Spoiler:
NAM "Broken Arrow"
Re: NAM "Broken Arrow"
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.
Last edited by Tragos on Thu Dec 09, 2010 1:24 pm, edited 1 time in total.
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CaptainToenail
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Re: NAM "Broken Arrow"
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.
Good luck with this.
Re: NAM "Broken Arrow"
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?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.
Either way, it's looking sweet.
Re: NAM "Broken Arrow"
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.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.
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.
- wildweasel
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Re: NAM "Broken Arrow"
Would said racing game have been Hard Drivin'? I can't remember if that got an SNES port.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.
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CaptainToenail
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Re: NAM "Broken Arrow"
Just YouTubed 'Hard Drivin' SNES', yeah, that's it. Could never remember its name. 
- Zero X. Diamond
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Re: NAM "Broken Arrow"
Out of my own curiosity, any chance you can post a copy of your rip? The soldiers looked pretty neat from what I saw.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.
Re: NAM "Broken Arrow"
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.

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.

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.
Re: NAM "Broken Arrow"
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.
http://en.wikipedia.org/wiki/CAR-15#CAR ... _series.29
Also, Seal Team moves slowly in action on DOSbox, and there's no sound.
- wildweasel
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Re: NAM "Broken Arrow"
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:Big C wrote:Also, Seal Team moves slowly in action on DOSbox, and there's no sound.
Code: Select all
cycles max- Slax
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Re: NAM "Broken Arrow"
Special operations always do get the latest goodies, Big C. A scaled down M16 might very well have been every grunts dream back then.
- wildweasel
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Re: NAM "Broken Arrow"
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).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.
- cq75
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Re: NAM "Broken Arrow"
This looks like a good project, I hope I get to play it 
Re: NAM "Broken Arrow"
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.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.
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.wildweasel wrote: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).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.
Re: NAM "Broken Arrow"
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.


