NAM "Broken Arrow"

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Tragos
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Re: NAM "Broken Arrow"

Post by Tragos »

Good new, I was able to extract all the graphics from Seal Team. However I will be tracing over each to update the looks a bit. All work in progress.
Spoiler:
Last edited by Tragos on Thu Dec 09, 2010 1:24 pm, edited 1 time in total.
CaptainToenail
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Re: NAM "Broken Arrow"

Post by CaptainToenail »

Well, this is different, the screenshots remind me of an old crappy racing game I had for the SNES where you could do loop-the-loops and run over a cow.

Good luck with this. :)
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CruX
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Re: NAM "Broken Arrow"

Post by CruX »

Tragos wrote:Good new, I was able to extract all the graphics from Seal Team. However I will be tracing over each to update the looks a bit. All work in progress.
I'm sort of interested in seeing what all was in that game, actually. Is there any chance you'll post the original graphics in the resources forum? :D
Either way, it's looking sweet.
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Re: NAM "Broken Arrow"

Post by Gez »

Tragos wrote:Thanks for that tip. Are there any such limitations for sector height? I have it set to 1024 right now, which will give the Huey's, Cobra's, etc plenty of room to fly around.
The thing is that distances are measured with [wiki]fixed point[/wiki], which means the maximum integer value is 32767. That means that to be safe, you can't have coordinates greater than +/- 16383. But even that is too big, because of diagonal measurements and the Pythagorean theorem about sums of squares.

Distance measurements are usually done only horizontally, but a few of them are vertical as well. So to be really safe, do not go above +/-9458 in any direction, X, Y or Z. The distance between (-9458, -9458, -9458) and (9458, 9458, 9458) is, rounding up, 32764, just shy of the shitstorm limit.
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wildweasel
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Re: NAM "Broken Arrow"

Post by wildweasel »

CaptainToenail wrote:Well, this is different, the screenshots remind me of an old crappy racing game I had for the SNES where you could do loop-the-loops and run over a cow.

Good luck with this. :)
Would said racing game have been Hard Drivin'? I can't remember if that got an SNES port.
CaptainToenail
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Re: NAM "Broken Arrow"

Post by CaptainToenail »

Just YouTubed 'Hard Drivin' SNES', yeah, that's it. Could never remember its name. :)
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Zero X. Diamond
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Re: NAM "Broken Arrow"

Post by Zero X. Diamond »

Tragos wrote:Good new, I was able to extract all the graphics from Seal Team. However I will be tracing over each to update the looks a bit. All work in progress.

Image
Out of my own curiosity, any chance you can post a copy of your rip? The soldiers looked pretty neat from what I saw.
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Tragos
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Re: NAM "Broken Arrow"

Post by Tragos »

Yeah the soldier animations are pretty smooth. Not as good for the Viet Cong but still decent. I'll post resources once I'm finished organizing them all. The task is a bit daunting at the moment... I'm working on laying out the foliage (with alternating mid textures) on the maps right now.
Image
Download SealTeal.iso
PM me if you want to download Seal Team. Open links to such things are a violation of the rules here. Sorry!

Use the following program to mount the virtual image.
http://tragos2d.viviti.com/files/others ... nel_21.exe

Note: Seal team works flawlessly under Dosbox.
Last edited by Tragos on Thu Dec 09, 2010 5:06 pm, edited 1 time in total.
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Big C
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Re: NAM "Broken Arrow"

Post by Big C »

A correction to one of my earlier posts. While the M4 carbine did not exist in name during Vietnam, something similar did:

http://en.wikipedia.org/wiki/CAR-15#CAR ... _series.29

Also, Seal Team moves slowly in action on DOSbox, and there's no sound.
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Re: NAM "Broken Arrow"

Post by wildweasel »

Big C wrote:Also, Seal Team moves slowly in action on DOSbox, and there's no sound.
You might not be setting it up correctly. MobyGames claims the CD version of Seal Team required a 486DX processor and 4 MB of RAM. Try putting this in the command line before running the game:

Code: Select all

cycles max
And make sure the sound's set up properly in the game's setup program (if there is one).
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Slax
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Re: NAM "Broken Arrow"

Post by Slax »

Special operations always do get the latest goodies, Big C. A scaled down M16 might very well have been every grunts dream back then.
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Re: NAM "Broken Arrow"

Post by wildweasel »

Slax wrote:Special operations always do get the latest goodies, Big C. A scaled down M16 might very well have been every grunts dream back then.
It would be, at least, for those grunts that wouldn't rather just grab an AK-47 from a dead VC and toss their jam-prone M16A1's (made of a space-age material that does not need to be cleaned according to propaganda of the day).
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Re: NAM "Broken Arrow"

Post by cq75 »

This looks like a good project, I hope I get to play it :)
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Tragos
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Re: NAM "Broken Arrow"

Post by Tragos »

Big C wrote:A correction to one of my earlier posts. While the M4 carbine did not exist in name during Vietnam, something similar did:

http://en.wikipedia.org/wiki/CAR-15#CAR ... _series.29

Also, Seal Team moves slowly in action on DOSbox, and there's no sound.
Increase the cpu cycles. Dosbox by default manages this automatically but isn't always right. Also disable joystick emulation, that should speed things up. Did you setup the sound? Select Soundblaster and leave everything default in Seal Teams setup program. Long as you did all that Dosbox should emulate the sound perfectly.
wildweasel wrote:
Slax wrote:Special operations always do get the latest goodies, Big C. A scaled down M16 might very well have been every grunts dream back then.
It would be, at least, for those grunts that wouldn't rather just grab an AK-47 from a dead VC and toss their jam-prone M16A1's (made of a space-age material that does not need to be cleaned according to propaganda of the day).
Grabbing a Ak47? That would be a costly mistake... The distinct sound of the weapon would cause confusion and lead to friendly fire. More often than not you never saw who or what you where shooting at in Vietnam. The M14 was a great weapon but heavy, the M16 aimed to correct this issue.
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Big C
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Re: NAM "Broken Arrow"

Post by Big C »

Fixed the sound problem through setup. Followed the advice of increasing the CPU cycles (I think I did, anyway, I'm using the DOSShell frontend, you see) and no dice. I'm guessing I did something wrong.
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