11 September 2011, 13:35 | #41 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,303
|
so, everyone should ignore the threads that are of no interest to them (i do that and never get any flaming because of that)
|
11 September 2011, 13:54 | #42 |
cheeky scoundrel
Join Date: Nov 2004
Location: Spijkenisse/Netherlands
Age: 42
Posts: 6,944
|
|
11 September 2011, 17:10 | #43 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,303
|
So, Kroah, what about Magic Pockets ?
|
15 September 2011, 21:55 | #44 |
Registered User
Join Date: Aug 2006
Location: England
Posts: 218
|
@Kroah - I found some shots of the First Samurai tilemap, here we go.
I recall that the tilemap is somewhat interleaved or its actually two tilemaps in one, stored in byte pairs, so the first byte is block number, second byte is something else, perhaps event/trigger/collision/etc, and so on... I noted that the tilemap does not have the foreground graphics which the player can walk behind. To think I looked at this back in 2009, how the years spin on! Q; |
15 September 2011, 23:13 | #45 |
2 contact me: email only!
Join Date: May 2001
Location: Auckland / New Zealand
Posts: 3,187
|
In case you haven't seen it, there's some useful stuff in AF28's Secret of Game Graphics article regarding First Samurai and how various things were stored, block sizes and some of the events etc.
|
16 September 2011, 07:51 | #46 |
Registered User
Join Date: Aug 2006
Location: England
Posts: 218
|
Thanks Codetapper - I remember that article back in the day, I may revisit this one one day. Always interesting to read how programmers achieve what they want, the different ways and approaches etc.
Q; |
18 September 2011, 18:19 | #47 | |||
Registered User
Join Date: Apr 2009
Location: France
Age: 46
Posts: 117
|
Hi all,
I'm back from holydays. Time to update my Gods Viewer and reply to some nice posts . Quote:
By reverse engineering Gods, i understand how old games were coded. Each time i disassemble a game i find new coder tricks. On top of that, we discover some hidden stuffs in some games. The viewer is only the tip of the iceberg i'm glad to share with the community. The viewer is user-friendly, so everyone can use it. The big work i keep private (until someone asks for it) is the partly disassembled and commented source code of the game, only advanced users may find it useful (to code a remake for example). If you had visited my website, you would have seen my remake of Colonial Conquest. It adds multiplayer support and custom maps. Anyway, I forgive you not to have seen it because it's an "Atari only" game not ported on Amiga. Sorry Jotd, Magic Pockets is not on my todo list. I haven't played it very much compared to other games. I found it so difficult, past the first levels. Quote:
Quote:
|
|||
18 September 2011, 18:31 | #48 |
Registered User
Join Date: Apr 2009
Location: France
Age: 46
Posts: 117
|
Here's the final version of Gods Viewer (v1.02). You can grab it on my website (source + binaries):
http://bringerp.free.fr/RE/ It adds: - support of the Amiga version of Gods - intelligent walking and flying enemies - more information in the popup - save map to PNG - export of sprites and files on startup Have fun! |
18 September 2011, 22:38 | #49 |
Junior Member
Join Date: Sep 2001
Location: No(R)Way
Age: 42
Posts: 3,210
|
Amazing reverse engineering.
|
19 September 2011, 09:31 | #50 |
cheeky scoundrel
Join Date: Nov 2004
Location: Spijkenisse/Netherlands
Age: 42
Posts: 6,944
|
Jebus dude, how do you work so fast!? I'm always distracted by other things to be able to make such progress.
|
19 September 2011, 21:15 | #51 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,303
|
I've learned new things again on this game! thanks.
|
20 September 2011, 09:55 | #52 |
68k
Join Date: Sep 2005
Location: Somewhere
Posts: 828
|
|
27 September 2011, 17:31 | #53 |
Registered User
Join Date: Apr 2009
Location: France
Age: 46
Posts: 117
|
Thanks all for your support.
I keep things private until i have something to show, not to disappoint anyone. I can tell you i actually have a great time disassembling (and remaking!) this futuristic game... I have almost a POC done... ooops, already said too much . |
27 September 2011, 18:14 | #54 |
Joy Division
Join Date: Nov 2006
Location: East Yorkshire
Age: 60
Posts: 240
|
I guess......Speedball
|
27 September 2011, 20:38 | #55 |
68k
Join Date: Sep 2005
Location: Somewhere
Posts: 828
|
|
29 September 2011, 17:35 | #56 |
Registered User
Join Date: Apr 2009
Location: France
Age: 46
Posts: 117
|
I loved Rolling Thunder, one of the first game i have completed. It wans't too difficult.
Why don't you want it on the list, to keep the mystery of the game? Humpf... |
29 September 2011, 18:56 | #57 | |
68k
Join Date: Sep 2005
Location: Somewhere
Posts: 828
|
Hi,
Quote:
I'm trying to fix/improve/speed up this amiga game. Currently I have compilable version of this game. But understanding and improving thie source is another story. Regards |
|
04 October 2011, 19:29 | #58 |
Registered User
Join Date: May 2009
Location: Kingston Upon Hull - home of the Hubbard
Posts: 25
|
Great stuff kroah!
Love your work. I spent a fare while in god's engine whilst hard-driving and 030 fixing it for d-bug Showaddywaddy / D-Bug |
04 October 2011, 20:28 | #59 |
Banned
Join Date: Jul 2010
Location: Australia
Posts: 475
|
Personally I was never a fan of Gods, but Ive found this thread to be fascinating and entertaining reading.
Are there any other similar threads for other games as well please? It's interesting to hear how others tackled thier game engines vs. the theoretical side of how I'd do it. I have a bad habbit of only going so far as proof of concept type code with my attempts at original Amiga games, but Ive been doing it for a few decades so like to think Im not too shabby when it comes to code logic and pseudo code when it comes to machines with limited resources. I just hope one day I can find the dedication to actually finish something Thanks again for an entertaining read Kroah Last edited by fishyfish; 04 October 2011 at 20:29. Reason: typos |
05 October 2011, 20:45 | #60 |
Registered User
Join Date: Jan 2010
Location: UK
Posts: 228
|
interesting treads
How do you Convert ST Graphics(16 Colours) into Amiga Graphics(32 Colours)? Did you change Colours Palettes or somethings? |
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
Speedball 2 reverse engineering & remake | Kroah | Retrogaming General Discussion | 26 | 08 February 2024 15:08 |
Reverse engineering wiki | copse | Coders. General | 10 | 02 March 2020 09:48 |
Captain Blood reverse engineering | Kroah | Retrogaming General Discussion | 14 | 08 March 2016 21:22 |
Cadaver reverse engineering | Kroah | Retrogaming General Discussion | 8 | 11 November 2011 09:35 |
|
|