Recent content by surixurient

  1. S

    Alundra port/clone

    Yes that is probably right, the fullscreen effects like warping in/out of a dream or the shimmering borders of a dream I haven’t looked into yet.
  2. S

    Alundra port/clone

    I was working on audio for a bit and made some good progress identifying and parsing the soundeffects and music. some of the sound effects data is actually embedded in the executable instead of in datafiles, there is a array of records for each sound effect in the executable that has all the...
  3. S

    Alundra port/clone

    I found some significant new information about how the game logic/events work so documenting it here. first some context. In alundra there are entities (npcs, monsters, jars, chests, dummies, anything pretty much) and these entities are the main data structure in the game, lots of state data...
  4. S

    Alundra port/clone

    Hi again, I have uploaded the files but I think they are not the latest I had. Unfortunately I was transferring stuff between work computer and home back then and I might have archived the wrong ones, also I was developing other stuff for my brothers game that i was going to port to saturn and...
  5. S

    Alundra port/clone

    Well I got sidetracked for a long while playing a certain mmorpg. Now I am back to converting some of the game functions to c code. I am trying to automate as much of the conversion as possible, so im developing a MIPS disassembler and i create symbols for it as i am able to identify them.
  6. S

    Alundra port/clone

    I'm documenting some stuff here in this thread that I can refer to in email communications. Event Entities The Red highlighted areas are event objects, they hold event programs which are executed based on criteria. The top group are physical entities which have a map position, the bottom...
  7. S

    Alundra port/clone

    Im not sure how id use part of the framebuffer because you only have enough bits (when drawing a sprite) to specify an address in the 512kb range. I could maybe store extra sprites in the framebuffer and move them to actual vram once i need them which might be faster than moving them from...
  8. S

    Alundra port/clone

    I've started on the saturn renderer now. unfortunately all of the graphics wont fit in saturn video memory. because I cant use the vdp2 for anything besides cloud shadows and stuff, im stuck with under 512kb of video memory and the psx game uses over 700kb. I'm not sure what ill do at this...
  9. S

    Alundra port/clone

    I'm making a lot of progress on events now after discovering the logic flow commands. setvariable, if, ifnot, until, and jump. the logic branches and jumps explain where the mystery event codes were coming from, it jumped to them.
  10. S

    Alundra port/clone

    I guess sprites are not completely sorted out. there are issues to address with semi transparency and special effects. also there is some more to figure out with reversed sprites. My biggest roadblock is still events though. i can handle set animation, face player, launch dialog, dialog...
  11. S

    Alundra port/clone

    yeah ill need to extend widths of sprites to 8. currently i think I have the sprites mostly figured out and am trying to get further on event codes. I have identified what i call entities which have a position and other properties. usually they are npcs or monsters or buttons/switches/etc...
  12. S

    Alundra port/clone

    I'm starting to figure out the animation but I made a horrible discovery. many of the sprite bitmaps are not byte aligned, ie they are 4 bits per pixel and they start at odd x coordinates or have odd widths. That is kind of a disaster for my plan of using the original content. ill have to...
  13. S

    Alundra port/clone

    yes definitely.
  14. S

    Alundra port/clone

    Yeah there is bytecode that controls everything from defining sprite animations to launching dialog. I was actually able to get unstuck due to the conditional breakpoints feature of the psxfin emulator which helped a lot. Now I am making progress but it is slow going. ive broken up the event...
  15. S

    Alundra port/clone

    I have been working on the beginnings of an Alundra engine for saturn. Alundra is a tile-based adventure game for playstation. What sets it apart from others is it is a 3d platformer of sorts but rendered isometrically from the front. I have made an alundra clone engine for windows but this...
Back
Top