Kroah Posted September 21, 2006 Share Posted September 21, 2006 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 Quote Link to comment Share on other sites More sharing options...
devwebcl Posted September 21, 2006 Share Posted September 21, 2006 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 Quote Link to comment Share on other sites More sharing options...
Gury Posted September 21, 2006 Share Posted September 21, 2006 Excellent work, Kroah! Very detailed... I will link you to my site. Quote Link to comment Share on other sites More sharing options...
gtkakega Posted September 22, 2006 Share Posted September 22, 2006 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. Quote Link to comment Share on other sites More sharing options...
gtkakega Posted September 22, 2006 Share Posted September 22, 2006 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. 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! Quote Link to comment Share on other sites More sharing options...
doctorclu Posted September 26, 2006 Share Posted September 26, 2006 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. 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? Quote Link to comment Share on other sites More sharing options...
devwebcl Posted September 26, 2006 Share Posted September 26, 2006 Uhh, how about the Ultima games and Archon as suggestions? A good idea would be to know the algorithm how the fractal mountains from Rescue on Fractalus and Koronis Rift. (IMHO) Regards, Devwebcl Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted September 26, 2006 Share Posted September 26, 2006 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. Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted September 26, 2006 Share Posted September 26, 2006 found here: http://groups.google.de/group/rec.games.pr...44034ea2d556882 Quote Link to comment Share on other sites More sharing options...
devwebcl Posted September 26, 2006 Share Posted September 26, 2006 awesome!!! :-o I have been browsing many times for information about this subject and never ever I have found anything similar. Thanks for the URL Heaven/TQA!! --devwebcl Quote Link to comment Share on other sites More sharing options...
devwebcl Posted September 26, 2006 Share Posted September 26, 2006 (edited) cool, there it's mentioned Loren Carpenter's paper from ACM too, It can be found here: http://portal.acm.org/citation.cfm?id=3585...CFTOKEN=6184618 Edited September 26, 2006 by devwebcl Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted September 26, 2006 Share Posted September 26, 2006 http://www.answers.com/topic/fractal-landscape Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted September 26, 2006 Share Posted September 26, 2006 the pdf is very interesting but very highlevel... but it seems that carpenter knows what he has done with fractals... Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted September 26, 2006 Share Posted September 26, 2006 oh... co-founder of pixar... unbelievable small planet... http://en.wikipedia.org/wiki/Loren_Carpenter Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted September 26, 2006 Share Posted September 26, 2006 there must be some more info... even a TRS 80 version exist? http://www.mobygames.com/game/rescue-on-fr...lus/screenshots Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted September 26, 2006 Share Posted September 26, 2006 http://local.wasp.uwa.edu.au/~pbourke/modelling/frachill/ Quote Link to comment Share on other sites More sharing options...
devwebcl Posted September 27, 2006 Share Posted September 27, 2006 Yes, today the fractal mountain is an "issue solved", however always I wanted to have resources from Lucasfilm team, I think is incredible they could do that on those years having such limited machine for these heavy calculations. nice URLs Heaven/TQA Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted September 27, 2006 Share Posted September 27, 2006 i am still interested in RoFL decompiled... how they have done it in 6502... Quote Link to comment Share on other sites More sharing options...
Kroah Posted September 30, 2006 Author Share Posted September 30, 2006 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... (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 Quote Link to comment Share on other sites More sharing options...
SpicyChronos Posted September 30, 2006 Share Posted September 30, 2006 This is GREAT! 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 Quote Link to comment Share on other sites More sharing options...
Kroah Posted September 30, 2006 Author Share Posted September 30, 2006 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 Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted October 1, 2006 Share Posted October 1, 2006 anybody any idea why rescue on fractalus uses 96 bytes scanlines for the gfx-window? it's kind of unusal (32,64,128 would make more sense imho) Quote Link to comment Share on other sites More sharing options...
Kroah Posted October 11, 2006 Author Share Posted October 11, 2006 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 Quote Link to comment Share on other sites More sharing options...
Tempest Posted October 11, 2006 Share Posted October 11, 2006 Very cool! Keep up the good work! I love reading about this kind of stuff. Tempest Quote Link to comment Share on other sites More sharing options...
Cybergoth Posted October 14, 2006 Share Posted October 14, 2006 This is absolutely awesome work done here. It might give my age old plans of a 2600 port of GtA some new boost Could you possibly release the source code for the GtA Utility as well? Quote Link to comment Share on other sites More sharing options...
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