#cryointeractive — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #cryointeractive, aggregated by home.social.
-
Dune intro, desert flyover to palace
-
Dune intro, desert flyover to palace
-
Dune intro, desert flyover to palace
-
Dune intro, desert flyover to palace
-
Dune intro, desert flyover to palace
-
Dune intro with music and Irulan section with pcm audio.
-
Dune intro with music and Irulan section with pcm audio.
-
Dune intro with music and Irulan section with pcm audio.
-
Dune intro with music and Irulan section with pcm audio.
-
Dune intro with music and Irulan section with pcm audio.
-
My 8086 disassembler is now far enough along to be usable for reverse engineering, by me at least.
It uses a text based project file for annotations, data and code labels, data types, etc.
I have yet to move all the labels over from the IDA project I've been using until now but here's the project file I've set up for Dune: https://thomas.fach-pedersen.net/dune/cryo-dune-3.7-cd-dncdprg.chani
Based on the project file, it produces this disassemby listing: https://thomas.fach-pedersen.net/dune/cryo-dune-3.7-cd-dncdprg.html
-
My 8086 disassembler is now far enough along to be usable for reverse engineering, by me at least.
It uses a text based project file for annotations, data and code labels, data types, etc.
I have yet to move all the labels over from the IDA project I've been using until now but here's the project file I've set up for Dune: https://thomas.fach-pedersen.net/dune/cryo-dune-3.7-cd-dncdprg.chani
Based on the project file, it produces this disassemby listing: https://thomas.fach-pedersen.net/dune/cryo-dune-3.7-cd-dncdprg.html
-
My 8086 disassembler is now far enough along to be usable for reverse engineering, by me at least.
It uses a text based project file for annotations, data and code labels, data types, etc.
I have yet to move all the labels over from the IDA project I've been using until now but here's the project file I've set up for Dune: https://thomas.fach-pedersen.net/dune/cryo-dune-3.7-cd-dncdprg.chani
Based on the project file, it produces this disassemby listing: https://thomas.fach-pedersen.net/dune/cryo-dune-3.7-cd-dncdprg.html
-
My 8086 disassembler is now far enough along to be usable for reverse engineering, by me at least.
It uses a text based project file for annotations, data and code labels, data types, etc.
I have yet to move all the labels over from the IDA project I've been using until now but here's the project file I've set up for Dune: https://thomas.fach-pedersen.net/dune/cryo-dune-3.7-cd-dncdprg.chani
Based on the project file, it produces this disassemby listing: https://thomas.fach-pedersen.net/dune/cryo-dune-3.7-cd-dncdprg.html
-
My 8086 disassembler is now far enough along to be usable for reverse engineering, by me at least.
It uses a text based project file for annotations, data and code labels, data types, etc.
I have yet to move all the labels over from the IDA project I've been using until now but here's the project file I've set up for Dune: https://thomas.fach-pedersen.net/dune/cryo-dune-3.7-cd-dncdprg.chani
Based on the project file, it produces this disassemby listing: https://thomas.fach-pedersen.net/dune/cryo-dune-3.7-cd-dncdprg.html
-
I pushed the code online. Hopefully it’s more readable than Cryo’s assembly code :-)
The repo also implements Dune’s HSQ decompression, palettes and sprite sheets, sprite blitting, fonts, video rendering, room rendering, most of the lip sync code, the night attack particle system, and of course globe and map rendering, with wasm toys for many of them.
I think I’m going to need a different game to work on soon…
https://github.com/madmoose/dune-rust/blob/main/crates/dune/src/map_renderer.rs
-
I pushed the code online. Hopefully it’s more readable than Cryo’s assembly code :-)
The repo also implements Dune’s HSQ decompression, palettes and sprite sheets, sprite blitting, fonts, video rendering, room rendering, most of the lip sync code, the night attack particle system, and of course globe and map rendering, with wasm toys for many of them.
