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![]() For Grand Prix 2 by MicroProse |
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Knowledge Base, Help, Informations |
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Beginner ? |
Then follow these instructions! |
What is Grand Prix 2? |
--It's a Formula 1 simulation written by Geoff Crammond and published
by Spectrum Holobyte-MicroProse. GP2 is an evolution of his original F1
simulation,
Formula 1 Grand Prix, which was also known as World Circuit. --Gp2 is also one of the most in-depth games in terms of third-party utilities and add-ons. --GP2 or GRAND PRIX 2 is the sequel to the highly successful Formula 1 game WORLD CIRCUIT. Originally designed for the Amiga computer in 1991 by Geoff Crammond and released by Microprose. GP2 was released in the summer of 1996 after three long years of waiting. |
Grand Prix 2 or Grand Prix II ? | |||||||||
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3D Graphics Support |
Grand Prix 2 does not support 3D graphics cards. |
Background music |
If you play the game without the CD-ROM you won't hear any music.The music files remain on the CD-ROM and are not transferred onto the hard drive. |
Carshape distance problem |
Solution --- |
CC |
CC stands for Computer Cars. Also often referred to as the "AI" (Artificial Intelligence) |
Chicane-cutting | ||
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Commercial Add-On Discs OUT NOW !!!!! This is only for information which add ons WAS available OUT NOW !!!!! |
Copies of the closed sites from Instant Access : -perfect Grand Prix -Perfect Grand Prix Track Pack & Game Editor - Track Pack 98 |
Control Method |
Control Method --How to Set Up a ThrustMaster T2 ,a VR Pilot and CH Pedals Configuration, a CH Steering wheel and Pedal Configuration |
Editing...... | ||||||||||||||||||
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Extracting Setups from Hotlaps |
Load the hotlap into the Performance Analyser, then exit back to the car setups screen, the setup should have changed to the one in the hotlap. |
FAQ by MicroProse |
Gp2faq.htm |
Frame rate |
How to improve frame rate -- |
Fuel supply - Computer Cars |
Several of the new tracks, when race length is altered with gp2edit
to say 25% or 39%, will not provide enough fuel for the cc cars to finish;
and, when they pit for
fuel late in the race, something goes wrong and they all retire. --With Track Editor you can change the fuel load by loading the track file and editing the "CC Setup" dialog box. The box includes a "Fuel Load" box and also a button to calculate the approximate correct amount of fuel for a lap. I don't know how this works so it may not be accurate for some extreme tracks eg flat-out ovals etc. Just increase this number if the cars use all their fuel too soon. |
Geoff Crammond |
Geoff Crammond - written by John Slade. Geoff Crammond -written by masayard ? |
HOF2LAP |
HOF2LAP scans saved hotlap replays and games to detect the used BHP, car setup, laptime etc. The latest version is now used to work in cooperation with GP2LAP. |
Hotlap |
Loading a hot lap will also load game settings from the hot lap, so
probably your game settings will go upside down. But every time you exit
from the game you will receive
a question 'save changes?'. You should answer 'no' and then your settings will remain as they was when you started the game. Answering 'yes' will save the current changes. |
The Secrets of Fast Hotlaps for GP2 by Michael Lam. |
Hotlapper tips |
hotlapper tips.htm |
Install a .. | ||||||||||||||||||||||||||||||||||||
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JAM Files (in :\Gp2\Gamejams) |
To convert JAM files to BMP files and vice versa, you'll need JAM Editor.
This program is suitable to edit track graphics.
GP2edit is the best program to edit car graphics. With JAM editor, you can import/export a single texture or import/export the whole canvas. |
JAD Files |
GP2 texture files are as JAM-format. You can see that the GP2\GAMEJAMS
subdirectory if full of them. The problem with JAMs is that you cannot
compress them with
WinZIP, so it's worth converting them to BMP or JAD format, for smaller download/upload times. JAM file is not just a regular bitmap file. It contain important
texture information, so converting JAM to BMP will lose this information.
