Anything and everything that's related to OGRE or the wider graphics field that doesn't fit into the other forums.
11 posts • Page 1 of 1
- OGRE Retired Team Member
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- Joined: Tue Feb 10, 2004 12:53 pm
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I wouldn't count on that. Whereas nowadays games generally use standard formats for images or simple uncompressed (fast to load) custom formats, back in the DOS times some games used some tricky compression and optimization schemes like grouping per image plane (ModeX etc), compiled sprites, seperate mask bitmaps instead of alpha.. those were the timesImperil wrote: Therefore you will have to write your own parser because there is no standard.. but if it is from a DOS game that should be relatively easy as it won't be very complicated.
1.) Reverse engineer the file.Ishamael wrote:build a parser, right... how do i do that now i would like u to give me an nice explnation of what to do
2.) Look at the source for other exporters/converters.
3.) Write a parser to get the data from the file you know how to reverse engineer.
4.) Write a converter for the data you pull out using the parser.
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- Joined: Sat Aug 07, 2004 12:08 am
- Location: Dallas, TX
The short answer is: you can'tIshamael wrote:how can i do that on i file that i dont know anything about?
Obviously you have to know something about the files (if nothing else, the name of the files might be your only clue). Reversing the format could also be done by disassembling/debugging the program in question to see how it reads the files. Pretty non-trivial stuff.
Before you attempt to reverse engineer the format, I'd recommend doing a lot of searches to see if anyone else has. I have no idea what game you're talking about, but perhaps seeing if anyone ever wrote mods or tools for that game would be a better start.
What are you trying to use these (2D you think?) graphics for? Legal issues aside, perhaps it would be easier to somehow screenshot these using a DOS emulator or something (if it's REALLY a DOS game).