hrvoje,
Yeah, I think I might keep the current choices of slow, medium and fast tracks, but base the percentages that are displayed on two or three tracks from each speed-category. And then make each separate track available in the dropdown as well. But I'll finish up the next version of ArgTrack first.

Colin,
I'm sorry for the issues, but it's hard for me to be certain of a fix since I'm unable to reproduce the issue on any of the five computers I have access to on a daily basis. I'll get back to you if/when I figure something out.

Cheers,
/ Fredrik

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Fredrik Meyer

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May 1, 2020, 1:57:33 PM5/1/20
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Good evening,
No release this week (except for the ArgTrack hotfix) and I've put ArgTrack on pause for a little while. Instead I've been focusing on the next version of ArgEditor.

It will contain some new features, some tweaks and bug fixes. It remains to be seen exactly what will be in the next release, but there's one coming feature that I want to tell you a bit more about...

Two years ago (time flies...) I displayed a couple of F1GP screenshots where I had updated the menu images that appear during the driver selection. Right now I'm working on turning this into a feature into ArgEditor. Here's a small preview/sneak peek/what-have-you of the upcoming "Menu Images" tab, with driver photos instead of the usual helmets:


This would then be part of a car set, and also part of what you import into/export from F1GP. Not that you normally spend a lot of time in the driver selection menu, but it could be nice to have something else than the original 1991 helmets there all the time :)

There is still a lot of work to be done on this particular feature, so it will take a while yet. But hopefully there will be a new ArgEditor release later this month where this is included

Until next time, have a nice weekend! :)

Cheers,
/ Fredrik




Srdjan Kos

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May 2, 2020, 12:49:13 AM5/2/20
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That's pretty cool :) The only feature I've ever missed in ArgEditor is swapping drivers around.



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Klaus Six

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May 3, 2020, 5:40:48 AM5/3/20
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Looks great!

It's good to see you found out how the images are stored in the game. I think a lot more could be changed, like some menu background pictures, animations etc. if someone finds the time to do the artwork.

Cheers,
Klaus

Endeavour

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May 3, 2020, 7:55:31 AM5/3/20
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I have a copy somewhere of an F1GP with a changed background picture that Klaus did. I think you may have it now Hrvoje? 

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F1GP Archive

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May 3, 2020, 3:36:56 PM5/3/20
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Barrie, I don't think I have it.
I checked my archive but I only found an email from 2011 where you mentioned that Klaus managed to figure out how to modify this.


Cheers,
Hrvoje

On Sunday, May 3, 2020 at 1:55:31 PM UTC+2, Endeavour wrote:
I have a copy somewhere of an F1GP with a changed background picture that Klaus did. I think you may have it now Hrvoje? 

On Sun, 3 May 2020, 10:40 Klaus Six, <klaus...@gmail.com> wrote:
Looks great!

It's good to see you found out how the images are stored in the game. I think a lot more could be changed, like some menu background pictures, animations etc. if someone finds the time to do the artwork.

Cheers,
Klaus

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Fredrik Meyer

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May 4, 2020, 5:43:23 AM5/4/20
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Hello,
And thank you everyone. From my research into the image formats so far, the menu images (stored in HELMETS.DAT) have a somewhat different format from the larger background images (as found in BACKDROP.DAT and TRACKPIX.DAT). These "media container" files contain a number of different types of data: Two image formats, a palette definition, and what I think is animation-related.

What I know so far is documented a bit at https://www.argtools.com/argdocs/file-formats/media-containers/

But I haven't looked into the images and their encoding for the past two years, so any help would be much appreciated! :)

Cheers,
/ Fredrik





Klaus Six

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May 4, 2020, 6:47:00 AM5/4/20
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Hello Fredrik,
I have code capable of displaying the contents of TRACKPIX.DAT and other files. Will upload to google drive later today, and if I manage to compile a release version it will come with an exe.
Somehow I managed to manipulate this data a long time ago, but forgot how it worked exactly - lol.
Well, give me a day or two...
Cheers,
Klaus
Message has been deleted
Message has been deleted

Klaus Six

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May 4, 2020, 6:24:08 PM5/4/20
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Hello guys,
here we go: a program to load and store several DAT files from F1GP, e.g. BACKDROP.DAT, TRACKPIX.DAT.
Warning: it is full of bugs.
What you can do: upon start, the program will ask you to choose either F1gpAnim or F1GPDatAB. Choose F1gpAnim, the other option seems not to work currently.
Then open one of the F1GP DAT files from the file menu. You will see a tree view with several entries: pictures and palettes. Click a picture and the corresponding palette and you will see a picture from F1GP.
Also, you can import images into the existing 'slots'. I still need to figure what you need to get good results. BMPs with 320x200 pixels are recommended. If you save the file and present it to the good old GP.EXE it should load. Checksum is included, so no need for additional tools here.

