User:Peter Swinkels
From Just Solve the File Format Problem
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I used to and (some times still) play a lot of MS-DOS games and have also tried to reverse engineer and modify them. Programming languages I'm familiar with: Quick Basic, Visual Basic(.NET), assembly language, HTML, JavaScript/VBScript and some C/C++. | I used to and (some times still) play a lot of MS-DOS games and have also tried to reverse engineer and modify them. Programming languages I'm familiar with: Quick Basic, Visual Basic(.NET), assembly language, HTML, JavaScript/VBScript and some C/C++. | ||
− | I have almost completely reverse engineered Cartooners' (year 1988/1989, developer: IDTA, publisher: Electronic Arts, MS-DOS version) actor file (*.act) format and made a program that import and export actor templates. | + | I have almost completely reverse engineered Cartooners' (year 1988/1989, developer: IDTA, publisher: Electronic Arts, MS-DOS version) actor file (*.act) format and made a program that import and export actor templates. See: [[Cartooners actor file]] |
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− | Right now I have also made a start at analysing Cartooners' music (*.mus) files. | + | Right now I have also made a start at analysing Cartooners' music (*.mus) files. What I already know about the *.mus file format can be found at: [[Electronic Arts MUS]] |
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Revision as of 12:58, 11 June 2014
I used to and (some times still) play a lot of MS-DOS games and have also tried to reverse engineer and modify them. Programming languages I'm familiar with: Quick Basic, Visual Basic(.NET), assembly language, HTML, JavaScript/VBScript and some C/C++.
I have almost completely reverse engineered Cartooners' (year 1988/1989, developer: IDTA, publisher: Electronic Arts, MS-DOS version) actor file (*.act) format and made a program that import and export actor templates. See: Cartooners actor file
Right now I have also made a start at analysing Cartooners' music (*.mus) files. What I already know about the *.mus file format can be found at: Electronic Arts MUS