11 July 2008, 17:15 | #1 |
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Remake - Alien breed DS!
Hello everybody!
I'm french Amiga fan, and i'm about to develop a game of my favourite amiga game in nintendo ds : alien breed!!! But the ripped graphiks i need (tiles and sprite) are no more in the zone I triyed to ripp them, but, it's very hard, and i prefer spend my time on programming Please, Is someone have the file to send me? Best regard Toiletking |
18 July 2008, 03:40 | #2 |
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Hy!
I seen that my last tread was mooved, and that's a good news, because I'm not sur that this one was posted in the good section It's a little "up", and i profite to tel that my remake of alien breed is in a good way! See you soon! |
18 July 2008, 12:49 | #3 |
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Uploaded.
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19 July 2008, 02:16 | #4 |
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Thank you very much hitchhikr! There are lot of good stuf here!
But theire is only 2 big map level in this archive? I ask it because I use the big map without tiles system, which is enough to make the level and it may take very lot of time to do the original level just with the tileset How ever, I may develop a level editor in the futur, that's why you'r tiles set are welcome! Thanks a lot! Best regard, The king of the Toilet |
19 July 2008, 13:16 | #5 |
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Well if it can help you ripping the gfx i've uploaded a disassembled dos version (should be fully functional) of alien breed into the zone.
Also there's several remakes of that game for TI calculators: http://www.ticalc.org/archives/files...126/12686.html http://www.ticalc.org/archives/files...180/18012.html http://www.ticalc.org/archives/files...240/24005.html And an arcade version: http://www.arcade-history.com/index....detail&id=2627 Last edited by hitchhikr; 19 July 2008 at 13:30. |
19 July 2008, 21:50 | #6 |
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I've uploaded a better version with the files extracted and depacked (including the samples & voices). I've modified it so the game can still be re-assembled into a fully working executable (batch+vasm/vlink provided).
Also if you want to use the maps as bitmaps directly i suggest you to look here: http://hol.abime.net/3232/gamemap Last edited by hitchhikr; 19 July 2008 at 21:58. |
20 July 2008, 02:09 | #7 | |
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Quote:
Thank you very very much! I needed .raw files for sound's there are all accesible in your file! for musique, in the intro, i needed .mod and i found the 92 edition ! For the map, it's simply formidable! Thank you for disasembling the files of the window's version! But i use to use c for programming, and i don't understand how i should do to see the graphics in an accessible and modifiable format (batch? vasm? it's new for me...) Thank you very much! The remake may be amiga friendly |
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20 July 2008, 10:06 | #8 | |
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Quote:
That looks like 68k amiga asm code to me! |
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20 July 2008, 15:57 | #9 |
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Hey the arcade version of alien breed is so cool!
I never though that there is an arcade version! TI calcultor version look to be funny too |
20 July 2008, 17:42 | #10 |
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I meant Amiga DOS obviously, not MSDOS.
I uploaded a new version of the source code with a ll subsidiaries exe disassembled and their data extracted, so the disassembling itself is now finished. The gfx are in Amiga bitplanes raw format, most of the palettes are located in the various .asm. I may do a remake of that game for the PSP, i was in for a Tower Assault one but SE will do just as well. Btw, it's interesting to note that the code and data files feature 13 levels while there's only 12 officially, i don't know where the 13th one is gone. Also in the menu exe there was some code for an option to let the players select different characters (maybe with different abilities), obviously they scrapped that idea before releasing the game. Edit: And i just noticed there's a PC remake of ABSE here: http://www.alienbreed.co.uk/ Last edited by hitchhikr; 20 July 2008 at 19:05. |
21 July 2008, 03:52 | #11 | |
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Quote:
For the GFX, i didn't find software witch are able to open it... and i'm not able to understand the .asm file for the pc remake of alien breed , i had ever seen it : what a great remake! And it include a superb level editor! |
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21 July 2008, 07:14 | #12 |
CaptainM68K-SPS France
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Hello hitchhikr, did you made a try to disassemble Tower assault ? If yes i'd be interested to translate in french the program and then re-assemble it.
thks ! |
22 July 2008, 16:10 | #13 | |
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Actually i disassembled it maybe 2 years ago but as i recall my source is broken, also it won't do much good as Team 17 has improved their level editor and most of the texts are located inside the levels data themselves.
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22 July 2008, 20:02 | #14 |
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Absolutly!
However, you send me the hardest to find : map and sound! With the little sprite panel you send me (alien and player) i have lot of job this time |
22 July 2008, 20:18 | #15 |
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I uploaded a new version of the source code into the zone as i did quite a lot of reversing on the game itself. Also i decoded (enough for our purpose i think) the file format of the levels maps files so it should be possible to create a complete levels editor.
Code:
maps files format: ------------------ Note: Datas are big endian. 0.l: "T7MP" 4.l: Size of the chunk (4) 8.l: File size 12.l: "XBLK" 16.l: Size of the chunk (4) 20.l: Horizontal size of the map (all levels have the same size) 24.l: "YBLK" 28.l: Size of the chunk (4) 32.l: Vertical size of the map (all levels have the same size) 36.l: "VERS" 40.l: Size of the chunk (0x1c/28) 44.l: ??? (Filled with 0s) 72.l: "COM1" 76.l: Size of the chunk (0x1c/28) 80.l: ??? (Filled with 0s) 108.l: "COM1" 112.l: Size of the chunk (0x1c/28) 118.l: ??? (Filled with 0s) 144.l: "REMX" 148.l: Size of the chunk (4) 152.l: Maybe the last X position used in the editor before saving the map 156.l: "REMY" 160.l: Size of the chunk (4) 164.l: Maybe the last Y position used in the editor before saving the map 168.l: "IFFP" 172.l: Size of the chunk (0x40/64) 176.b: Filename of the background tiles picture used (only chars from 13 to 16 are used) 240.l: "PALA" 244.l: Size of the chunk (0xc0/192) 176.b: Filename of the palette (64 bytes) (probably stored in a CAMG IFF chunk for the editor) 312.w: Datas of the palette (128 bytes only 64 used) (used by the game) 440.l: "PALB" 444.l: Size of the chunk (0xc0/192) 448.b: Filename of the palette (64 bytes) (probably stored in a CAMG IFF chunk for the editor) 512.w: Datas of the palette (128 bytes only 64 used) (used by the game when the timer is on) 640.l: "PALC" 644.l: Size of the chunk (0xc0/192) 648.w: Not used 712.w: Not used 840.l: "PALD" 844.l: Size of the chunk (0xc0/192) 848.w: Not used 912.w: Not used 1040.l: "COLS" 1044.l: Size of the chunk (4) 1048.l: ??? (0 or 1) (not used in the game) 1052.l: "CCCL" 1056.l: Size of the chunk (0x40/64) 1060.b: A series of bytes (not used in the game) 1124.l: "IFFC" 1128.l: Size of the chunk (0x800/2048) 1060.b: A series of bytes (not used in the game) 3180.l: "BODY" 3184.l: Size of the chunk (0x5a00/23040) (XBLK*YBLK*2) 3188.w: tiles datas Bits 0-5: Attribute of the tile: 0x00: floor 0x01: wall 0x02: exit 0x03: door 0x04: key 0x05: first aid 0x06: ammo 0x07: 1 up 0x08: fire door left button 0x09: fire door right button 0x0a: small face huggers hatch. 0x0b: 100 credits 0x0c: 1000 credits 0x0d: normal floor but with tiles using metallic grid (maybe it was meant to use some different footsteps sound when the players are stepping on them ?) 