[Resource] Obscure Games & Acknex Resources *REUPLOAD*

Sprites, textures, sounds, code, and other resources belong here. Share and share-alike!
Forum rules
Before posting your Resource, please make sure you can answer YES to any of the following questions:
  • Is the resource ENTIRELY my own work?
  • If no to the previous one, do I have permission from the original author?
  • If no to the previous one, did I put a reasonable amount of work into the resource myself, such that the changes are noticeably different from the source that I could take credit for them?
If you answered no to all three, maybe you should consider taking your stuff somewhere other than the Resources forum.

Consult the Resource/Request Posting Guidelines for more information.

Please don't put requests here! They have their own forum --> here. Thank you!
User avatar
Snarboo
Posts: 2599
Joined: Tue Nov 29, 2005 4:37 am

Re: [Project] Obscure FPS Resources

Post by Snarboo »

I don't think it used the Shadowcaster engine having played IM Meen. While it shares a few similarities, it's more like an in-house Wolf 3D style engine with textured floors and such. Otherwise, it's missing all the features that made Shadowcaster unique, and I don't see Simon & Schuster licensing a relatively obscure engine.
Gez
 
 
Posts: 17936
Joined: Fri Jul 06, 2007 3:22 pm

Re: [Project] Obscure FPS Resources

Post by Gez »

Yes and no. The floppy version of Shadowcaster did not use compression, but the CD-ROM version used something for several entries (but not all of them). The compressed entries in Shadow CD start with a RLE0 signature, though I guess if it is the same engine (not proven) and they use the same compression system (not proven either), then they could have decided to just compress everything and do away with the signature.

SLADE3 can read Shadowcaster/CyClones archives and graphics, so I guess this at least can be checked quickly.
User avatar
Zero X. Diamond
Posts: 676
Joined: Tue Dec 22, 2009 12:46 am

Re: [Project] Obscure FPS Resources

Post by Zero X. Diamond »

That quickly answers that: the resources won't open at all in SLADE3.
User avatar
Ceeb
Posts: 5125
Joined: Wed Jun 11, 2008 4:07 pm
Location: Castle Wut

Re: [Project] Obscure FPS Resources

Post by Ceeb »

The guy in question (he's ShinDarkFox here but I haven't seen him in a looong time) had the tiles from the first map and the fist graphics ripped, but told me the sprites were in an odd, compressed format. I dunno what good that would be to anyone.
User avatar
Ethril
Posts: 2677
Joined: Sun Nov 16, 2008 2:59 am
Location: with you in the dark

Re: [Project] Obscure FPS Resources

Post by Ethril »

Good lord, no. Keep I. M. Meen away from Doom, he's simply far too ridiculous to fit in. Even 1337man doesn't know what the fuck.

( :P )
User avatar
Ceeb
Posts: 5125
Joined: Wed Jun 11, 2008 4:07 pm
Location: Castle Wut

Re: [Project] Obscure FPS Resources

Post by Ceeb »

As he put it, he was using the resources for a serious jokewad (a la CIF3).
ShinDarkFox: and then an army of Meen attacks and the audio is flooded with GOODY GOODYs
Ceeb: XD
User avatar
Snarboo
Posts: 2599
Joined: Tue Nov 29, 2005 4:37 am

Re: [Project] Obscure FPS Resources

Post by Snarboo »

Alright, I've been investigating a few interesting games as of late, but I've hit roadblocks in each:
  1. First game I tried was Assassin 2015. I was easily able to find the sprite data, but I've run into a huge issue: there doesn't seem to be a palette anywhere. Based on information I've read about the game, each level and sublevel can have its own palette, so it's possible the palette is stored inside of the level, a data file I can't get into, or is remapped on the fly.
  2. The next was Sandwarriors. Most of the interesting stuff is conveniently located in TGA files, such as the level textures. There's even a couple files that seem to be different palettes. However, the files I assume are the hud and weapons seem to be compressed.
  3. Finally, I tried Mortal Coil. This has the opposite problem that Assassin did: I know where a few palettes are located, but the files I assume are the graphics appear to be compressed.
Of these three games, Assassin 2015 seems the most promising. I might be able to rig up a fake palette like I did with XS, but there's one problem: I can't run the game. The version I found refuses to start and claims it is not a valid Windows 32 application.