But when you convert JAM to JAD,
JADs are typically used while distributing new tracks. You'll
need to first convert them to JAM format before playing GP2. Tools to convert
JADs are JAD2JAM, JAM Editor
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Jean-Paul Belmondo in Pacific |
Jean-Paul is not a F1 driver, but his son Paul is. There is a bug in
name file, but names are correctly in manual. If you want to drive with
correct names, replace Jean-Paul Belmondo to
Paul Belmondo. |
Keyboard |
Absolutely unique is the playability by keyboard. No marketing-hype here! The steering help feature makes it playable, turning traction control off makes it challenging. It just works. |
How do I start without lots of wheelspin using keyboard? -If you are using keyboard its very hard, the best way is to increase your first gear to about 35. |
Network Support |
Grand Prix 2 supports modem and serial link play, but it does not support
network play, e.g. IPX protocol.
------------------------------------------------------------------------------------------------------------------------------------- Network Racing by Matti Laitinen ---- |
No CDROM |
-Yes! It possible to play the game without CDROM in the drive! Visit
the software page to download the util.
-Now you can leave the CD-ROM in it's box. You won't hear anymore background music and see the animations, but no anymore waiting while loading |
Performance in championship mode |
Change performance in championship mode -(german)-- |
Plank Wear |
There's only one plank. The four depictions
of plank wear here are just to indicate the amount of wear suffered by
each corner section of the plank.
Since Ayrton Sennas' death in 1994 F1 cars carry a single wooden 10mm thick plank under the floor of the car. Its purpose is to deliberately make the underside of the car less aerodynamically optimal. It reduces aerodynamic downforce gained via ground effect and thereby grip. The only recourse drivers have is to take corners slower than they otherwise could. The rules state that the plank must not be worn down by more that 1mm at any point on its surface. If its worn past the 1mm limit then in real world F1 you'd be disqualified. Gp2 however, recognising that an after race disqualification wouldn't particularly endear the game to sim races, instead of disqualification burdens you with a significant amount of extra drag whenever an overly worn plank touches the ground. |
Processor Occupancy (PO) | ||
When you push the 'O' key during a replay or when you are playing GP2,
the game will show you a percentage value that indicates how bussy your
processor is. This value is called Processor Occupancy (PO) and ranges
from 0 to 100% .... and HIGHER. Basically, a value less than 100%
means that you are driving in "realtime": your processor is fast enough
to calculate the desired framerate with the selected graphical options(objects
around the track, textures, smoke..). So if you drive a lap in 1m30 (simulated
time), you will have been
driving (close to) 1m30 in reality also. When you would have a constant PO-value of 200% during driving, the simulated time would still be 1m30, but if you watch your clock on your wrist, you'll notice that you drove around 3min in reality! You drove in slowmotion! (clearly recognisable in the slowdown of the action on screen) No, this has nothing to do with Einstein's Theory of Relativity: your processor simply tries to calculate all the frames, but since it is not powerful enough it needs twice as much time as desired. Note that it does not really work like that the other way round: if your processor is so powerful that it has only 50% occupancy, you will not play faster than realtime. Also note that the "watch your clock"-experiment above is a theoretical example. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------
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Purple Wheels |
That happens when you paint your personal car.
At the top left of the bitmap there's a vertical row of 32 pixels, never paint over or remove these as the wheels of the cars will turn purple when viewed from a distance, if you have removed these just paste them back from another bitmap. |
Random failures |
Failures are random and not influenced by drivingstyle. They are decided
at the start of the race. Could have been better!
