
Please help save Stargate TC "The last version of this 90's TC seems corrupted, any help?"
#1 Posted 31 August 2025 - 05:42 AM
I've considered myself to be a DN3D modding archeologist, and most of the time, I could find older maps and TCs and getting them to work, even the ones that weren't available on the internet for many years, or seemed broken/corrupted. But, one TC have bothered me from the very beginning, and it's a Stargate SG-1: In the Hands of a Serpent by David G. Paul, from 1999.
The only version that I could get to work was an older beta that had very few levels and lots of missing graphics. There's a newer version of this TC that seems to have much more content, but I could never get it to work. I can unzip the data file and look through the file names in the GRP, but all files seem to be corrupted. I always assumed that they were broken from the beginning and getting them to work is impossible, but maybe I'm doing something wrong? Maybe they're actually protected in some way, and I could never figure out how to decode them.
If you have any ideas how to decode the files, or have a working version available, please share it here. I would really appreciate it. This TC seems very low quality by 90's Duke 3D modding standards, but it's a part of our history nonetheless, and needs to be preserved. Thank you!
#2 Posted 31 August 2025 - 06:51 AM
The GRP file kind of relies on the headers to tell you where each file is located, I'll try to see what I can find..
First file is a MAP that I can see from the headers.. last files are audio files and can be heard when imported to i.e. audacity.
I think that some files or data are missing from the middle, which would explain wrong offsets.
Would need some additional analysis.. I tried to fiddle with ImHex to get patterns going on but I still don't know how to exactly do this correctly..
I feel like I'm better off writing a dumper from scratch.
The .com patcher program fiddles with the .exe but it doesn't seem to do anything to magically make the GRP work either (i.e. hardcoded magic offsets).
This post has been edited by oasiz: 31 August 2025 - 08:22 AM
#3 Posted 31 August 2025 - 12:28 PM
How many files for the mod, if any, exist outside of the apparently busted GRP file?
This post has been edited by MajorTom 2417: 31 August 2025 - 12:34 PM
#4 Posted 31 August 2025 - 12:50 PM
MajorTom 2417, on 31 August 2025 - 12:28 PM, said:
How many files for the mod, if any, exist outside of the apparently busted GRP file?
I was only able to find three con files, which do work. I tested them with an older version of the TC.
#5 Posted 31 August 2025 - 01:06 PM
So the one I'm talking to says that the second version can be run with vanilla Duke3D 1.3D. Just dump all the files into a directory and go, apparently.
This post has been edited by MajorTom 2417: 31 August 2025 - 01:09 PM
#6 Posted 31 August 2025 - 01:37 PM
MajorTom 2417, on 31 August 2025 - 01:06 PM, said:
So the one I'm talking to says that the second version can be run with vanilla Duke3D 1.3D. Just dump all the files into a directory and go, apparently.
The latest version of the TC is called Beta 3. There's a sg1tc.dat file in there, that's actually a ZIP file. If you unzip it, you'll get, among other things, a corrupted GRP.
The working version that I was referring to earlier is called Beta 2. That one does not have corrupted files in it.
This post has been edited by zykov eddy: 31 August 2025 - 01:38 PM
#7 Posted 01 September 2025 - 05:04 AM
This post has been edited by MajorTom 2417: 01 September 2025 - 05:24 AM
#8 Posted 01 September 2025 - 10:38 AM
MajorTom 2417, on 01 September 2025 - 05:04 AM, said:
It could be that opening it like a zip is part of the problem. I tried using WinZip from 2000 and it gave me the same files, corrupted GRP included.
Almost all stuff from the mod is in the GRP. Other than that, there's a map and a couple of con files, all of which are working fine.
#9 Posted 01 September 2025 - 11:09 AM
It expects to be opened under win9x it seems, any 32bit could work I think.
The GRP itself seems to be corrupted but I'm not sure if it's the .zip itself, those tend to have rudimentary CRC checks.
I think the GRP itself is just busted.
The GRP itself is extremely simple in syntax: https://moddingwiki....wiki/GRP_Format
To me it looked like a bunch of the files were intact there (there is no compression in GRP, it's just a linear file kinda like plain tar).
Why kextract and such can operate are due to every file entry just being NAME + SIZE, unlike WAD, there is no "start at this byte".
If even a single byte is missing then it will affect all subsequent files.
As the first files are ABYDOS.MAP and ACTIVATE.WAV, do you have success accessing those even?
#10 Posted 01 September 2025 - 11:29 AM
oasiz, on 01 September 2025 - 11:09 AM, said:
I can access and even extract themm but they don't work, as the case with the rest of the files.
#11 Posted 01 September 2025 - 11:50 AM
#12 Posted 01 September 2025 - 12:22 PM
the only patch you have is the 12KB whatever .com file that gets renamed and it gets applied against duke3d.exe to generate sg1.exe
I'll have to see if I can manually extract any of the files when I have time
#13 Posted 01 September 2025 - 12:25 PM
oasiz, on 01 September 2025 - 12:22 PM, said:
That would be amazing! I wish you luck!
#14 Posted Yesterday, 10:03 AM
I'll try to VM these patchers/installers.
EDIT: This is all sorts of fucked..
Using win9x and letting the thing handle it doesn't work
Batch file renamer is broken under 9x
Also the batch calls for 'sg -sg1tc.grp' .. Making me wonder if this whole thing is completely broken from the get go as it should be /g to load GRP files.
Unless the COM patcher does something to the .exe.. but someone would need to reverse-engineer what it's even doing.
EDIT2: I was able to get some files near the end of the GRP extracted but the problem is that pretty much evertyhing before TILES001.ART (in reverse order that is) seems to be beyond the size of the GRP itself.. lemme see a bit more.
