Thursday, December 29, 2011

Windows 3.1 null modem

The previous post regarding ppp over serial null modem also works with Windows 3.1 and DOSBox :D

Wednesday, December 28, 2011

XM6 TypeG nullmodem PPP Proof of Concept

I set up PPP on an Ubuntu virtual machine and installed a virtual com port driver for the windows host. I point the VM at one com port and the emulator at another. Run the PPP server in the VM then the PPP client on the x68. And here we are.

Monday, December 12, 2011

MGS PCX to TIM Conversion


I've been pretty successful lately in converting the PCX files that MGS PC uses to TIM format. TIM format is easier to deal with since plugins already exist for it. Converting 8-bit back to PCX is working, 4-bit is pretty close. More to come...

Saturday, October 29, 2011

Wednesday, October 26, 2011

PSX MC Manager

 I started this a long time ago but I had some trouble with it as it was my first Android app. I've got some more experience now and I've finally managed to get it mostly working. Still some features to add but it should be pretty straightforward now.

Thursday, October 6, 2011

I never realized how linear MGS is...

There are a few rooms missing on the way but it doesn't matter. You literally travel in a straight line from start to finish. I never really noticed when I was playing. I suppose that's an indication of good game design. :)

Saturday, October 1, 2011

MGS Overview

If anyone is interested :D The gcx files are scripting data for events and whatnot as far as I can tell. The meshes are inside, for example, 'stg_mdl1.dar'. Likewise, the textures are inside 'stg_tex1.dar' etc. There is a build of unmass that deals very well with packing and unpacking the dar files. I've got textures fully documented(not complicated) and loading into a simulated VRAM straight from the dar as you can see in my most recent posts. As for the meshes, I wrote a program that reads the KMD files that are stored in the mdl dar files and exports them to obj files which pretty much any modeling program worth its weight is able to read. I haven't figured out how it deals with texturing yet, its kind of a mess. It's also been brought to my attention recently that the hzm files contain collision and radar data though I haven't done any work documenting them just yet.