So, anyone willing to help me? :)
User avatar
Zero X. Diamond
Posts: 676
Joined: Tue Dec 22, 2009 12:46 am

Re: [Project] Obscure FPS Resources

Post by Zero X. Diamond »

Mortal Coil might be some kind of RLE from what I remember, but I'm not 100% on that. I'd never heard of Sandwarriors before so I've got no idea on that one, and isn't Assassin 2015 the one that's basically "Cutscene: The Game?" I seem to recall seeing a gameplay video where it was literally like thirty seconds of gameplay, then a cutscene, then another thirty seconds of gameplay, then another cutscene...
User avatar
Snarboo
Posts: 2599
Joined: Tue Nov 29, 2005 4:37 am

Re: [Project] Obscure FPS Resources

Post by Snarboo »

Yeah, Assassin 2015 has great graphics but abysmal gameplay. It's literally strings of cutscenes with seconds of gameplay in between. The weapon graphics are great though, as are the enemies.

As for Mortal Coil, how might you probe a file that has RLE compression on it? Is there a tool or do you have to reverse engineer it?
User avatar
Zero X. Diamond
Posts: 676
Joined: Tue Dec 22, 2009 12:46 am

Re: [Project] Obscure FPS Resources

Post by Zero X. Diamond »

I have literally no idea. All I know is that RLE and compression routines like it generally leave the images in such a state that, with a proper palette (or something close to it) you can tell that it's some sort of organized image data. If I knew how to crack it, I'd probably have Necrodome's guns right now.
User avatar
Snarboo
Posts: 2599
Joined: Tue Nov 29, 2005 4:37 am

Re: [Project] Obscure FPS Resources

Post by Snarboo »

I thought so. This is one of those few areas I wish I was more tech savvy.
Zer0
Posts: 14
Joined: Mon Feb 08, 2010 10:37 pm

Re: [Project] Obscure FPS Resources

Post by Zer0 »

Guys, here are the resources for Bram Stokers Dracula. I might get the music uploaded soon as well.

LINK: http://www.mediafire.com/?sobtvw23353ogle
Gez
 
 
Posts: 17936
Joined: Fri Jul 06, 2007 3:22 pm

Re: [Project] Obscure FPS Resources

Post by Gez »

An RLE compression is quite simple. The image is divided into lines which will be of two types: compressed and uncompressed. When compressed, you'll have a value for the length, and a single pixel. That pixel is repeated as many times as the length value told. When uncompressed, you have a length value, and the next length bytes are taken as pixel data.

The problem is that there's no standard. So the way in which it determines whether a line is compressed or not depends from format to format. Further, some formats allow a line to span more than one row, others don't.
User avatar
Zero X. Diamond
Posts: 676
Joined: Tue Dec 22, 2009 12:46 am

Re: [Project] Obscure FPS Resources

Post by Zero X. Diamond »

Zer0 wrote:Guys, here are the resources for Bram Stokers Dracula. I might get the music uploaded soon as well.

LINK: http://www.mediafire.com/?sobtvw23353ogle
How did you do this? Are you a witch? All my attempts to even VIEW the graphics failed.
Zer0
Posts: 14
Joined: Mon Feb 08, 2010 10:37 pm

Re: [Project] Obscure FPS Resources

Post by Zer0 »

I ripped the graphics by switching file names around. for example, the title graphic would be switched around with the monster graphics and it would show up on the start screen instead. I got the sounds using a ripper program, stuff like fonts was all screencapped and organized, the sky texture was just uncompressed raw data which I opened using tiledggd (http://code.google.com/p/tiledggd/) a useful program for this kind of resource stuff.

Return to “Resources”