I started a blog about reverse engineering Blade Runner here: http://westwoodbladerunner.blogspot.ca. I started decoding BLADE.EXE from WinMain and have put my findings in a psuedo code file named BLADE.CPP. I'm currently near the end of the DirectDraw initialization.
Buckle up, should be a fun ride.
Blade Runner Reverse Engineering Blog [Check it out]
Moderator: ScummVM Team
Good luck. See also https://github.com/madmoose/replicant which may be of help.
With a one-person operation distractions are costly to progress and I get preoccupied easily. When I have free time I would rather decode Blade Runner than update the blog, but then again, the blog should be updated more frequently just in case I get hit by a bus
A progress report will be posted to the blog in the next couple of days.
Well, I gotta keep it going full-steam so I can finish by year's end
A progress report will be posted to the blog in the next couple of days.
Well, I gotta keep it going full-steam so I can finish by year's end
Great work!
I don't understand your reasoning for using ResidualVM for Blade Runner... you won't get any better quality in the in-game models with a hardware renderer.
Westwood used voxel graphics with the Blade Runner models. Essentially, these are models projected into a 3D space. Imagine creating a car out of lego blocks, like this:
http://www.bilderzucht.de/blog/wp-conte ... terial.jpg
These are voxels. There are algorithms to make them look a bit better using antialiasing techniques, but IMHO don't expect anything really noticeable.
Check this wikipedia article:
http://en.wikipedia.org/wiki/Blade_Runn ... evelopment
http://en.wikipedia.org/wiki/Voxel
And here's a comparison between voxels and vertices:
http://www.gamersnexus.net/gg/762-voxel ... s-in-games
So, IMHO, there won't be much benefit with the usage of the 3D functions of ResidualVM in this game.
I don't understand your reasoning for using ResidualVM for Blade Runner... you won't get any better quality in the in-game models with a hardware renderer.
Westwood used voxel graphics with the Blade Runner models. Essentially, these are models projected into a 3D space. Imagine creating a car out of lego blocks, like this:
http://www.bilderzucht.de/blog/wp-conte ... terial.jpg
These are voxels. There are algorithms to make them look a bit better using antialiasing techniques, but IMHO don't expect anything really noticeable.
Check this wikipedia article:
http://en.wikipedia.org/wiki/Blade_Runn ... evelopment
Here's an explanation on what voxel graphics are:...on voxels (pixels with width, height and depth)...
Instead of just having one voxel, dozens of rotating voxels were used in the shape and depth of the actual polygon model data, making it true real-time 3D without requiring 3D hardware. In layman's terms, it was piecing together flat "picture panels", and then rotating and positioning them in 3D-space, thereby giving the illusion of a 3D object
http://en.wikipedia.org/wiki/Voxel
And here's a comparison between voxels and vertices:
http://www.gamersnexus.net/gg/762-voxel ... s-in-games
So, IMHO, there won't be much benefit with the usage of the 3D functions of ResidualVM in this game.
There's a WIP ScummVM game engine here, too:
https://github.com/madmoose/scummvm/commits/bladerunner
https://github.com/madmoose/scummvm/commits/bladerunner