The source code of the SlaveDriver Engine, powering the 1996 game PowerSlave, is now published on GitHub

That's wonderful, thank you! I'm a programmer, but I have no idea how to even start trying to understand big projects with many different files.
 
It compiles fine. All the code is there (except the Artillery thing, looks like).
My guess why nobody is doing anything with it would be the restrictive license.
It's better than leaked source code, but still, would I be doing something with it, I wouldn't brag about it.
Especially since IP has been recently resurrected by an active company.
Thanks to the uploader just the same. I understand the limited possibilities of releasing the source for a commercial game with multiple publishers and all that.
 
It compiles fine. All the code is there (except the Artillery thing, looks like).
My guess why nobody is doing anything with it would be the restrictive license.
It's better than leaked source code, but still, would I be doing something with it, I wouldn't brag about it.
Especially since IP has been recently resurrected by an active company.
Thanks to the uploader just the same. I understand the limited possibilities of releasing the source for a commercial game with multiple publishers and all that.
did you manage to put back the assets and run the game ?
 
Yeah. It works with the regular release CD assets with some minor glitches, out of the box - just compiled.
Some source files were updated post release date, so it's to be expected
and I just have a single compiler version which is different from what they used.

Let's say I'm making something on Saturn, though. Or even not on Saturn.
I wouldn't want to be caught dead snooping around GPL code unless I want to GPL my code.
I would just lift what I need from this code base but publicly stay away from it.
So I would expect a quality boost on other Saturn projects, but PowerSlave left lingering.
 
Yeah. It works with the regular release CD assets with some minor glitches, out of the box - just compiled.
Some source files were updated post release date, so it's to be expected
and I just have a single compiler version which is different from what they used.

Let's say I'm making something on Saturn, though. Or even not on Saturn.
I wouldn't want to be caught dead snooping around GPL code unless I want to GPL my code.
I would just lift what I need from this code base but publicly stay away from it.
So I would expect a quality boost on other Saturn projects, but PowerSlave left lingering.
Any chance you can share more information on how to setup an env to compile it and how to do it? I really wish to play around with it, changing the code, assets and see how it works.
Thanks for the attention
 

Here's the link in case embed doesn't work

thanks for the video, instead of converting sega libs to old old psyq compiler , is there a way to convert psyq libs back to coff or elf libs
 
This is awesome and super useful for someone interested in getting into Saturn homebrew but with very little experience or knowledge in coding C. Powerslave/Exhumed is a marvel on Saturn and being able to see what a professional, well-structured game engine for Sega Saturn looks like at a glance (organized in gitub, no less) is very cool to see.

Only an experienced C developer will be able to read and understand all the code. For a beginner like me, it's enough just to be able to analyze the structure and best practices of a professional game development studio.
 
Thanks

thanks for the video, instead of converting sega libs to old old psyq compiler , is there a way to convert psyq libs back to coff or elf libs
Not that I know of.
I don't think there were official tools, since PSYQ kinda piggybacked on Sega SDK they wouldn't be interested in reverse process and Cross Products likely weren't interested to spotlight PSYQ.
Maybe somebody have made something on github.
 
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