Sourcecode (VC++ 6.0 project) included. I have difficulties attaching the EXE.

Have fun.

Cheers,
Klaus
TGP.ZIP

F1GP Archive

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May 4, 2020, 6:36:47 PM5/4/20
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Klaus, thanks for sharing the files.

Because the forum works on a system like GMail, the antivirus protection blocks executable files from being attached to messages.
You can share the executable by uploading it to a file sharing service like Google Drive and sharing the link here.


Thanks

Cheers,
Hrvoje

Srdjan Kos

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May 4, 2020, 11:47:24 PM5/4/20
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Would just renaming the exe not work?

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Klaus Six

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May 5, 2020, 12:38:53 AM5/5/20
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I tried renaming from exe to ex, but it did not work either. Perhaps it was too clear what it really is.

Anyway, I have it on google drive now for you to try out:
https://drive.google.com/file/d/1PhiG0sRQ7oOlmymLsjc3nbQY9Ck5TDEZ/view?usp=sharing

Greetings,
Klaus

Klaus Six

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May 5, 2020, 12:44:48 AM5/5/20
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Btw, here is a modified BACKDROP.DAT which will show a different loading screen:
https://drive.google.com/open?id=1TMJPxnT7zQKJEfB8n82bh5VQE5vE5b7m

Endeavour

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May 5, 2020, 4:16:46 AM5/5/20
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Hey, 

Klaus has sent me the files via Google drive, so I'll share them with Hrvoje and he can upload them into the community as is useful. I haven't done it yet due to work commitments, but I will soon :) 

Regards, 

Barrie 

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F1GP Archive

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May 5, 2020, 12:04:46 PM5/5/20
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Klaus, thank you for sharing the files.

Yes, the antivirus protection is pretty good, so it will recognize exe files even if they are renamed. It will also block archives that include exe files, as well as block encrypted archives.


Cheers,
Hrvoje

On Tuesday, May 5, 2020 at 10:16:46 AM UTC+2, Endeavour wrote:
Hey, 

Klaus has sent me the files via Google drive, so I'll share them with Hrvoje and he can upload them into the community as is useful. I haven't done it yet due to work commitments, but I will soon :) 

Regards, 

Barrie 
On Tue, 5 May 2020, 05:38 Klaus Six, <klaus...@gmail.com> wrote:
I tried renaming from exe to ex, but it did not work either. Perhaps it was too clear what it really is.

Anyway, I have it on google drive now for you to try out:
https://drive.google.com/file/d/1PhiG0sRQ7oOlmymLsjc3nbQY9Ck5TDEZ/view?usp=sharing

Greetings,
Klaus

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Fredrik Meyer

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May 5, 2020, 4:39:53 PM5/5/20
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Hello everyone. Thank you, Klaus, for the files that you shared! I just had a brief look at the source code, and it looks very nice indeed. I will sink my teeth into it moving forward.

I suspect that a future version of ArgEditor may have a new tab on the left-hand side for updating the background images... ;)

Cheers,
/ Fredrik

Fredrik Meyer

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May 15, 2020, 6:00:04 AM5/15/20
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Hello everyone!

I can now present you with ArgEditor 1.2. The main new feature is the ability to edit/import/export the driver selection menu images!

The full release notes:
- Editing of Menu images!
- Show warning when selecting palette colors affected by track or wet weather
- Changed phrasing to make the direction of Import and Export clearer
- Change mouse icon to spinner/hourglass when performing potentially longer-running tasks
- Fix: Numpad keys work on the performance tab
- Fix: Context menu paste on helmets when no helmet was on the clipboard no longer crashes

You can read more about the menu image editing at https://www.argtools.com/argeditor/carset-screen/#menu-images-tab

And you can download the latest version at the usual place, https://www.argtools.com/argeditor/

I have also created a ZIP file that contains all the images from the original driver selection menu screen as separate PNG files. It also includes these images flipped horizontally (so that the helmet "looks" to the left), plus the 1995 helmets that are included with Craig Heath's F1GP Driver Selection Screen Helmet Editor (HELMEDIT.EXE).

This helmet file can be downloaded at https://www.argtools.com/downloads/argeditor/helmets.zip

Have a nice weekend!

Cheers,
/ Fredrik

F1GP Archive

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May 15, 2020, 2:25:49 PM5/15/20
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Hey Fredrik,

Nice way to start the weekend :)
Thanks for sharing your progress as always.

I like the new features. 
From a style standpoint, I'd suggest aligning the images vertically in the middle of the selection button on all tabs (cars, helmets and menu images).