I think I’m going to need a different game to work on soon…
https://github.com/madmoose/dune-rust/blob/main/crates/dune/src/map_renderer.rs
-
I pushed the code online. Hopefully it’s more readable than Cryo’s assembly code :-)
The repo also implements Dune’s HSQ decompression, palettes and sprite sheets, sprite blitting, fonts, video rendering, room rendering, most of the lip sync code, the night attack particle system, and of course globe and map rendering, with wasm toys for many of them.
I think I’m going to need a different game to work on soon…
https://github.com/madmoose/dune-rust/blob/main/crates/dune/src/map_renderer.rs
-
I pushed the code online. Hopefully it’s more readable than Cryo’s assembly code :-)
The repo also implements Dune’s HSQ decompression, palettes and sprite sheets, sprite blitting, fonts, video rendering, room rendering, most of the lip sync code, the night attack particle system, and of course globe and map rendering, with wasm toys for many of them.
I think I’m going to need a different game to work on soon…
https://github.com/madmoose/dune-rust/blob/main/crates/dune/src/map_renderer.rs
-
I pushed the code online. Hopefully it’s more readable than Cryo’s assembly code :-)
The repo also implements Dune’s HSQ decompression, palettes and sprite sheets, sprite blitting, fonts, video rendering, room rendering, most of the lip sync code, the night attack particle system, and of course globe and map rendering, with wasm toys for many of them.
I think I’m going to need a different game to work on soon…
https://github.com/madmoose/dune-rust/blob/main/crates/dune/src/map_renderer.rs
-
The Dune map renderer is complete!
You can navigate around the map here: https://thomas.fach-pedersen.net/dune/map/
Click the arrow icons or use the arrow keys on your keyboard.
If you want the globe view, you'll have to navigate to https://thomas.fach-pedersen.net/dune/globe/, I haven't put them into one app yet :)
-
The Dune map renderer is complete!
You can navigate around the map here: https://thomas.fach-pedersen.net/dune/map/
Click the arrow icons or use the arrow keys on your keyboard.
If you want the globe view, you'll have to navigate to https://thomas.fach-pedersen.net/dune/globe/, I haven't put them into one app yet :)
-
The Dune map renderer is complete!
You can navigate around the map here: https://thomas.fach-pedersen.net/dune/map/
Click the arrow icons or use the arrow keys on your keyboard.
If you want the globe view, you'll have to navigate to https://thomas.fach-pedersen.net/dune/globe/, I haven't put them into one app yet :)
-
The Dune map renderer is complete!
You can navigate around the map here: https://thomas.fach-pedersen.net/dune/map/
Click the arrow icons or use the arrow keys on your keyboard.
If you want the globe view, you'll have to navigate to https://thomas.fach-pedersen.net/dune/globe/, I haven't put them into one app yet :)
-
The Dune map renderer is complete!
You can navigate around the map here: https://thomas.fach-pedersen.net/dune/map/
Click the arrow icons or use the arrow keys on your keyboard.
If you want the globe view, you'll have to navigate to https://thomas.fach-pedersen.net/dune/globe/, I haven't put them into one app yet :)
-
And if you've ever wanted to see the writes that the original Dune engine does to its internal buffer when drawing a map view, well, do I have a 79003 frame video for you!
-
And if you've ever wanted to see the writes that the original Dune engine does to its internal buffer when drawing a map view, well, do I have a 79003 frame video for you!
-
And if you've ever wanted to see the writes that the original Dune engine does to its internal buffer when drawing a map view, well, do I have a 79003 frame video for you!
-
And if you've ever wanted to see the writes that the original Dune engine does to its internal buffer when drawing a map view, well, do I have a 79003 frame video for you!
-
And if you've ever wanted to see the writes that the original Dune engine does to its internal buffer when drawing a map view, well, do I have a 79003 frame video for you!
-
Here's a video of the internal scaling process, you might want to open this on a big screen.
-
Here's a video of the internal scaling process, you might want to open this on a big screen.
-
Here's a video of the internal scaling process, you might want to open this on a big screen.
-
Here's a video of the internal scaling process, you might want to open this on a big screen.
-
Here's a video of the internal scaling process, you might want to open this on a big screen.
-
Before finishing it, I decided I needed to extract the end result from the original engine.
