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/vr/ - Retro Games


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File: 38 KB, 600x370, SourceCodeSplash[1].png [View same] [iqdb] [saucenao] [google]
1076245 No.1076245[DELETED]  [Reply] [Original]

/vr/ games you would like to have the source code for, maximum of 5 allowed, choose carefully.

I'll start

Alpha Centauri
Hardwar
Metal Gear Solid
F-19 Stealth Fighter
Diablo

Also, if the source code for one of your favorite games exists, what would you like to see done with it? Do you think there are instances where the code has been released and its just gone to waste? I personally wish more had been done with both the Homeworld, Freespace 2 and Arx Fatalis source.

>> No.1076276

Baldur's Gate
Baldur's Gate: Tales of the Sword Coast
Baldur's Gate II
Baldur's Gate: Throne of Bhaal
Infinity Engine

>> No.1076292

>>1076245

Are there ANY console games we know the source code for? All of the ones I can think of are PC games.

>> No.1076309

>>1076292
This is what I was wondering while making this thread. Over the years I have definitely heard of a few, just can't remember any right now. IIRC a load of Atari games got their source code released about 7 years ago.

>> No.1076314

>>1076292
Looks like there are a few

https://en.wikipedia.org/wiki/List_of_commercial_video_games_with_later_released_source_code

There's other games than the ones listed too, search around.

>> No.1076318

>>1076292
https://github.com/jmechner/Prince-of-Persia-Apple-II

>> No.1076326

>>1076292
Sorry to keep bumping, finding quite a few nice pages through a bit of googlefu

https://atariage.com/2600/programming/index.html

>> No.1076329

http://www.programmerfish.com/source-code-of-several-7800-games-released/

>> No.1076342

* Ultima Underworld
- The game that inspired John Carmack to write the Doom engine, this game was one of the first to pull off FAST texture-mapped environments with variable lighting and floors/ceilings of varying elevations. If an FPS were made instead of an RPG, it would have put Wolfenstein 3D to shame.

* The cancelled Wizardry 8: Stones of Arnhem
- Before there was Wizardry 8 as we know it now as an OpenGL-accelerated, probably-non-retro game, there was Wizardry 8. A project plagued by piss-poor corporate management and rumors of its outsourced Australian staff spending all of Sir-Tech's time and money on homosexual male prostitutes and sex toy purchases, the original Wizardry 8's engine is supposed to be a technical marvel. Its engine would have been like Wizardry 7's, but allowing 8 degrees of freedom rather than 4, something I'm not aware of having been done in any other similar dungeon crawler since.

* Commander Keen: Aliens Ate My Babysitter
- Just because Carmack GPL'd everything else. The Keen games allegedly were the first to be able to pull off fast SNES-like sprite and background movement on PCs with crappy hardware of the time.

* Outcast
- For its time, the graphics were great. Unlike most games that take advantage of graphics hardware, this game used its own specialized rasterization engine, utilizing visual effects which weren't really possible otherwise until the mass-inclusion of programmable shaders in video hardware many, many years later.

* Rollercoaster Tycoon
- Because dat nigga allegedly wrote the entire thing in assembly? Yeah, no -- seeing is believing. So open source it already, sucka.

>> No.1076343

Daggerfall

>> No.1076348

>>1076342
>but allowing 8 degrees of freedom rather than 4, something I'm not aware of having been done in any other similar dungeon crawler since.
Wasn't Arcana on SNES something like that? Also I remember playing a mobile game like that several years back, called Wolf Moon.

>> No.1076357
File: 612 KB, 1600x1200, $T2eC16N,!)kE9s4Z-vOHBQoqsIt3p!~~60_57.jpg [View same] [iqdb] [saucenao] [google]
1076357

>>1076348
>Wasn't Arcana on SNES something like that

Quickly looking up some maps on Google, I don't see any 45-degree angles. Just all squares.