--------------------------------------------------------------------------------------------------------------------------------- These failures will not be influenced to any degree by the driver during the race . They are random. For example a driver who is constantly driving over the curbs will have no greater likelihood of incurring a suspension failure than a conservative driver who religiously keeps off them. Of course this isn't as realistic as it would be if some of the failure types were driver influenced. Still, it is a genuine attempt at greater realism. When Gp2 starts a new race weekend certain events that will occur during the event are generated and 'logged' into the event profile. Car failures are such events. This means that car failures, both yours ( if you've turned them on ) and the computer cars, are pre-programmed at the start of a race event. An implication of this is that if you save a practice, qualifying, warmup session, or race at some point, and later in the race your engine dies, you can't simply restart from your saved game position hoping for better luck next time. The same failure will occur at about the same time again because its logged in. You'll have to start a completely new race event to avoid the failure recurring. |
Release date |
30. Jun. 1996, 30. Aug. 1996 |
Replay ? |
The file that you get when you save a hotlap (or game) within Grand Prix II. Can be played back on another copy of GP2. It contains driver input, performance factors like BHP, driver and track name, framerate... But NOT things like carshapes, textures |
Replay bug |
Maybe the only native GP2 bug: sometimes a replay produces a totally different event. If it happens in a race, you're screwed! |
Running of Out Fuel |
Altering the quickrace length can affect GP2's fuel calculation, make sure your setup has automatic pit stops enabled. |
Sand |
You can get out of the sand traps, but you will lose time because the wheels are spinning causing your car to slowly leave the trap. |
Screenshot |
Use GP2Lap. To create a screenshot simply press F12. This will save a screenshot to file gp2_xxxx.bmp. |
How to make a screenshot with PCXDUMP (win98) Use PCXDUMP to make screenshots from menuscreens |
Saving Lap Records |
GP2 only saves race records on 100% distance, but with gp2edit you can fix this problem. |
Setup |
How to setup a car --How to .... Set Up a Formula One Car |
Slowmotion driving |
--Slowmotion driving is the result of the internals of the GP2 game
engine. Instead of dropping frames when the CPU isn't capable of giving
you the configured framerate and graphics details , the engine stretches
gametime. This helps in getting better laptimes, and is of course against
the spirit of hotlap leagues.
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --This is the most criticised "feature" of GP2: the game-engine doesn't drop frames when the processor can't handle it. Instead, it stretches gametime! This leaves the possibility to drive in slowmotion. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --When you set the framerate and/or graphics detail to a level that your computer cannot deliver in realtime, the game slows down and gives you more time to react. For example it becomes much easier to read your speed in corners. It's clear that this is against the spirit of hotlapping! Ultimately, hotlapping is all about testing your reactions...in realtime. Driving in slow-motion gives you an advantage over other people. Tests in practice have shown that people can be upto 0.8 seconds faster on a track like Adelaide, only by forcing a PO of 160-170 instead of under 100!! It is very difficult, even impossible to spot this on the basis of a replay. When you watch a replay of someone elses lap on your computer, the occupancy values reflect the occupancy of your own processor. So it does not give information about the PO when he was driving on his system. The only indications are things like speed of gearchange or other actions that seem to be executed supernaturally fast when replayed in realtime. |
Slot / Track slot |
The trackslot is the position of the track in GP2. Interlagos is in slot 1, Aida is in slot 2... Adelaide is in slot 16. Each track is a file in the /GP2/circuits/ directory. So we have f1ct01.dat upto f1ct16.dat. (tracks are only copied to the harddrive if you do a full install of GP2). With the arrival of new tracks, it was discovered that the laptimes shown by GP2 change from slot to slot. If you put the same track in slot X and slot Y, and you drive identical laps, the driving will feel exactly the same but the times will differ significantly! If we want to compare laptimes driven by different people, it is important that we use the tracks in the same slot. |
Slot 16 Problem |
All tracks except Adelaide have problems with this position. You can use other tracks than Adelaide here but with one major flaw: The Computer Cars perform very poor. |
Slots and the problem with the pitlane |
The problem with the pitlane --- |
Slower in Race than in Practise |
GP2 varies the car HP and Grip settings to better simulate real F1 racing conditions |
Steering Help |
-The helpfunction in GP2 that makes enjoyable and challenging keyboard racing possible. The car is more or less "attached" to an ideal line on the track (the same line that is displayed when you use helpkey F5). This makes it possible to overcome the digital nature of keyboard steering. Steering help can only be disabled with (gp2util.zip) when driving by keyboard. |
Teams and Drivers - Original GP2 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Time-difference Graph |
A graphical representation of two or more hotlaps that shows exactly where time was lost or gained. The internal GP2 performance analysis viewer doesn't offer this functionality, which is a shame as it is a very handy tool. Fortunately, F1Perfview by René Smit makes it possible to do it in Windows, along with lots of other great things. |
Time-multiplier |
Closely related to the track slot issue below. Each trackslot in GP2 seems to have its own "timefactor". If you use the same track in each of the 16 slots, and you drive identical laps around them, the times shown by GP2 will differ with a certain factor. On the other hand, the time in reality will be the same on each track! Only in some of the trackslots, the time displayed by GP2 will be identical to the time in reality (if you don't drive in slowmotion anywhere on the track). |
Tires | ||||||||||||||||||
You can't select tyre compounds (A,B,C,D) yourself. As in the real
'94 season Goodyear makes a choice of tyre compounds and brings only 1
type to each circuit.
