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Reverse engineering the binary data format for Star Wars: Yoda Stories

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Re: Reverse engineering the binary data format for Star Wars: Yoda Stories

#21
post #18

Earlier quoted context omitted.

For anyone else looking - Halo 2 is hard to get legitimately now. eBay copies are looking like upwards of $90AUD!

That must be an Australian issue because on eBay and in local stores, it is still $10ish.

I'm not sure - http://www.ebay.com.au/sch/Video-Games-Consoles-/1249/i.html...

Amazon has a (used?) copy for ~$17 - AFAICT it requires online activation so this may not work well.

Re: Reverse engineering the binary data format for Star Wars: Yoda Stories

#22

Love it. Any pointers for an easier old (or new) game to have a go at pulling apart like this?

Doom's WAD format is very well documented but still a fun binary format to write a parser to read. I remember writing a parser for it in QBASIC when I was a teen!

Re: Reverse engineering the binary data format for Star Wars: Yoda Stories

#24
I want to pick up more skills like this. I've just done something similiar at work to break in to some event recorder files we could only view as the application provided no utility for exporting the data into CSV (among many other limitations). I was pretty lucky and fluked a lot of it, mainly by just identifying a pattern and messing with the hex values of a file then viewing what it did in the viewer application provided.

I'd love to expand my skills and try this out on a number of other projects. Is there some good starting material which can push me in the right direction?

Re: Reverse engineering the binary data format for Star Wars: Yoda Stories

#25

10/10 good article. I wonder if something remotely similar is possible with todays games. With all the custom data formats and compression algorithms being used.

Absolutely! Are there any games you'd like to see in particular?

I would be very interested to see this happen. I'd like to get into RE but don't know where one would begin. Having an example from a modern game might give some nice pointers to start working on the games I play and love right now.

Re: Reverse engineering the binary data format for Star Wars: Yoda Stories

#26
post #23
post #5

That was such a great game.

I'm stretching my memory a little but I think there was an Indiana Jones game using what I vaguely recognised at the time as the same engine, which I have equally fond memories of!

http://en.wikipedia.org/wiki/Indiana_Jones_and_His_Desktop_A... is what you're looking for.

I'll have to see later if the same tricks apply to both games!

Re: Reverse engineering the binary data format for Star Wars: Yoda Stories

#27
post #20

The author also created SpaceChem, which is one of the best programming/engineering games out there. For just programming games, I'd call it my second all time favorite just behind Robot Odyssey, an ancient Apple ][ game. This gives some great context to where SpaceChem came from. Thanks Zach!

SpaceChem is included in the current Humble Bundle, with still 10 hours remaining, FWIW.

Re: Reverse engineering the binary data format for Star Wars: Yoda Stories

#29

10/10 good article. I wonder if something remotely similar is possible with todays games. With all the custom data formats and compression algorithms being used.

Absolutely! Are there any games you'd like to see in particular?

personally, its not games, but approaches to getting information from games

finding / latching onto a rendering call and shooting the inputs to that call off to a separate file to export market data from a game, was one of the more interesting approaches I've heard. But how someone managed to work that out is beyond me

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