Strike Commander: Assets Reverse engineering
On this page are referenced all the formats used in Strike Commander.
Tools used so far are HexEditor, DOSBOx debug Mode and IDA.
TABLE OF CONTENT :
Part 1: Introduction
Part 2: Game Architecture
Part 3: Reverse Engineer Assets
Part 4: Play the game again
Part 5: Oculus Rift
Part 6: Epilogue
Archive system
Both PAK and TRE are 100% understood thanks to Mario's specs.
Archive can easily be manipulated/decompressed via TreArchive and PakArchvive in libRealSpace.
Jets
Jets are stored in fully contained file in IFF archives. They are 95% understood. Four key parts:
- Aerodynamic properties.
- Damage system and HP
- Weapon system
-
Appearance
- 3D Data
- Textures
See JET Format specs.
Maps
Maps are 95% understood. They are store in a X.PAK
but also reference textures in TEXTURES.TRE
.
See Map Format specs.
See Texture map Format specs.
Menus
Menu are 50% understood (Rendition but not logic).
No specs yet.
Animations
Animation are 50% understood:
- Individual layers can be rendered and played.
- Palette to use is understood.
- Compositor to assemble layers together is not known.
Palettes
Palette are 100% understood :
See Palettes Format specs.
IA/Game Logic
Not work done so far. This is probably all in the EXE.
Given the time and documentation found in the PlayTester Guide, I expect more than a simple decision tree: Probably a hierarchical state machines.
Read Arctificial Intelligence for Games for a good coverage of all
techniques.
Savegame
The format of the saved game is 75%% known: See Savegame Format Specs
Next
Re-implementing Strike Commander