0x0e: one way (players lose health when reaching this tile from below) up /\ /\ down 0x0f: one way (players lose health when reaching this tile from the left) left >> right 0x10: one way (players lose health when reaching this tile from above) up \/ \/ down 0x11: one way (players lose health when reaching this tile from the right) left << right 0x12: fire door left button 0x13: fire door right button 0x14: deadly hole 0x15: evil 1 up (initiate immediate level destruction sequence if touched) also main reactor (same effect except there's time to flee) also some walls in level 11 0x16: acid pool (only used in level 5) 0x17: intex terminal 0x18: ship reactor up 1 (2x2 tiles) white force field (2x2 tiles) ventilation (2x2 tiles) arms walls (tongues ?) in level 12 (1x4 tiles) 0x19: ship reactor up 2 (2x2 tiles) white force field (2x2 tiles) 0x1a: ship reactor up 3 (2x2 tiles) opening/closing hatch (2x2 tiles) part of pulsating ball in level 12 (5x1 tiles) 0x1b: ship reactor down 1 (2x2 tiles) vertical running engine (2x2 tiles) vertical red force field (1x3 tiles) 0x1c: ship reactor down 2 (2x2 tiles) 0x1d: ship reactor down 3 (2x2 tiles) vertical wall flashing light (1 tile) 0x1e: horizontal red force field (4x1 tiles) 0x1f: ventilation (2x2 tiles) 0x20: not used in the game 0x21: not used in the game 0x22: not used in the game 0x23: not used in the game 0x26: one way (deadly) left >> right 0x27: climb left floor << right floor 0x28: respawning location of big aliens 0x29: respawning location of small aliens 0x2a: power dome 1 0x2b: power dome 2 0x2c: power dome 3 0x2d: power dome 4 0x2e: one way (deadly) left << right 0x2f: climb left floor >> right floor 0x30: not used in the game 0x31: not used in the game 0x32: not used in the game 0x33: trigger vertical force fields sequence when fighting reactor boss. 0x34: hole with aliens coming out 0x35: players starting position 0x36: used in level 12 for the last boss, the game throws a random number and the tile have 37,5% chance of making the boss to stop. Otherwise, no effect. 0x37: climb up floor /\ /\ down floor 0x38: one way (players lose health when reaching this tile from below / left) up /\ left >> right /\ down 0x39: one way (players lose health when reaching this tile from above / left) up \/ left >> right \/ down 0x3a: one way (players lose health when reaching this tile from above / right) up \/ left << right \/ down 0x3b: one way (players lose health when reaching this tile from below / right) up /\ left << right /\ down 0x3c: not used in the game 0x3d: boss trigger 0x3e: not used in the game 0x3f: climb down floor \/ \/ up floor Bits 6-15: Index of the tile gfx (*16 to obtain gfx offset in the background picture). Last edited by hitchhikr; 28 July 2008 at 18:40. |
22 July 2008, 20:41 | #16 |
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That file format looks *identical* to the one used in Superfrog. The IFFC chunk should contain the default tile attribute to place for each tile in the tileset. No idea what CCCL is.
It might be useful to modify the Superfrog level editor I made, so that it supports Alien Breed. |
22 July 2008, 21:02 | #17 |
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Be careful because the LxMA files i provide with the source code are slightly modified from the original cd32 data files, in the game there was 2 ror operations on each word of the BODY chunk data which i removed:
Code:
ror.w #8,d0 ror.w #2,d0 |
24 July 2008, 12:00 | #18 |
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I uploaded a new version of the source code with more decoding made.
