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As you may or may not be aware of, there was a leak of Blood's source code (in alpha form, approximately a year or so before the first shareware release) a while back.
Conveniently, many of the game's data formats (such as QAV, SEQ, etc) were completed by this time, and the included tools for authoring and modifying these files still work with the final game.
It might be worthwhile to consider getting a team together to write some specifications based on this code to ensure more accuracy when you get around to dealing with Blood.
The text was updated successfully, but these errors were encountered:
I can help - I've reverse engineered the Blood data formats and can correctly decrypt the MAP and RFF files without any guesswork on what decrypt keys need to be used. I also know the correct format for the XWALL, XSECTOR and XSPRITE data specific to Blood's .map files. Let me know if you need anything!
As you may or may not be aware of, there was a leak of Blood's source code (in alpha form, approximately a year or so before the first shareware release) a while back.
Conveniently, many of the game's data formats (such as QAV, SEQ, etc) were completed by this time, and the included tools for authoring and modifying these files still work with the final game.
It might be worthwhile to consider getting a team together to write some specifications based on this code to ensure more accuracy when you get around to dealing with Blood.
The text was updated successfully, but these errors were encountered: