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Old 01 June 2018, 01:13   #1
turrican3
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alone in the dark cd32 technically possible ?

Hi Guys,
could the coders and hardware expert tell me if alone in the dark
could have been done on a vanillia cd32, with the akiko chipset perhaps ??

Last edited by lilalurl; 01 June 2018 at 07:13.
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Old 01 June 2018, 01:31   #2
Seiya
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I think not because CD32 had low and slow memory and also not much Mhz power. However we need to reflect on Mac version that run on 68k in 640x480.
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Old 01 June 2018, 14:02   #3
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I believe it could be feasible on low res, 320x200 or something similar.
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Old 02 June 2018, 03:34   #4
redblade
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Quote:
Originally Posted by turrican3 View Post
Hi Guys,
could the coders and hardware expert tell me if alone in the dark
could have been done on a vanillia cd32, with the akiko chipset perhaps ??
Hi I think you might have to ask some who has coded vectors, and how fast they can can be updated on a static Low res screen. The back grounds are 320x200x8 which the A1200 with hard drive and CD32 will be able to handle easily, it's the rotating the vectors on top I'm not to sure about but a demo coder or some one who has coded vectors will know.

Some information from https://forum.magicball.net/showthre...t=18152&page=2

[QUOTE=tigrou]
CAMERAXX.PAK : all background camera images (in 320x200 8-bit 256 color). Can be open in photoshop as RAW images.
ENDSEQ.PAK : contains various resources (eg : backgrounds) related to end sequence of the game (after boss is defeated)
ETAGEXX.PAK : room and cameras information. can be open in room viewer.
ENGLISH.PAK : 00000000.dat : english translation for game objects and also user interface/messages
other files are text contained in books.
LISTANIM/LISTANI2.PAK : 3D models skeletal animation (using bones).
LISTBODY/LISTBOD2.PAK : 3D models. Can be open in room viewer.
LISTLIFE.PAK : room scripts
LISTMUS.PAK : music soundtrack (ADL format)
LISTSAMP.PAK : sound samples (8000 Hz 8bit mono VOC files). Can be open in many audio programs like GoldWave.
LISTTRAK.PAK : pre-recorded 2D paths for actors (eg : when player is climbing stairs)
PRESENT.PAK : screenshots of the game shown while it is in attract mode
ITD_RESS.PAK : various GUI/gfx data for the game (eg : menus, fonts, ...)
VARS.ITD/DEFINES.ITD : initial value of internal VARS/CVARS variables used in the game
PRIORITY.ITD : priority of the sound samples. It seems the number of sound samples the game
can play at the same time is limited. Some sound samples have priority over the others.
OBJECTS.ITD : a table with all objects used in the game and their properties (eg : name, room, 3D position, ... )
[/QUOTE=tigrou]

http://aluigi.altervista.org/quickbms.htm a tool to extract the .PAK files from the game.
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