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Amiga version parsing #17

@RedMike

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@RedMike

It turns out that the Amiga version of the game (released slightly after the initial DOS release) has various changes, including:

  • Some sort of map marker flagging on the combat screen pre-entering combat
  • Some changes to combat sprite drawing (maybe runtime colour changing?)
  • 32-colour (from a palette of 4096 possible colours) images and animations, only some of which were updated (e.g. TITLE2, BRIEFING)

While it would be interesting to be able to parse this data, it comes with the following challenges:

  • Amiga is big-endian, therefore a lot of parsing code would need reworking to correctly handle endian-ness changes, which in C# is not exactly trivial
  • The PIC file format is different and is turned into PIX, which has different data, packs pixel data to 1 pixel per byte (32 possible values), and has a different implementation of RLE/LZW than PIC (but also than PAN in Amiga in some ways!)
  • The PAN file format is different, includes tagged chunks (easier to parse), PIX format images (but weirdly while the LZW implementation is the same as the DOS one, the RLE one is different, probably an implementation error); control data is similar but extended to u16s instead of bytes for some values

Personally I also have no idea about emulating Amiga nor working with it, to be able to run the game myself to check things out, which is a challenge in and of itself.

That said, CanadianAvenger may look into the PAN/PIX formats further and potentially document them on his site. He's already got the PAN background image being rendered which is a good start.

Overall this is very much not a priority, and would just be a nice thing to work on in future.

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