I hacked my emulator to loop over the part of the engine that generates a 4 pixel high band of map output 186 times and write the result to an image.
Here’s all 186 bands that the engine would show at longitude 0 stacked on top of each other.
If you look closely you might event spot a couple of bugs in the original engine ;-)
-
Before finishing it, I decided I needed to extract the end result from the original engine.
I hacked my emulator to loop over the part of the engine that generates a 4 pixel high band of map output 186 times and write the result to an image.
Here’s all 186 bands that the engine would show at longitude 0 stacked on top of each other.
If you look closely you might event spot a couple of bugs in the original engine ;-)
-
Before finishing it, I decided I needed to extract the end result from the original engine.
I hacked my emulator to loop over the part of the engine that generates a 4 pixel high band of map output 186 times and write the result to an image.
Here’s all 186 bands that the engine would show at longitude 0 stacked on top of each other.
If you look closely you might event spot a couple of bugs in the original engine ;-)
-
Before finishing it, I decided I needed to extract the end result from the original engine.
I hacked my emulator to loop over the part of the engine that generates a 4 pixel high band of map output 186 times and write the result to an image.
Here’s all 186 bands that the engine would show at longitude 0 stacked on top of each other.
If you look closely you might event spot a couple of bugs in the original engine ;-)
-
Before finishing it, I decided I needed to extract the end result from the original engine.
I hacked my emulator to loop over the part of the engine that generates a 4 pixel high band of map output 186 times and write the result to an image.
Here’s all 186 bands that the engine would show at longitude 0 stacked on top of each other.
If you look closely you might event spot a couple of bugs in the original engine ;-)
-
I’m almost done implementing the last major graphics algorithm in Cryo's Dune, the zoomed in map view.
The map generated as a 4 by 4 scaling of the map resource. Basically, two sequential bands of latitude are scaled horizontally in an internal buffer with three blank lines between them, and then the engine interpolates vertically between them. But add rotation and error correction on top of that :)
Here's the map resource unpacked.
-
I’m almost done implementing the last major graphics algorithm in Cryo's Dune, the zoomed in map view.
The map generated as a 4 by 4 scaling of the map resource. Basically, two sequential bands of latitude are scaled horizontally in an internal buffer with three blank lines between them, and then the engine interpolates vertically between them. But add rotation and error correction on top of that :)
Here's the map resource unpacked.
-
I’m almost done implementing the last major graphics algorithm in Cryo's Dune, the zoomed in map view.
The map generated as a 4 by 4 scaling of the map resource. Basically, two sequential bands of latitude are scaled horizontally in an internal buffer with three blank lines between them, and then the engine interpolates vertically between them. But add rotation and error correction on top of that :)
Here's the map resource unpacked.
-
I’m almost done implementing the last major graphics algorithm in Cryo's Dune, the zoomed in map view.
The map generated as a 4 by 4 scaling of the map resource. Basically, two sequential bands of latitude are scaled horizontally in an internal buffer with three blank lines between them, and then the engine interpolates vertically between them. But add rotation and error correction on top of that :)
Here's the map resource unpacked.
-
I’m almost done implementing the last major graphics algorithm in Cryo's Dune, the zoomed in map view.
The map generated as a 4 by 4 scaling of the map resource. Basically, two sequential bands of latitude are scaled horizontally in an internal buffer with three blank lines between them, and then the engine interpolates vertically between them. But add rotation and error correction on top of that :)
Here's the map resource unpacked.
-
I added some randomness back in, so now it’s different every time you reload: https://thomas.fach-pedersen.net/dune/attack/
-
I added some randomness back in, so now it’s different every time you reload: https://thomas.fach-pedersen.net/dune/attack/
-
I added some randomness back in, so now it’s different every time you reload: https://thomas.fach-pedersen.net/dune/attack/
-
I added some randomness back in, so now it’s different every time you reload: https://thomas.fach-pedersen.net/dune/attack/
-
I added some randomness back in, so now it’s different every time you reload: https://thomas.fach-pedersen.net/dune/attack/