After I figured out the HSQ compression, I started to look into the image files. Something I thought would be relative easy as there was, as with the HSQ compression, code to study.
I have recently begun the journey of learning to code old DOS assembly and how to debug it in the debug version of DOSBox. And when being new to both, the debug screen in DOSBox is a bit overwhelming.
Yes, it is finally done and publicly released. And by public release, I mean that I have made a nice little banner for it on the right side and posted links to it on Reddit.
In my effort to understand the file formats for Dune I have dived into the binary code for it and this has lead to me find that I was not fully correct about the HSQ compression.
This is probably the last post about my Boulder Blaster project this year. I’m not done yet, but I have gotten very close. I might get some time to complete it during the holidays, so I can’t say if I failed or succeeded in reaching my goal of making a game this year just yet.
A Windows thumbnail handler for LEGO Digital Designer (LXF) files. As previously written, I would like to write about all my Github projects on this blog, so with this, here is my second post in this series.
It has been a busy summer for me, but not because I been busy working with the Boulder Blaster project. Other projects and interests have stolen my time.
I promised myself when I started this blog that I would introduce all my GitHub project here. And the first one out is the project with the smallest target audience, a project for creating sorting lists for LUGBULK orders.
The logical start of exploring the Dune resource files is to understand how they are compressed. In the era of floppy disks every byte was important, so it is not surprising that we’ll need to run the files through a decompressing algorithm before we can analyze them further.