Software archaeology / Digital Image Design / 1993

Tracing TFX.

Three aircraft, five theatres, and a surprising amount going on behind those polygons. We took the DOS files apart to find out how it all worked.

YUGOSLAVIA AT NIGHT
Scenery reconstructed from the original data.

The investigation

It started with a CD image.

Before rebuilding TFX, we needed to understand what was on the disc. Different releases, compressed archives and tiny model programs led us from a runway assembled at the wrong scale to a playable demo whose instructions described the wrong campaign.

This is a guided look at the most interesting parts. The full formats, code references and test results live in the research archive.

Inside the engine

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Graphics

How TFX draws a world

Model programs, integer transforms, painter order, textures and VGA, with a comparison to Inferno.

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Flight physics

How TFX flies

Lift, drag, engines, control laws and landing gear, with the original equations to explore.

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Weapons

How TFX’s weapons work

Launch, guidance, countermeasures and damage, including some unexpected differences from the handbook.

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Campaigns

How TFX runs a pilot’s career

Mission results, promotions, court-martial and saved careers, including a partial-success award the interpreter skips.

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Aircraft AI

What the other pilots are doing

Routes, formations, target searches and short manoeuvre programs, with two aircraft groups assigned a ship’s profile.

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Recording and replay

Inside the flight recorder

How TFX saves a submitted scene, compresses its fields and draws it again for the post-flight news.

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Music and audio

How TFX makes sound

Scores, sequencer timing, changing flight cues, speech and sound-card drivers, with four intro auditions.

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Reverse-engineering methods

Calling the original executable

Using the original machine code to check decisions, file bytes, aircraft state, audio events and every indexed pixel.

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Take a closer look

Recovered from TFX 2.05

Inside the aircraft

The instruments have a story too.

The virtual cockpit’s MFDs really are static pictures. The live displays follow another path entirely. Compare the cockpit layers, then hear the intro on four different synth setups.

Our faithful reconstruction is TFX C++. Deliberate enhancements belong to TFX Redux. The original data remains the starting point for both.