Also i slightly modified the level 6: I removed a bug with a fire door appearing where it shouldn't when the player fired at a given position and made the exit de facto available without having to pick up the evil 1up smile giving the players only 2 seconds to make their way out (which was silly in the context imho). And i removed the cheats and added a "debug" mode instead. If you which to convert the maps gfx to chunky: LxBM are 16x16x5x480 (480 tiles, that is) LxBO are 320x384x5 LxAN are 320x144x5 Here are some thoughts and remarks i gathered and intend to eventually implement on the PSP version: - Full screen game (480x272). - 2 players via wifi. - Only one statusbar appearing on the screen (probably as an overlay) - Real time rotating sprites (not just 8 positions) (not sure as it may lower the gameplay). - Real time glowing (lights on walls, alien eyes, shots). - Progressive darkness around the players ("fog of war"). - Real time shadows. - Guns torch's light for the dark level (like in Tower Assault). - Computer screen layer (horizontal lines) on the intex terminals + some crt emulation. - Improved (and more) sounds (environmental) & speeches (vocoded). - Improved font. - Hi scores handling & saving. - Lazers pass through doors after having bumped which is a bug in the original game. - All files accessible in separate directories. - Adapt holocode entering screen (displaying all chars selectable on the screen for the PSP, like on the CD32). - Stereo software mixer on 16 or 32 voices via the media engine (sounds panning and volume depending on player's position). - Possibility to play custom MP3/AT3 files during the game. - Display the current power level of the used weapon on screen. - Real time blur of the background to display invisible aliens. - Smoke particles (from venting shaft or something). - More animations in backgrounds (like malfunctioning neon lights etc.). - Pixel accurate collisions by using masks along with coordinates system (especially with the surroundings like walls etc). - Running out of time in a level doesn't end the game but just restart the level minus 1 life (not sure about this one). - Own levels editor. - Infra red ray for guns. - A field of vision system for the aliens (and they could also react to the noise made by the players as it would add some more tension). - Speeches for displayed texts. - Sparkles particles coming out of damaged devices (like broken doors knobs). - Alpha blended explosions. - Make use of the analog stick to allow the character to rotate without moving. - Floors holes don't deliver infinite aliens and no re-spawning in general (but aliens should be tougher to kill and more intelligent). - Maps work even when buildings are about to explode (or maybe not i'll have to consider that one). - Maybe exit indications during self-destruct sequences. - Second player can join in at any time. - Shows which gun has been bought in intex before trying to buy them (or they aren't displayed anymore once bought). - Hidden levels. - Detect players positions and directions so doors aren't opened automatically when they are passing near without facing them. - Display 0 digit in the intex system instead of a blank (in fact the terminals will be recoded). - Demo mode for various levels a la arcade. - Firing while going backward mode like in TA. - Include the alien breed 1 story disk (+ end sequence ?). - Display the current player's weapon on screen in a small area (so that there's no need to fire to know). - Corridors lights are flashing when countdown is running (maybe with a stroboscopic effect like in Alien). - Countdown counter should be more visible (red digits upon red background doesn't make it). - Holocodes should be stored inside the levels map files as well as the missions texts. - Start menu: - Play - Wifi play - Options - Hi scores - Options menu: - Share credits on/off - Luminosity level - Music volume - Fx volume - Buttons configuration - Test music - Test fx - Back Default buttons configuration: - Cross button: fire. - Square button: retreat mode. - Triangle button: log into terminals. - Circle button: show map overview (if available). - Left/right shoulders: previous/next weapon. - Make the fight against the bosses more interesting and frantic they should have different attacks and throw shit at the player(s) and maybe have some minions. - The last level should look more like blue metal than green bottle imho. - The defense system of the reactor should throw bolts of lightning (and the stuff turning around it should rotate faster and faster while becoming tougher). - Make sure everything running at full frame rate (including players shots). - Create a button sequence to activate a hidden cheat menu. - Players positions should blink on the overview map to be more visible. - Make the exit panels to glow. Last edited by hitchhikr; 24 July 2008 at 15:58. |
24 July 2008, 14:05 | #19 |
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Cool, my kid likes Alien Breed & has a DS Lite.
I have his old regular DS! This is "communityware", or are you developing a commercial product? PZ. |
24 July 2008, 14:12 | #20 |
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I can't answer about the DS version but if i ever do a PSP one it'll be free and i'll release the source code as well.
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