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.
Reverse engineering the binary data format for Star Wars: Yoda Stories
31–40 of 69 posts
Re: Reverse engineering the binary data format for Star Wars: Yoda Stories
#32The 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!
Re: Reverse engineering the binary data format for Star Wars: Yoda Stories
#33Re: Reverse engineering the binary data format for Star Wars: Yoda Stories
#34Can you upload those sprites?
http://i.imgur.com/tcFHs14.png
Edit:
I did the same for the Indiana Jones game: https://i.imgur.com/c1kKfV7.png
(thanks ImageMagick's convert and montage)
Edit 2:
Well, they're part of the game according to http://starwars.wikia.com/wiki/Star_Wars:_Yoda_Stories:
>Indiana Jones is featured as an easter egg in a mission, as a sequel to a mission in Desktop Adventures. His similarity to Han Solo is remarked upon.
Re: Reverse engineering the binary data format for Star Wars: Yoda Stories
#35Can someone please write a C/C++/Go/Rust version as I am C# Illiterate .
I'm having difficulty understanding in what way C# is difficult to read for someone who can write in the languages that you mentioned.
Re: Reverse engineering the binary data format for Star Wars: Yoda Stories
#36I'm not sure why there's a sports car in the game's tileset I have a suspicion -- it's from one of Mark Hamill's more-regrettable roles. What a great Easter Egg! (unless it's actually part of the game somewhere) http://fffmp.fffmoviepostersc.netdna-cdn.com/wp-content/uplo...
Holy crap, that's absolutely the same car. I'll update the writeup with your discovery. Thanks!
Re: Reverse engineering the binary data format for Star Wars: Yoda Stories
#3710/10 good article. I wonder if something remotely similar is possible with todays games. With all the custom data formats and compression algorithms being used.
Re: Reverse engineering the binary data format for Star Wars: Yoda Stories
#38Can someone please write a C/C++/Go/Rust version as I am C# Illiterate .
If I may be so blunt, I suggest you help yourself. You will no longer be 'C# illiterate' when you have. I'm having difficulty understanding in what way C# is difficult to read for someone who can write in the languages that you mentioned.
Re: Reverse engineering the binary data format for Star Wars: Yoda Stories
#39Earlier quoted context omitted.
Absolutely! Are there any games you'd like to see in particular?
Nothing in particular. I love reading RE posts but I don't plan on making any mods to any games in the near future. Therefore I don't want to specify any 'targets' for your efforts unless I'm willing to extend them :) I was talking about something big and sophisticated, like Crysis or Battlefield (from the top of my head). I'm under the impression they have something more than uncompressed bitmaps and 8bpp resolution…