With regards to the changing colors, can you confirm that the following colors in the palette have these specific functions?
- row 2, column 3: grass color with the texture
- row 2, column 11: tarmac color with the texture
- row 2, column 12: grandstand color with the crowd texture during racing sessions
The actual colors change in the game itself depending on the track, but their function in terms of displaying the textures remains the same regardless of the track.

I'm interested, how did you figure out which colors change in wet weather conditions?


The latest version of ArgEditor and the helmet images is also available for download on the F1GP website.



Cheers,
Hrvoje

Fredrik Meyer

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May 15, 2020, 4:51:37 PM5/15/20
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Hello,
I'm glad you like it. :)

I'm not sure I understand exactly what you mean by aligning the images vertically in the middle of the selection button? Can you please elaborate?

Regarding the colors you mention:
Yes, row 2, column 3 (index 18) is the "main" grass color, and row 2 column 11 (index 26) is the "main" tarmac color. And the surrounding ones are used to achieve the texture effect (T key).

With the exception of the one you mention, row 2, column 12 (index 27), which is indeed used for the crowd texture, or just dark gray during solo practice sessions.

Basically, the entire second row in the palette should be avoided when painting cars in ArgEditor :)

Side note: This becomes especially apparent if you use ArgTrack to edit the "Palette change" commands that appear in the first track sections of each track, and change the grass or tarmac colors to something completely different.

The colors that are affected a lot by wet weather conditions is only based on my observations - even as far back as on the Amiga in 1992 - that the Leyton House cars are always affected more by the wet weather effects than other cars. Therefore, the group of blue colors that the Leyton House cars are painted with in the original game (bottom left of the palette) are the ones flagged as possibly being affected by wet weather. There may be more, but I've found the Leyton House blue to be the most obvious

Thanks for uploading the files to the F1GP website!

Cheers,
/ Fredrik

F1GP Archive

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May 15, 2020, 6:39:45 PM5/15/20
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Hello Fredrik,

Here is an example of what I meant. 
Left is the original alignment, on the right the image is aligned in the center both horizontally and vertically. 

image_align.png



You can make "invisible" cars using the colors from the second row in the palette.

It would be cool to use such car designs if we had a hotlap ghost mode :)


Yes, the wet weather effect is the most pronounced on the Leyton House cars.

I think the wet weather mode is great in F1GP. It makes seeing cars much more difficult using such a simple effect. Even compared to modern games which simulate the raindrops and the mist in great detail, I feel it's more difficult to see cars in the wet in F1GP. In that sense, it makes F1GP more realistic, because judging by the onboard cameras, it's almost impossible to see in the wet in reality.



Cheers,

Hrvoje

felipe alfano

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May 15, 2020, 11:47:51 PM5/15/20
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Firstly, your job is awesome. I was looking for some 32-bit editor for f1gp. Finally i can  edit my drivers and cars in the game. My only question is: is there a possibility to change drivers in teams? Like swap Senna with Mansell. Thank's for the job.

Felipe.

F1GP Archive

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May 16, 2020, 5:28:36 PM5/16/20
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Hello Felipe and welcome.

To change drivers between teams in ArgEditor, you have to manually copy their information. On the Teams and Driver tab replace the name and number. On the Performance tab change the Qual and Race performance, on the Helmets tab change the helmets. 
As far as I know, there is no way to swap them automatically, although that sounds like a nice feature.

There is no way to swap drivers in the game itself, so you have to use an editor like ArgEditor to make these changes.


Cheers,
Hrvoje

Fredrik Meyer

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May 17, 2020, 1:32:40 AM5/17/20
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Hello,
Hrvoje: OK, yes I see what you mean. That was my original design, but I then felt that editing the menu images would be easier if you have the driver's name below each little image. It was a tight squeeze (that's why the font size below the images is slightly smaller on the menu image than anywhere else).

Felipe: Thank you for your kind words! Hrvoje is right that there's no quick function for swapping two drivers, though I think that feature is somewhere on my todo list. Like he said, you have to enter the names and race/qualifying levels. But you can speed up the helmet and menu image editing by using the copy/paste functionality of ArgEditor. So e.g. select the helmet of driver 1, right click and choose Copy (or use the toolbar icon at the top), then go to an unused helmet slot and paste the design (right click and choose Paste, or the toolbar). Then go to the helmet for driver 2. Copy it, and paste it over the original location for driver 1. Then go to the unused slot where driver 1's helmet remains, copy it and paste it over driver 2's helmet.

It's a bit of work, but quicker than having to edit all the individual helmet stripes. You can use the same technique for swapping menu images.

