Reversed engineered game Starflight (1986)
21–30 of 54 posts
Re: Reversed engineered game Starflight (1986)
#22Re: Reversed engineered game Starflight (1986)
#23Author here. I’m happy to see one of my projects on Hacker News. This has been a fun one. One evening you just try to disassemble it and wonder where the code is. The following months were a truly satisfying experience, reverse-engineering this diamond. There is still a functioning Forth interpreter implemented in the game. If they hadn’t removed all the word names, it would have been possible to debug at any time an…
Some early source code snippets of the game have even survived and can still be found on archive.org [0]. By today’s standards, they’re almost unreadable. [0] https://web.archive.org/web/20030906124225/http://www.sonic....
Re: Reversed engineered game Starflight (1986)
#24Re: Reversed engineered game Starflight (1986)
#25I don’t know when I started the game, but I finished it the summer after my freshman year, which is where I first got Internet access.
Re: Reversed engineered game Starflight (1986)
#26Early in the 2000's one of the original authors of Sfarflight posted a massive dump of information online: design documents and source code. That is the "Technical Articles Saved from Oblivion" link in this repository. Sadly no one seems to have managed to save a full copy! This is one I kick myself about: I browsed this back when it was up but didnt think to download. These days I make a point to request Internet Ar…
Re: Reversed engineered game Starflight (1986)
#27Re: Reversed engineered game Starflight (1986)
#28Earlier quoted context omitted.
Everyone goes on about Elite, but Elite was just a sandbox… (an amazing sandbox) This was crazy! World gen is hard. Proc world gen is NP hard. Story driven proc world gen with persistence in 1986 was Kaku level brilliance.
I loved Starlight but I'm not sure it was procedural world generation. I mean there was a map of stars printed with the game so they weren't changing. There was a small bit of variation in terms of what one found on planets and so on...the key was it felt like an open world because it was big enough and there was nothing stopping you from doing what you liked and when (except resources).
What I was never clear on was the degree of cherry picking they did. There were 800 worlds on something like nine disks, each unique and peppered with minerals and artifacts.
Re: Reversed engineered game Starflight (1986)
#2980s - 80ths is a fraction (1/80).
Also - the publisher was Electronic Arts, already well-established at that point. Binary Systems were the developers.
Re: Reversed engineered game Starflight (1986)
#30...Forth? Wow. I wonder how much code change was necessary between the various systems. It's hard to imagine a Megadrive Forth compiler, but then again, the game was on several other M68k systems so maybe it wasn't as hard...
It's.. not a compiler (besides I had Forth on my C64). Maybe one can call it a translator to ad-hoc bytecode. I also had USCD Pascal on that C64 which translated to bytecode. This was more JVM-like. So nothing hard about it.