Here are some hand-drawn Stones of Arnhem maps from a Sir-Tech auction that popped up briefly on eBay before getting a C&D, which clearly show 45-degree angles. Source code was in that auction too. Feels bad, man.

>> No.1076359
File: 12 KB, 320x193, Wave-Race-64-Gameplay-Screenshot-4[1].jpg [View same] [iqdb] [saucenao] [google]
1076359

Wave Race 64

I want to see some new levels and riders and have it be playable on console.

>> No.1076364
File: 978 KB, 442x320, niggawhat.gif [View same] [iqdb] [saucenao] [google]
1076364

>>1076342
>outsourced Australian staff spending all of Sir-Tech's time and money on homosexual male prostitutes and sex toy purchases

>> No.1076367

first five Need For Speed games

>> No.1076379

>>1076357
That is a pity. I always wondered why dungeon crawlers had no 45 degree turns. Was it hard to program or something?
It would had made the entire genre seem less obtuse to new players, which may had kept it alive in the west.

>> No.1076424

>>1076364

http://www.rpgcodex.net/forums/index.php?threads/why-did-sir-tech-go-bankrupt-ebay-auction.53695/page-30#post-2240260

>> No.1076464

>>1076326
The Combat disassembly there is good, but my favorite 2600 source is Thomas Jentzsch's Pitfall. Fun to see all the fake complexity generated by different kernels handling different groups of scanlines.

It's well commented, and the asm is dead easy to read for anyone with a little programming background.

>> No.1076468

>>1076464
Forgot link: http://www.romhacking.net/documents/521/

>> No.1076491

>>1076367
I'm trying to write a driving game in DOS right now and that would be super-fucking-helpful.

>> No.1076556

Starcraft
Capitalism
Jagged Alliance 2
XCom 1
Fallout 2

>> No.1076569

Blood
Strife
System Shock

Probably the already mentioned Ultima Underworld and Daggerfall next.

>> No.1076575

>>1076326
>>1076464
>VCS programming
Oh god i haven't worked on my galaga clone in about 2 months...
The TIA is a bitch to work with
sage for no real contribution

>> No.1076643

Quake source code is available.

>that god tier netcode

>> No.1076646

>>1076643
https://github.com/id-Software/Quake-III-Arena

>> No.1076672

Mega Man X
Mega Man X4
Mega Man X6
Sonic 2
Sonic 3 & Knuckles

I'd fix the shit out of Mega Man X6.

>> No.1076678

>>1076245
>html
>source code

>> No.1076716 [DELETED] 

>>1076678
Fuck off, don't derail a decent thread with this shit.

>> No.1077462 [DELETED] 

>>1076716
stay retarded

>> No.1078471

>>1076276
Infinity Engine has FOSS rewrite, GemRB.
>>1076342
Commander Keen as well, Clone Keen.
>>1076556
JA2 engine is open source for a while now.

>> No.1078494 [DELETED] 

>>1076678
>>1077462
>I'm so retarded that I can't realize the picture is only slightly related in the fact that it's a chunk of some kind of code.

>> No.1078705

>>1076678
HTML is definitely a formal language with source code that's interpreted.

http://www.w3.org/standards/techs/html

>> No.1078717

>>1078705
Great, thanks. Now can we please not let the troll derail us and get back to discussing retro game source code?

>> No.1078754

Mario 64

>> No.1078761

>>1076245

I just need one:

Mech Warrior 2 : Mercenaries

All the things I would tweak and update....

>> No.1080115

Pokemon
Morrowind

I want to see what causes all of those hilarious glitches.

>> No.1080123

Blood
:-(

>> No.1080125

>>1076569
Why Strife? They reverse engineered it pretty well.

>> No.1080178

Annoyingly, all the games I'd really like to see the source for are all 2000-2002 games.

for /vr/ games, I can only think of System Shock 2.

>> No.1080187

>>1080178
Heh, I don't think anyone would really mind that much unless you went past 2002. I personally feel that all the PC golden era titles should be made honorary /vr/ games.