There are 7 sets of tyres, and the 3 numbers above are how many laps you have done on each set of practice/qualifying tyres. The r1,r2,r3,r4 are typically reserved for the race. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------- .. in the 1994 rules there was only one tyre compound taken by GoodYear to every race and this is reflected in the game. All the sets of tyres are exactly the same compound. You are limited to using a total of 7 sets of tyres over the whole race weekend event. All that matters in choosing the tyres is the wear of the set. The R tyres [R1, R2, R3, R4] are tyres reserved for the race, depending on what strategy you go for. They are exactly the same as the other tyres, but are simply marked for race use. You can still use them for qual or whatever. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------- At the bottom of the graphic the tire compound in use is mentioned - in this case Tire compound: B. This is advisory information only as you can't influence the type of tire compound for a given circuit in any way. According to the 1994 F1 rules, upon which Gp2 is based, only one tire compound can be used for an entire event weekend. There are no special qualifying tires or other compounds allowed. Every team uses the same compound tire. Also, during 1994, Goodyear was the only company that made Formula One tires. Before a race weekend, in consultation with the teams and relying on past data, the tire provider would decide on the type of tire best suited to a circuit and then provide all the teams with that same tire. There are four possible tire compounds used, called A,B,C,D. Compound A is the hardest and most long lasting but also has the least grip. Compound D is the softest and fastest wearing but has the most grip. Compounds B and C are intermediates of harder and softer compounds respectively. Each circuit has a single tire compound assigned to it by Gp2 which should be in accordance with the reality of the real-world 1994 F1 season. Even though you don't have any say in the tire compound you use, I still think its nice to know what you're driving on. You can look up the tire compound yourself from within gameplay, via the Car Setup / Inspect Vehicle screens - or you can read the table I've set out below.
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Tire Wear |
There are of course four tires and the graphic depicts the amount of wear each tire has suffered. Its not unusual for the four tires to wear at different rates and it would be false economy to try to balance your cars' setup by balancing its tire wear rates. The object here is not so much to equalise the wear rates on all the tires, but to check to make sure that the wear rate your getting will fit in with you pit stop strategy. As the tires approach their 4mm limit their adhesion ability drops off. In Gp2 you can't wear out your tires to the point that they'll blow out, they'll just reduce in grip progressively. Tire wear in Gp2 does respond to you driving style. If you lock up your brakes constantly, slide the car around through all the corners, and wheel-spin your way out of corners, then you can expect your tires to wear out somewhat faster that if you were more conservative. Of course, you may feel that you gain more from a ' vigorous ' driving style than you loose via an earlier than usual loss of traction as the tires wear out. Frankly Gp2 doesn't punish you as much as it should for tire abuse. Your tires will never blow out anyway, and the amount of traction loss you experience is actually rather conservative in my opinion. |
Track Installing |
Sebastian's Track Installing
Guide - How to install
tracks - David Greene
See the readme-file / gp2form for recommondations for the choice of track to replace ! (not every track works in every “slot”). If you are driving on the track and notice lots of grey areas, probably the name of the new subdirectory in the \gamejams-subdirectory is wrong and you have to check and correct that. |
Track-length-unit (in Track Editor) |
One unit is 16 feet, is 4.87 meters |
Track related code in the gp2.exe |
Unfortunatly not all track related code is in the track files itself.
