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| SD- Snatcher: Seed Garden unknown place
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Abi msx addict Berichten: 409 | Geplaatst: 24 November 2005, 07:50   |
Maybe there is an hidden stage in the Konami building where we can meet Hideo Kojima and other people who are responsible for the making of the Snatcher/SD-Snatcher game.
That should be great
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ro msx guru Berichten: 2287 | Geplaatst: 24 November 2005, 11:25   |
Quote:
| I have not checked everything. What I want to now is decode the original maps to find unkown locations, or just to see how are they stored
Some exmaples:
Junker - Rooms
Junker HQ
Caves
Syd Garden
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hey, got that from original code? (the map data) cool, gheh. it's indeed a good way to "sniff" into that monster game. good luck, swah! |
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Guillian msx professional Berichten: 616 | Geplaatst: 24 November 2005, 11:26   |
Thanks for the explanation D-Tail
I think I have decoded all the maps of the game. At least all the maps pointed in the index table used by the game for loading files. And there is no other unknown places
I'll try to upload all the maps to my web later today, so you can check how are they stored.
Another thing that can be done is trying to find manually more maps in the game disks. Also, I can try to decode all the graphics to check whether there is unkown art in them. |
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BiFi msx guru Berichten: 3142 | Geplaatst: 24 November 2005, 11:45   |
for them peepz who want to know how the area bits are coded (1 = accessible):
address $CDC0:
bit 0 = Junker HQ
bit 1 = Pier 17
bit 2 = Factory
bit 3 = 0
bit 4 = Centre Plaza
bit 5 = Southern Down Town
bit 6 = Northern Down Town
bit 7 = Queen Hospital
address $CDC1:
bit 0 = Syd Garden
bit 1 = 0
bit 2 = 0
bit 3 = 0
bit 4 = 0
bit 5 = 0
bit 6 = 0
bit 7 = 0
The zeroed bits are unused. Bit 3 of address $CDC0 might have been reserved for a seperate area for Gibson's house, but apparently they decided not to do that...
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BiFi msx guru Berichten: 3142 | Geplaatst: 24 November 2005, 11:51   |
btw, guillian... I'm interested in that info... Maybe I can help in finding things.
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Guillian msx professional Berichten: 616 | Geplaatst: 24 November 2005, 12:09   |
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Guillian msx professional Berichten: 616 | Geplaatst: 24 November 2005, 12:48   |
Quote:
| btw, guillian... I'm interested in that info... Maybe I can help in finding things.
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Maps and graphics are stored using a simple algorithm quite similar to RLE.
At sectors 1-4 you can find the index. Each entry takes 8 bytes.
You can know which entries are maps by looking offsets +0, +7. They should be #80 and #01
+2, +3 = Start sector
+4 = Number of sectors to read (size)
+5,+7 = DMA address
It seems all disk have the same index. Perhaps sector 6 is used to know in which disk is the data pointed in each index entry.
This info might be wrong. I have not fully checked it  |
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Guillian msx professional Berichten: 616 | Geplaatst: 24 November 2005, 14:27   |
Correction:
You can know which entries are maps by looking offsets +0, +6. They should be #80 and #01
+1,+2 = Start sector
+3 = Number of sector to read (size)
+4,+5 = DMA address
^^!
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ro msx guru Berichten: 2287 | Geplaatst: 24 November 2005, 15:28   |
ultra cool.
good stuff for WALKTHROUGH material, maps straight from the source!
keep up this shizl man
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ro msx guru Berichten: 2287 | Geplaatst: 24 November 2005, 15:28   |
..makes me wanna code again..
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BiFi msx guru Berichten: 3142 | Geplaatst: 24 November 2005, 15:57   |
ro: what's keeping you? 
guillian: thanks, and that second makes more sense indeed looking at the data |
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ro msx guru Berichten: 2287 | Geplaatst: 24 November 2005, 16:23   |
time beef, time. as always
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Ivan
 msx professional Berichten: 868 | Geplaatst: 24 November 2005, 22:46   |
Guillian, I think that the map of the Mirror House isn't complete. I remember two other floors...
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msd msx professional Berichten: 598 | Geplaatst: 24 November 2005, 23:27   |
It's complete but 2 floors are in the wrong color
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Guillian msx professional Berichten: 616 | Geplaatst: 25 November 2005, 00:01   |
Yep, I was too lazy to change the palette of the tileset yesterday. I have made a quick fix with Photoshop  |
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