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Game

  • Dumping to archive.org

    There hasn’t been any formal announcement yet but we have a new archive site in the works over here. The archive available via the new site is with a significantly faster provider which will allow me to keep it updated more often and also allow you guys to have faster download speeds.

    That said, there’s nothing yet on the new archive (besides some random Final Fantasy XV bits which were thrown up as a test) as I’ve been wrestling with myself to get on with indexing our offline archive, so we can get significantly more up than we had before.

    Anyway, I digress, the whole reason for mentioning the above is a rather poor explanation as to why I’ve not been uploading to our current archive so much as of late, and instead I’ve been dumping software onto archive.org.

    Below are a couple of discs I’ve recently dumped that may be of interest to _someone _out there. Some of these aren’t particularly rare but weren’t yet on archive.org so I’ve seen to it they’re now available for anyone to download.

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  • Duke Nukem Forever, whoo

    I’m sure you’ve heard already that two builds of Duke Nukem Forever from 2001 have leaked. One from August and another from October. The August build is unfortunately missing content but still gives a glimpse at a slightly earlier state of the game.

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  • Small Furry Creatures

    Or more widely known as Creatures - if you’re not familiar with it (and unfortunately I’d take a bet you’re not), it’s a 2D simulation “artificial-life” game featuring rather odd beings known as Norns and Grendels. I don’t believe it is the first, but it is likely one of the first games to utilize neural networks for simulating some surprisingly complex beings.

    Before you read too far into this article, I’d very highly recommend purchasing a copy of Creatures and taking a look at it yourself, as otherwise you’ll be missing a lot of important context!

    In late October, I was given permission by EemFoo from Eem Foo’s Archive to take a look at a prototype of Creatures (referred to as Creatures 0 by the community) from March 1994 (it should’ve since been made available for everyone). This is back when the game was called Small Furry Creatures - hence the title of this article - and, at the time, was targeting ol’ MS-DOS as opposed to Microsoft Windows.

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  • Fable Source Tree

    At the end of last month I remembered that there was a build of Fable that’d been dropped a while back which included PDBs, which is of course super exciting from a reverse engineering standpoint. You can find it here. I’ve been slowly digging away at it and taking notes.

    That said, just as I’d done with Final Fantasy XV before, I’d decided to generate a copy of the source tree so that I could see how it was possibly laid out when originally compiled.

    You can find the results here.

    Again, there’s no actual source code here. It’s just an interesting glimpse as to how their project was set up when it was compiled.

    The bulk of the project exists under the dev directory, under both the audio and bbbprojects/releasebranch sub-directories. You’ll notice there’s a few third-party libraries they were using at the time which existed under the dev directory too.

    On another note, there didn’t seem to be an application to quickly generate a tree of files from a list so I ended up quickly writing an application to do so “creatively” called gentree. It’s open-source but I haven’t bothered putting it under a specific license as it seemed a little too trivial to bother doing so, so consider it public domain. Do let me know if you find it useful however!

  • Final Fantasy XV Source Tree

    A while back, a debug build of Final Fantasy XV which included a debug menu was accidently released by Square - you’ve probably seen this.

    Anyway, unsurprisingly, the build included strings pretty much outlining the entire source tree of the game and engine.

    For me, it’s interesting to look at as it demonstrates the seperation of the technology between ‘ebony’, ‘luminous’ and ‘reblack’, which as I understand it is a result of the lengthy development of the game and the culmination of two technologies coming together (i.e. Versus XIII’s own engine and the then new Luminous engine).

    I should emphasize, there is no actual source code here. Just an outline of the tree itself. Additionally be aware it’s not going to be 100% complete.

    If you want to check it out, you can take a look here.

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