ZATFIRE.VOC 15 KB >15 KB ZATBLAST.VOC 12 KB >28 KB UZI2.VOC 6 KB >35 KB TOKRA.MAP 3 KB >38 KB UZI.VOC 3 KB >41 KB TILES015.ART 2259 KB >2301 KB TILES014.ART 2911 KB >5213 KB TILES012.ART 1035 KB >6249 KB TILES011.ART 23 KB >6272 KB TILES010.ART 2257 KB >8529 KB TILES009.ART 1114 KB >9644 KB TILES008.ART 586 KB >10230 KB TILES007.ART 938 KB >11169 KB TILES006.ART 648 KB >11818 KB TILES005.ART 854 KB >12672 KB TILES000.ART 1988 KB >14660 KB TER-ON.WAV 44 KB >14704 KB SWAMP.VOC 36 KB >14740 KB SSTAFF.VOC 54 KB >14795 KB SSEXPLO.VOC 17 KB >14812 KB SGUSER.CON 35 KB >14848 KB SGSTOP.VOC 430 KB >15279 KB SGDEFS.CON 28 KB >15307 KB SG1THEME.MID 7 KB >15315 KB SG1MARCH.MID 10 KB >15326 KB SEA2032.MID 6 KB >15332 KB S4NOX.MAP 92 KB >15425 KB ROME.MAP 245 KB >15670 KB RIBBON.WAV 32 KB >15703 KB REETROAM.VOC 9 KB >15713 KB REETRG.VOC 16 KB >15729 KB REETPAIN.VOC 8 KB >15738 KB REETFAT1.VOC 35 KB >15773 KB REETDIE.VOC 7 KB >15780 KB REETATK.VOC 28 KB >15809 KB REETAT2.VOC 9 KB >15819 KB POMPEII.MAP 20 KB >15839 KB MIRROR.MAP 34 KB >15874 KB M16FIRE.VOC 5 KB >15880 KB M16COCK.VOC 4 KB >15884 KB M16A2.VOC 27 KB >15911 KB KNIFE.VOC 2 KB >15914 KB JETPAKON.VOC 12 KB >15927 KB HUATK.WAV 47 KB >15974 KB HODIE.VOC 37 KB >16011 KB GHSCREEM.VOC 22 KB >16034 KB GHOROAM.VOC 28 KB >16062 KB GHOAULD.VOC 22 KB >16085 KB GAME.CON 97 KB >16183 KB DRUMS.VOC 26 KB >16209 KB DGROAM.VOC 56 KB >16265 KB DGATK01.VOC 51 KB >16316 KB DEMO1.DMO 5 KB >16322 KB CHULAK.MAP 158 KB >16480 KB BRYSS.MAP 3 KB >16484 KB BOLT1R.VOC 5 KB >16490 KB BIRDS02.VOC 46 KB >16536 KB BASE.MAP 287 KB >16824 KB B2ATK02.WAV 27 KB >16852 KB ASGARDE.VOC 65 KB >16917 KB ARGOS.MAP 1 KB >16919 KB ACTIVATE.WAV 48 KB >16967 KB ABYDOS.MAP 106 KB >17074 KB
Anything past TILES005.ART will blast beyond the GRP barrier.. I'm not sure how this was made but my theory is that the last 12~ MB are intact.
#15 Posted Yesterday, 01:46 PM
I've come here from a Discord I'm on with MajorTom up there and I was going to suggest a totally separate approach from "try and fix the broken grp", of trying to track down alternative distributions that might have it intact. I had thought I'd found a distribution that had the files intact but I made a fool of myself there and was looking at the wrong file. IGNORE ME
This post has been edited by outie: Yesterday, 01:48 PM
#16 Posted Today, 09:14 AM
Attached are the files I managed to snag out of it.
Seems like you can combine these with beta2, which is a couple of weeks behind.
It's mostly just additional ripped art from other games it seems.
Considering that the zip comes with RTS, NAMES and CON files intact, you should be able to cobble something together, just missing maps.
Attached File(s)
-
output.7z (2.92MB)
Number of downloads: 2
#17 Posted Today, 10:52 AM
oasiz, on 03 September 2025 - 09:14 AM, said:
Attached are the files I managed to snag out of it.
Seems like you can combine these with beta2, which is a couple of weeks behind.
It's mostly just additional ripped art from other games it seems.
Considering that the zip comes with RTS, NAMES and CON files intact, you should be able to cobble something together, just missing maps.
THANK YOU VERY MUCH!
Just the art files themselves are very interesting. It seems like the author was able to make huge progress in terms of enemy and weapon sprites, even though they're still pretty rough looking. It's a pleasure to finally see more of this TC. Combined with new CON files, it's a breath of fresh air. Shame that other files aren't available, I would really love to see new levels, and progress on older maps.
I combined all files I could find and made them in working order. I also edited the weapon sprites, since even in the newer beta they were kind of busted, especially the knife and the "ribbon" weapon. It all looks better now. For the moment, it's the best state that this TC have ever been in.

Number of downloads: 2
This post has been edited by zykov eddy: Today, 10:53 AM
#18 Posted Today, 12:07 PM
Rename SG1PATCH.dat to SG1PATCH.com
Place duke3d.exe (1.3d) on the same path
Run the patcher under dosbox or 32bit OS as it's an old-ass application
You'll get a patched sg.exe out of it that presumably does something to weapons.
#19 Posted 48 minutes ago
oasiz, on 03 September 2025 - 12:07 PM, said:
Rename SG1PATCH.dat to SG1PATCH.com
Place duke3d.exe (1.3d) on the same path
Run the patcher under dosbox or 32bit OS as it's an old-ass application
You'll get a patched sg.exe out of it that presumably does something to weapons.
You think it changes their behaviour?
If it does, I've never seen something like this in an oldschool pre-EDuke32 TC.