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Software and gaming - SD- Snatcher: Seed Garden unknown place

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SD- Snatcher: Seed Garden unknown place

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

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



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!
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.
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...
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.
Guillian
msx professional
Berichten: 616
Geplaatst: 24 November 2005, 12:09   
Quote:

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!



Yes, I decoded the original game data from the game disks.

Here are all the maps I made yesterday:

CD-Building
Central Plaza
Caves (Junker-Syd Garden)
Church
Downtown north
Downtown south
Factory (outside)
Factory (inside)
Hospital
Jan's apartment
Junker - Rooms
Junker HQ
Mayoress
Mirror House
Outer Heaven
Pier
Queen
Sewers
Snatcher Base
Snatcher Base 2
Survival World
Syd Garden
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.



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
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


^^!
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
ro
msx guru
Berichten: 2287
Geplaatst: 24 November 2005, 15:28   
..makes me wanna code again..
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
ro
msx guru
Berichten: 2287
Geplaatst: 24 November 2005, 16:23   
time beef, time. as always
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...
msd
msx professional
Berichten: 598
Geplaatst: 24 November 2005, 23:27   
It's complete but 2 floors are in the wrong color
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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