Showing posts with label Rebel Assault. Show all posts
Showing posts with label Rebel Assault. Show all posts

Tuesday, April 02, 2013

I'm not dead! I feel happy!

It's been so long since the last post that Blogger completely changed their editing interface (OK, not really a joke since Google seems to change their GUI with everything at regular intervals to confuse the public at large).

A few things for this update:

1) The Journeyman Project: Pegasus Prime is now supported in daily builds of ScummVM. Rejoice! And stay tuned for more news!

2) ScummVM April Fools Jokes™ will return next year with a vengeance (blame DrMcCoy, probably).

3) If you're able to recall when posts happened more regularly than yearly, you might remember this post, which I followed up saying I uploaded modified ScummVM code to a branch. Then last year I wrote a small player for the videos so I didn't have to hack directly in ScummVM anymore -- and then added support for Outlaws (proper 1/4 sized raw frames), Mysteries of the Sith, and (partially) Rebel Assault SegaCD.

LordHoto's favorite level (Sega CD version)
Mysteries of the Sith, Level 1 Opening
Oh, and I apologize if your comment didn't show up over the past few months. I screwed up with the admin settings on the blog and it never forwarded me e-mails! Sorry!

Sunday, February 20, 2011

Git 'er done

Now that ScummVM has moved to git, I figured I would do a couple things with a fork of the project. I love git so far!

First off, I brought my Rebel Assault changes mentioned recently to a fork called ra-smush. I also got audio (mostly) working in it (there's a slightly different SAUD frame header). No, don't even think about asking support for it in ScummVM!

Secondly, my old Star Trek engine (for 25th Anniversary and Judgment Rites) has found its way into another fork.

And maybe there will be more forks soon.......

Tuesday, January 11, 2011

Feeling Rebellious

Out of boredom the other day, I decided to play around with ScummVM's SMUSH player and see if it could be "convinced" into playing some Rebel Assault videos (not Rebel Assault II, that's basically already there).

These version 1 videos are very similar to their version 2 brethren (Rebel Assault II, The Dig, Full Throttle, etc.), but have some differences. The delta palette code is different, providing fewer entries (smaller color sizes?). Audio and text seem to be handled differently as well. At least the audio flags are different. There's also a 'PVOC' chunk that probably deals with audio and a 'GAME' chunk that I can only speculate what it's for. Of course, I completely ignored the 'IACT' (interactive, for the INSANE code).

So, minus audio, text, and palette changes, I was able to render a couple frames. A couple at any rate. Without further ado:

The cutscene after the hardest level in the game. Seriously, who makes a level that hard and difficult to navigate? Damn Kolaador...


Now someone should go implement the game (not in ScummVM)!