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My Atari Game Decompilation Website


Kroah

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Hi all,

 

I'll post any updates to my Website here :)

 

And by the way, i announce you that the Gateway to Aphsai section is opened !

 

The status of my website is actually:

- Mule decompiled, section to finish (translation)

- Dragonriders of Pern decompiled, section to write

- Gateway to Apshai decompiled, section opened

- Return of Heracles decompiled, section opened, Utility to add !

- Colonial Conquest decompiled, section to write

- Phantasie 3 decompiled, section to write

 

If you have any comments/suggestions, i'll be happy to read them :)

 

PS: I use the verb "decompile" and not "disasssemble" because half of the binaries i decompile come from compiled C code (most from Atari ST) and i go further than disassembling (i translate some disassembled code to pseudo code to understand the mechanisms of the game).

 

Have Fun !

Kroah

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PS: I use the verb "decompile" and not "disasssemble" because half of the binaries i decompile come from compiled C code (most from Atari ST) and i go further than disassembling (i translate some disassembled code to pseudo code to understand the mechanisms of the game).

 

Have Fun !

Kroah

 

great work!

I can't wait for a full translated version of m.u.l.e. decompiled project

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I'm very impressed... disassembly requires alot of code analysis... I once disassembled the Pokey Player II music system so that I could have a music engine for my games. :D

 

i meant to say 'decompiling'.... disassembly is what a disassembler does... taking the output, analyzing it, and converting it to usable source code (API-like) is where the real work lies..... good work!

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I'm very impressed... disassembly requires alot of code analysis... I once disassembled the Pokey Player II music system so that I could have a music engine for my games. :D

 

i meant to say 'decompiling'.... disassembly is what a disassembler does... taking the output, analyzing it, and converting it to usable source code (API-like) is where the real work lies..... good work!

 

Ohhh this is great!! Thanks! (Saw Return of Heracles, my favorite!!)

 

Please keep this going!

 

Uhh, how about the Ultima games and Archon as suggestions?

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The following is a transcript of a letter from Loren Carpenter dated

April 18, 1989. It details the use of fractals for real-time graphics

rendering. I thought it might prove interesting to those who are also

working on their own implementations of these algorithms. I have Loren

Carpenter's acknowledgement of this posting.

 

 

Relative to the fractal game algorithms...

 

 

Neither I nor anyone at Lucasfilm ever published anything, as far as I can

remember. I did the one for Rescue and the folks at LFL adapted it for

Eidolon and Koronis later. Ballblazer doesn't use any fractal code.

 

 

The algorithm is the simplest possible midpoint subdivision, subject to

the constraint that the landscape be consistent from frame to frame.

The random displacement is derived from 2 bits (sign & overflow) of the

8-bit sum of the tags on the ends of an edge.

 

 

if overflow then

displacement = 0 /* bisect the line */

else

if negative

displacement = -edge_length/4

else

displacement = edge_length/4

 

 

The landscape is a 16x16 mesh of edges, repeating forever over the plane.

 

 

There is a lot more detail, especially about perspective, but I'm not sure

LFL wants me talking about it yet.

 

 

Loren Carpenter

 

 

Post Scriptum: For an in-depth treatment of fractals for graphics rendering,

see Communications of the Association for Computing Machinery, Volume 25,

Number 6, pages 371-84.

 

 

The "...constraint that the landscape be consistent

from frame to frame..." may refer to the idea of pixel replication as seen

in games like Afterburner and Outrun. Note that as an object gets larger,

it also gets blockier. Fractal code can appear to create detail very

efficiently, making the object appear more complex than is otherwise possible.

This can also be seen in the player vehicles in Ballblazer.

 

 

Regarding perspective, two main techniques have been used in the past that I

have noted. One is to use different shades of grey for mountains of

different distance, and gradually change colours as the player moves closer

or farther away. The other is most noticeable in Rescue on Fractalus,

where there is a mesh that converges in the distance on a vanishing point.

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Hi all !

 

 

I have opened a new section in my website about the game "Seven Cities of Gold". I've almost decompiled the game, but i have no time to write everything down now.

 

I have added a new Utility allowing you to browse the maps and your saved game too !

 

Thanks to Goochman having provided me a saved game of a very peaceful Explorer... :ponder: (Berzerker is a better word i think). I've corrected lots of bugs :)

 

 

@Heaven/TQA: nice informations about RoFL. But the disassembled code is a real pain to read... i love gotos so much...

 

@doctorclu: Ultima games are already well known, not very intersting for me. But i think i'll try something with Archon!

 

@Gury: Thank you, every links to my site are welcome.

 

Have fun,

Kroah

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This is GREAT! :D :D :D

 

Just wish I didn't have to get the .NET stuff to make the software run. :?

 

 

What other features will you be adding to this? I'd like to see sort of a *ahem* cheat *ahem* system or editor.

 

I always wanted to write or get a program that would display the map, show you where all the goodies are, and be able to print it out, etc..

 

 

Thanks for all your hard work.

 

-SChronos

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A little update correcting an uncommon bug and adding an intermediate level of fog (tranparent and showing all the entities).

 

PS: the fog is only enabled when viewing a saved game.

 

@SpicyChronos: don't know if i'll add an edit feature, the game isn't really difficult. Depends on demand :)

 

Kroah

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  • 2 weeks later...

Hi Atarian,

 

I have opened a new section in my website about the game "Archon".

 

I was curious to know the creatures stats and some obscure rules (I haven't finished all the AI stuff for now).

 

Next game is on Atari ST, sorry for 800 lovers ;)

 

Have fun,

Kroah

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