There are a lot of features that ArgEditor is missing when e.g you have an existing carset, say 1991, and want to create one for 1992. Just moving drivers between teams would be a nice one, for example, so you don't have to go through the process above. Or copying car and helmet designs from another carset file, or from another EXE. Something for the future :)

Cheers,
/ Fredrik

Fredrik Meyer

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Jun 4, 2020, 7:13:17 AM6/4/20
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Hello!

ArgEditor 1.3 is now live! The focus of this release has been to improve the workflow of day-to-day editing of car sets, by making it easier to reuse old existing car sets and EXE files. You can now also finally save separate .CAR and .HEL files, to be loaded when creating other car sets.

The full release notes are:

- Select car colors by browsing existing car sets or EXE files
- Select helmet colors by browsing existing car sets or EXE files
- Checkbox for syncing qual. and race performance levels, editing one updates the other
- Buttons for copying qualifying performance levels to race levels, and vice versa
- New window for reordering teams
- New window for swapping drivers between teams
- Link to tyre wear database on setup screen
- Right-align numeric values for easier reading
- Can save car colors as a .CAR file
- Can save helmet colors as a .HEL file
- Loading a car or helmet file creates undoable action

Hopefully, this makes editing easier.

The download is available in the usual place at https://www.argtools.com/argeditor/

Cheers,
/ Fredrik

Srdjan Kos

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Jun 4, 2020, 7:23:04 AM6/4/20
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Impressive! :)

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F1GP Archive

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Jun 4, 2020, 1:33:15 PM6/4/20
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Fredrik,

I agree with Srdjan, very impressive work :)
You've added a ton of practical new features, great job.

As usual, the latest version of ArgEditor is also available for download on the F1GP website.



Cheers,
Hrvoje

On Thursday, June 4, 2020 at 1:23:04 PM UTC+2, Srdjan Kos wrote:
Impressive! :)

On Thu, Jun 4, 2020 at 1:13 PM Fredrik Meyer <fre...@codemeyer.net> wrote:
Hello!

ArgEditor 1.3 is now live! The focus of this release has been to improve the workflow of day-to-day editing of car sets, by making it easier to reuse old existing car sets and EXE files. You can now also finally save separate .CAR and .HEL files, to be loaded when creating other car sets.

The full release notes are:

- Select car colors by browsing existing car sets or EXE files
- Select helmet colors by browsing existing car sets or EXE files
- Checkbox for syncing qual. and race performance levels, editing one updates the other
- Buttons for copying qualifying performance levels to race levels, and vice versa
- New window for reordering teams
- New window for swapping drivers between teams
- Link to tyre wear database on setup screen
- Right-align numeric values for easier reading
- Can save car colors as a .CAR file
- Can save helmet colors as a .HEL file
- Loading a car or helmet file creates undoable action

Hopefully, this makes editing easier.

The download is available in the usual place at https://www.argtools.com/argeditor/

Cheers,
/ Fredrik

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Alejandro Caceres

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Jun 9, 2020, 2:43:02 PM6/9/20
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Nice! Checking it out right now

Johannes Saari

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Jul 27, 2020, 9:34:27 AM7/27/20
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Thanks for the great tool, I've been having some fun with it recently. 

I have question about the Accident Damage settings, are these only for player or should these settings also affect AI cars aswell? I noticed AI cars don't get any damage or retire when I nearly maxed damage and retire hits.

Fredrik Meyer

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Jul 27, 2020, 3:58:06 PM7/27/20
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Hello Johannes,
I am glad to hear that you are enjoying using ArgEditor!

I had to look this up, as I didn't remember from the top of my head, but as far as I can tell, the values affect both the player and the computer cars.

However, it is important to note that lower values mean a higher risk of damaging/retiring the car. This is a bit counter-intuitive, and is only mentioned briefly on the ArgEditor site and not at all inside the actual application. If you use very low values you should probably notice lots more damage.

I will make a note to improve the UI and documentation concerning this, both inside the application and on the related site. Thanks for bringing it to my attention! :)

Cheers,
/ Fredrik

Johannes Saari

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Jul 28, 2020, 10:16:58 AM7/28/20
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Hi, and thanks for the reply! That explains why I didn't see any damage happening :)

I got quite interesting results with low damage settings. AI cars like to bump each other quite a lot and on some races there were quite a mayhem sometimes. I am trying to find balanced settings so there'd be more DNF's and change in end results. 

F1GP Archive

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Jul 28, 2020, 2:30:31 PM7/28/20
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Hello Johannes,

Yes, it's quite difficult to find the right balance.
Especially if you do races with pit stops, there is a lot of damage that occurs in the pits.

If you want to have more retirements, I guess you could keep the damage value similar to the default one, while decreasing the value for retirements.



Cheers,
Hrvoje
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