Cool "Streemerz" game from Action52 Remake Project

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Dwedit
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Post by Dwedit »

I think it would be eaiser to get the level data out with some kind of Rom Corruptor to figure out where the data is, and what format it's in. Only thing is that I can't run the flash local, because it has host checking code, I'd need to turn that off first. I don't know of any good tools for hacking AS3.
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thefox
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Post by thefox »

Dwedit wrote:I think it would be eaiser to get the level data out with some kind of Rom Corruptor to figure out where the data is, and what format it's in. Only thing is that I can't run the flash local, because it has host checking code, I'd need to turn that off first. I don't know of any good tools for hacking AS3.
Yeah I wasn't able to extract the game from the site. If somebody knows how to do it let me know.
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Dwedit
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Post by Dwedit »

Normally, I use SWFMill to parse a flash file, but it hits parse errors on the second DoABCDefine (Actionscript 3) block. Normally, you'd get something resembling a stack machine language if you disassembled the flash, but not with the bugs in SWFMill.
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Post by thefox »

I was able to extract the images with Sothing SWF Decompiler 6.1, and it also can decompile at least some of the code in the game (might be helpful for finetuning). But couldn't get the level data. I hope the original author can send me those files, it's such a big waste of time trying to reverse engineer it.
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Post by Sivak »

I think that rather than just remaking it as it was, you should do more with it. An 8 or 9 level game.
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Post by Sivak »

Has anything happened with this?
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thefox
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Post by thefox »

Sivak wrote:Has anything happened with this?
Unfortunately no. It came to halt when the author of the original version didn't respond to my queries about the level data. I was little bit surprised that he didn't seem interested at all. I simply hate repetitive work (i.e. converting the levels manually)...

The project isn't abandoned though, I've been working on my more advanced game engine, and should be able to transfer this project over to it pretty easily.
Sivak wrote:I think that rather than just remaking it as it was, you should do more with it. An 8 or 9 level game.
I agree.
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Post by tokumaru »

thefox wrote:Unfortunately no. It came to halt when the author of the original version didn't respond to my queries about the level data. I was little bit surprised that he didn't seem interested at all.
You'd think that a person who made a NES-like game would be interested in seeing their game running on an actual NES, but apparently that's not the case here... Kinda sad.
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Post by Zepper »

tokumaru wrote:
thefox wrote:Unfortunately no. It came to halt when the author of the original version didn't respond to my queries about the level data. I was little bit surprised that he didn't seem interested at all.
You'd think that a person who made a NES-like game would be interested in seeing their game running on an actual NES, but apparently that's not the case here... Kinda sad.
Probably because it sounds like ROM hacking, unauthorized stuff..? Gray area.
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booker
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Post by booker »

Zepper wrote:Probably because it sounds like ROM hacking, unauthorized stuff..? Gray area.
Gray area? Please no! This is 100% new code, ain't it? This project is too awesome to stop. If you find no better way of extracting the levels, I'll see if I can lend a hand with the conversion process.
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Post by 3gengames »

Of course, it's a flash version. Plus these games code for the A52 probably is some of the worst ever released in any game ever, nobody would that as a base. It's NESDev, not NESHack.
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Dwedit
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Post by Dwedit »

Actionscript is just C-like curly brace syntax. And variables don't need declaration, they automatically become members of the class or movie clip. Undeclared variables that haven't been used yet return "undefined".

So yeah, it's messy in that there's no explicit variable declaration, but the source code could easily be changed to C++ once you add in the variable declarations.

Then Actionscript 3 comes out and everything gets turned on its head, it's a whole different beast. I haven't seen any working free decompilers for AS3. Plenty for AS1/2 though.
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Post by tepples »

In the notes for Alter Ego, Shiru wrote:I had to completely redo all the levels to the NES attribute grid, only keeping overall design of the original levels.
Lode Runner's levels were also altered subtly to fit the smaller height of the NES playfield.

If you have screenshots of all the levels, I could probably write a tool to convert the screenshots into usable maps that can be re-edited to fit the design into the NES. I really want to see this NES remake continued even if only to provide some continuity from point A to point B.
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Post by Bananmos »

Beat Master-Y in one sitting, after 241 painful deaths. I did wonder whether the death count would wrap after 255 just for nostalgia... :P

Loved the BC parodies of the game, still gotta see if I can beat it playing as Proffessor Tary :)

I too would love to see a NES port, if only to avoid being killed multiple times by browser lag...
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Post by thefox »

tepples wrote:I really want to see this NES remake continued even if only to provide some continuity from point A to point B.
Yeah that would be nice, not sure if I can fit the game in NROM though (not really interested in trying to optimize it for just that reason).
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