A part of the code is in the gp2.exe.
The names for the countries and tracks. If you rename the file f1ct01dat to f1ct02.dat you have Brasil/Interlagos on position two but the name shown in the selection screen of GP2 is still Pacifik/Ti Aida. The length of the track. This value is shown in the track information screen in GP2. Also its used to calculate the average speed shown in the results screen of a race. But the most important part of the tracklength is, that it affects the pitstop strategy of the CC's. This means the value should be at least something close to the real length of the (GP2) track. Otherwise don't be surprised if most of the CC's make a regular pitstop 3 laps before the race ends. The number of laps. If you move a track file to another position it will use the previous number of laps for a 100% race. If you move Interlagos from slot 1 to slot 9 (Hockenheim) (f1ct01.dat => f1ct09.dat) a 100% race has 45 laps instead of the formarly 71 laps. This is because Hockenheim is a much longer circuit and needs less laps. The tyre consumption. As the number of laps also the value for the tyre consumption is stored in the gp2.exe. If you move Monaco from slot 4 to slot 9 (Hockenheim) you get only the half tyre consumption (15215 instead of 32384) there. This has an important affect on your lap times an you could easily chose a one stop strategy. The time multiplier. I don't think really that something like a time multiplier exists. It is only a try to describe this effect when you move a track from position to position. If you take a track file and put it to all available positions in GP2 (this means: you copy f1ct01.dat to all available slots: f1ct01.dat .. f1ct16.dat) you have only one circuit in the game, but in every slot. If you drive a fast lap on this track on every of the 16 positions, you won't feel any difference between the slots. Well, its still the same track why should make it a difference wether you drive it on slot 1or on slot 16. But the times shown by the computer differ a lot. If you meassure the real time you need for a fast lap with a stop watch you will see, that the times are still the same. Only the times shown by the computer are differnt. This is caused by the "time multiplier". SOLUTION : Start the game with gp2lap. With gp2lap
the game use the info for country/trackname/lenght/number of laps and tyre
consumption stored in the track.dat.
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Tracks and slots | |||||||||||||||||||||||||||||||||||||||||||||||||||
Gp2 uses 16 tracks. They are set out in the track selection list that
comes up whenever you proceed through towards a gameplay session. The default
circuits from Brazil to Australia have track data file names from
f1ct01.dat to f1ct16.dat respectively which are located in the Gp2 \ Circuits
directory.
Each position in the list has its own unique track performance value. It' been suggested that the original function of this value was to adjust the computer driven cars' ( CCs ) performance at each individual track so that they matched, more or less, the known lap times of the real world F1 cars. This seems a reasonable assumption. This means that a given circuit when slotted in at one list position will promote different lap times than when that exact same circuit is slotted in at a different list position. Before we had the ability to produce new tracks or to swap track positions around this wasn't an issue. Everyone by default was racing any given track in the same list position as everyone else. But now that we have new tracks, and can put those tracks in any position in the list we like, and can also swap around the positions of the existing circuits as we please, it confuses the integrity of lap times - due to the different track performance values of the different list positions. The track performance value may be a single value somewhere in the program code or it may be a combination of different values of which some may be fixed while others are variably. These things at this time are not entirely understood. In any case, that different track list positions produce significantly different times can easily be demonstrated by anyone who cares to take the time to investigate the matter. Before if someone said they achieved a certain lap time at a certain track we could simply take it without qualification. But as the position of the track in the track list can greatly affect the achievable lap times its no longer enough simply to say the circuit and the time. We now also need to know the track list position the track was in when the time was achieved. The track list position affects the times of both the CCs and the human drivers. To see the effect for yourself copy any track you like both to the Pacific position ( the second position ) and the Australian position ( the sixteenth position ) and with the same car setup see how you go at each. You'll be much faster at the Pacific position. Below is a table I've worked out that sets out the track position performance factors, by both the default original circuit positions and also by the performance factor itself. These results have been obtained by experimentation and not by hacking the Gp2 game code. Experimentation methods, as done here, are not always perfectly accurate. If you test the track performances yourself you may find slightly different values. Having said that I do believe that the values shown here are reasonably accurate. They are the result of more than just one testing procedure and session. Hacking, ie reverse engineering and analysing, the Gp2 code should produce a perfectly accurate result but I don't have the skill or knowledge to do that.