>> No.1080186

>>1076424
Leave it to WRPGfags to be a bunch of raging perverted faggots.

>> No.1080209

>>1080178
Oh, forgot about Mechwarrior 2/Interstate 76.

>> No.1080212

>>1080209
>Mechwarrior 2/Interstate 76.
My nig. You have taste.

>> No.1080215

>>1080115
>Morrowind
>Hilarious glitches
that's a funny way to spell oblivion

>> No.1080221

>>1080215
>oblivion
>current-gen game on /vr/
Don't go there.

>> No.1080227

>>1080212
I'd love to be able to play I76 again, but fuck getting it to work on modern computers.

>> No.1080591 [DELETED] 

>>1080215
I don't mean to derail the thread, and sage for not retro, but I have been able to complete Oblivion multiple times without even experiencing a single glitch that wasn't fixed from the official updates.

>> No.1080619

>>1076245
One Must Fall: 2097
Raptor: Call of the Shadows
Dark Forces
Dark Forces 2: Jedi Knight
Disruptor

>> No.1080650

>>1076245
Daggerfall
Blood
Thor's Hammer
Eradicator
Diablo II

>> No.1080818

>>1076292
several games have had their disassembles commented and given proper labels and named constants.
Super Mario Bros is one, Metroid too, I think.

>> No.1080947

>>1076292
I heard, and have seen, things that led me to believe that alien vs predator 2 was in development for the original xbox, I would love to get my hands on that development code.

But I already am in possession of the 1.0.9.6 avp2 pc source code, although it takes an ancient version of visual basic to compile it. Shortly after Monolith posted it, 20th Century Fox made them yank it down for still unknown reasons.

>> No.1081150

>>1080650
>Eradicator
Now that's a name I wasn't expecting seeing on in here.

>> No.1081303
File: 14 KB, 196x196, this-guy.jpg [View same] [iqdb] [saucenao] [google]
1081303

>>1076672

>> No.1081318

>>1076424
>this entire thread

>> No.1081419

>>1076292
didnt the conkers bad fur day code get released by the creators not too long ago

>> No.1081456

>>1076424
What the fucking shit. I cannot believe what I am reading.

>> No.1081530

>>1080947
>avp2
Don't you mean AVP1? AFAIK AvP2s code wasn't released but I could be wrong.

>> No.1081536
File: 138 KB, 500x430, hell lord.png [View same] [iqdb] [saucenao] [google]
1081536

>>1076424
What the fuck is wrong with these people. This is why we can't have nice things.

>> No.1081542
File: 2.26 MB, 247x250, what is my face.gif [View same] [iqdb] [saucenao] [google]
1081542

>>1081536
>>1081318

glad I'm not the only one reading the shit out of this

>> No.1081774
File: 289 KB, 640x800, hardwar.png [View same] [iqdb] [saucenao] [google]
1081774

Hardwar. The source code would even be available and the creators of the game were willing to open source it but for some reason they have no idea who owns the rights to it.

>> No.1081778
File: 217 KB, 633x639, viserys smiling.jpg [View same] [iqdb] [saucenao] [google]
1081778

>>1081774
Iain Martin should just release it. If they don't know who owns it, then no one can sue them, right?

>> No.1081805

>>1081778
Who knows.
I think that the rights to that code fell into a legal gray zone which is pretty much impossible to deal with, and he's too much of a pussy to take the initiative and release it.
I'm sure the right holders wouldn't even care.

>> No.1081814

so what do you guys even think you would do with any of these source codes? print them out on a poster to hang in your bedroom next to keanu reeves in the matrix?

>> No.1081825

>>1081814
Don't laugh, faggot. The mere act of preserving it will ensure something of the art will be passed on to future generations.

>> No.1081854

>not picking an unreleased game so you can release it yourself

>> No.1084482

>>1081854
What unreleased games are there?

