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Per-Scn
Don't Hurt Me


Joined: 06 Aug 2011
Last Visit: 01 Mar 2013
Topics: 7
Posts: 70

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Posted: Thu Jul 12, 2012 12:41 pm
Subject: Is it possible to convert SNA-3D to SDL?
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Just wondering if it's remotely possible to convert Super Noah's Ark. I emailed Wisdom Tree months ago regarding a possible update to SDL but I never heard anything back.
So, I was thinking; could some clever person here reverse engineer/hack the game and convert it to SDL, at all?
I think it's a really fun diversion and I'd love to see it running smoothly and at 640x400... Maybe even make some new maps for it!  |
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Tricob
Moderator


Joined: 14 Mar 2005
Last Visit: 12:35 ago.
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Location: Neo-traditions, Inc.

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Posted: Thu Jul 12, 2012 7:49 pm
Subject: Re: Is it possible to convert SNA-3D to SDL?
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From what I've heard, Super Noah's 3-D Ark mainly has changes to the files themselves, rather than the code. But that's going strictly by the SNES version.
I'd really have to run the DOS version before I can give any more feedback on this issue.  |
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vermil
DieHard Guard


Joined: 11 Jan 2005
Last Visit: 01 May 2018
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Posted: Fri Jul 13, 2012 1:18 am
Subject: Re: Is it possible to convert SNA-3D to SDL?
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The SNES version plays like a reskin of SNES Wolf3D with walk over end level triggers.
The PC version plays identically to the SNES version with the following additions:
Blake Stone style textured floors (i.e. not Operation Body Count styled)
Midi music
Mac Resolution graphics
8 directional sprites for bad guys
A powerup that upon pickup, pops up a screen asking a random multiple choice bible related question; a right answer gives the player a stat boost IIRC.
What version of the Wolf engine that the PC version is based off though... well here's the startup screen:
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Per-Scn
Don't Hurt Me


Joined: 06 Aug 2011
Last Visit: 01 Mar 2013
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Posted: Fri Jul 13, 2012 2:58 am
Subject: Re: Is it possible to convert SNA-3D to SDL?
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The game also contains an automap. With this and the above mentioned differences I think the game is a real step up from the original engine. Though I do have a soft spot for the IMF music sound...
Tricob, just wondering, do you have a copy of the game to hand?
It's a pity that the game code has never been released. Between that and the loss of the Blake Stone source it's a shame...  |
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vermil
DieHard Guard


Joined: 11 Jan 2005
Last Visit: 01 May 2018
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Posted: Fri Jul 13, 2012 4:30 am
Subject: Re: Is it possible to convert SNA-3D to SDL?
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The automap was in the SNES version of Wolf, hence why I didn't mention it  |
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Per-Scn
Don't Hurt Me


Joined: 06 Aug 2011
Last Visit: 01 Mar 2013
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Posted: Fri Jul 13, 2012 12:05 pm
Subject: Re: Is it possible to convert SNA-3D to SDL?
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Ah, I forgot about that. Wolf3D on the SNES had the automap too didn't it? It's a feature I wish would turn up in some more of the modern W3D projects... |
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Tricob
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Joined: 14 Mar 2005
Last Visit: 12:35 ago.
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Location: Neo-traditions, Inc.

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Per-Scn
Don't Hurt Me


Joined: 06 Aug 2011
Last Visit: 01 Mar 2013
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Posted: Sat Jul 14, 2012 11:53 am
Subject: Re: Is it possible to convert SNA-3D to SDL?
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I'll have a look around as well to see if there's a manual somewhere though I'm not sure how informative it'll be.
BTW, thanks for showing some interest this topic. I half expected that nobody would care a jot about the game.  |
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Chris
DieHard Wolfer


Joined: 11 Mar 2003
Last Visit: 14 Feb 2019
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Location: Canada

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Per-Scn
Don't Hurt Me


Joined: 06 Aug 2011
Last Visit: 01 Mar 2013
Topics: 7
Posts: 70

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Posted: Sat Jul 14, 2012 2:04 pm
Subject: Re: Is it possible to convert SNA-3D to SDL?
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Ooh, that's interesting. I take the AUDIOT can't be opened due to the whole MIDI thing and the lack of support for it in ChaosEdit?
So, you think it could, at least in theory, be a fairly straight forward port? |
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Tricob
Moderator


Joined: 14 Mar 2005
Last Visit: 12:35 ago.
Topics: 165
Posts: 8330
Location: Neo-traditions, Inc.

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Posted: Sat Jul 14, 2012 10:22 pm
Subject: Re: Is it possible to convert SNA-3D to SDL?
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Well, some parts are more straightforward than others. I know the VGAGRAPH layout is quite different; it uses several chunks in the title screen alone, while the Wolf3D/SOD code uses just two maximum (The Wolf3D screen uses one chunk, while the SOD screen is split into two chunks for the top and bottom). You'd have to reprogram the GFXV_WL6.H file and two CPP files before the EXE would even execute (WL_MAIN.CPP and WL_INTER.CPP).
The Noah game uses quizzes as well, and there's more than one way to program that sort of feature. But you don't need that particular feature for your very first functional EXE; it can always be added later.
As I said earlier, I'll have to look over the manual to get more details. |
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