For example ... Say you had a circuit on which you could lap in say 1m0.000s when that circuit was slotted in at position 2 ( the f1ct02 "Pacific" position ). If you took that same circuit and slotted it at position 16 ( the f1ct16 "Australia" position ) you could expect to lap times to increase by .174 x your position 2 lap times. That would be in this example ... 1m0.000s + ( 1m0.000s x .174 ) = 1m10.440s - an increase of nearly 10.5 seconds on the same circuit with the same car setup and power defaults etc and with the same driver but with the track slotted in at a different track position on the track list. Quite a difference I'm sue you'll agree. |
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Tracks | |||||||||||||||||||||||||||||||||||||||||||||||||||
The tracks are just like they were in season 1994. For example, Imola is as dangerous and fast as it used to be and Silverstone has turned into slow track. | |||||||||||||||||||||||||||||||||||||||||||||||||||
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Traction Control |
Also known as Throttle Control, Traction Control is enabled/disabled by pressing the F7 helpkey. It regulates the power that is being transferred to the rearwheels while accelerating. Although this assists in preventing wheelspin, it also results in slower acceleration. |
Version Number |
The final version of Grand Prix 2 is v1.0b (all language versions). Microprose has never released any kind of official update, patch or add-on package for the game. |
Wet Weather |
Grand Prix 2 does not contain wet weather or any weather variation. Always a sunny day. |
Don't hit the cerbstones to hard unless necessary.
Don't block your wheels to much.
Look at the computer drivers to see how they drive trough corners and what
topspeed they have.
When braking at high speed try to brake hard at the beginning and then
a bit less.
When you have a fight with Verstappen or Brabham, let them win or otherwise
you both are out.
If you get a black flag when you are in front in a race, weave from left
to right in front of the oposition so they don't
pass, then when you get your power back leave them for dead. Not very sporting,
but since when has F1 been
porting!!
To learn a new track, put all driving aids to on (except the ones in controller
configuration: steering help and the other
one which I both always keep to off) and drive around. This way you have
very little chances of getting off the track,
and the memorizing process is not interrupted, which is important.
Hit the gas when your in a chicane, you will gain about 0.2 sec.
If you do a 360 degrees with your formula one, the best way to keep the
car straight is when you are backward just
push hard on the brake and when you are half way of your 360 just turn
the steering wheel to the good way and
accelerate.
Drive you first championship season with indestructible and without mechanical
failures. You will learn the tracks much
faster becuase you aren't then out in the first lap. You will need an aid
utility.
Before watching hotlaps or replays downloaded from the Net, save your current
settings: save a game or hotlap. After
watching 'strange' files restore your settings back loading the game/hotlap
you saved.
Check the occupancy at the start of the race. If it's over 100% do the
following:
Turn off the textures until the estimated frame rate shows that you'll
get >25 frames/sec. Then decrease the frame rate,
but not under 20. Then start the game and you will notice how well the
game runs! Seems like GP2 uses the frame
rate you have chosen as a minimum and the estimated as a maximum.
At the start of the race, turn off all the trackside objects and after
first lap put them back. The hotkey for that is
ALT-D. You will notice how fine the game runs when there are lots of cars.
Special thanks to Phillip McNelley,
I have used a lot of informations from his (closed) |
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Trevor Kellaway who cracked the code to the .jam files |