>> No.1084494

>>1081814
I'd love to learn how the insides all work

my list:
GTA2 (PC)
Jail Break (Konami Arcade)
Half Life (PC)
Driver (PS1)
Daggerfall (hyuk hyuk hyuk)

>> No.1084508
File: 53 KB, 300x199, caos.jpg [View same] [iqdb] [saucenao] [google]
1084508

>>1081814
look at the source code, how things are done, change some stuff to get some more fun out, maybe just do a whole edit?
My list (All for gba):
-harvest moon,
-Some mario's
-GTA
-Pokemon
-Castlevania

>> No.1084515

>>1084508
You ever tried actual GB/GBA coding? Shit is fun as fuck. I used to have the toolchain set up long ago on my Win95 machine, before we even had broadband here.

>> No.1084541

>>1084515
I tried to find some guides on GBA coding but there almost impossible to find.

>> No.1085449

>>1084541
Just read the CowBite spec, or whatever has surpassed it by now. It's a very straight-forward system to program for.

As for the topic of this thread, I already am thankful for all the games whose source has been released, as well as the great disassemblies some people have done in the homebrew community. The guy who did the CV2 text patch did a bunch of good NES ones. Carmack's code always makes interesting reading. In general, though, looking back on all the things that have been released, there are a lot of examples of how terrible code gets shipped, rather than shining examples to learn from. Still historically interesting, though.

I'd have to say, somewhat arbitrarily:
Ultima 6
Ultima 7 (obviously exult exists, but I'd like to see how the actual developers did things)
Battletoads
Recca
Sub-Terrania

>> No.1085549

>>1076329
>http://www.programmerfish.com/source-code-of-several-7800-games-released/

Thanks for the link, this is neat.

>> No.1085565

Blood has already been mentioned, so I'll say Tomb Raider, so that the 1st one could be ported to new operating systems.

>> No.1087089

Bumping for coolstories of >>1076424 .

>> No.1087098 [DELETED] 

>ctrl-F
>Panzer Dragoon Saga

Plebs. Every single one of you are plebs.

>> No.1087317

>>1081530
Nope, its AvP2. The one built on the Lithtech engine. Shortly after release, AvP2's source code was put out by Monolith but for unknown reasons they were forced to yank it by Fox Interactive. I believe the version released is 1.0.9.2

One of the guys who actually worked on AvP2 on the dev team used to post on PlanetAvP. He gave me the actual 1.0.9.6 source.

Here is an excerpt from the readme for proof.

==========================================

ALIENS VERSUS PREDATOR 2
Source Code v1.0.9.6
July 15, 2002

==========================================


I. SYSTEM REQUIREMENTS
II. INSTALLATION INSTRUCTIONS
III. DIRECTORY STRUCTURE
IV. AVP2 VISUAL C++ WORKSPACE
V. END USER LISCENCE AGREEMENT (EULA)

The Aliens Versus Predator 2 (AVP2) Source Code v1.0.9.6 is not
officially supported by Monolith Productions, Inc. or Fox
Interactive. If you plan to modify the AVP2 Source Code it is
assumed that you have a good understanding of the AVP2 tools and
how Monolith games work (i.e., you have worked with the NOLF, Shogo
or Blood 2 source code).

NOTE: The source code is specifically designed to work with AVP2
version 1.0.9.6. Using modifications made with it on older versions
of AVP2 may lead to unpredictable results.

>> No.1088195

>>1087317
Pretty cool.

Share it on mega if you're feeling generous.

>> No.1090915

Bump from page 10.

>> No.1091197

>source code of a game
>post HTML-code

ya dun goofd

>> No.1091270

>>1091197
No I googled 'source code' and that image came up. I couldn't be bothered to find an image of game source code. You can do that for the next thread instead of criticizing, faggot.

>> No.1091294

>>1081814
if you have the source code you can edit it yourself, or learn how they did some of the things and learn programming techniques or interesting stuff you didnt know was possible

>> No.1091326

The Jedi and Sith engines.