A few days ago, I decided to reverse engineer FX Fighter. Being a poor boy, I missed out on most of the Saturn gaming era, and FX Fighter running on my old 486 was my first actual experience with a 3D fighter outside of the arcade. So it'd been sitting on my list of games to reverse for nostalgia's sake, and I figured I'd tackle it one day, hopefully using a nice IDA Pro plugin for DOSBox integration that handled DOS4GW applications. (there is a plugin, but I've had no luck getting it to debug 32-bit DOS apps) But the urge just struck me last weekend, and I decided to go after it armed with nothing but IDA Pro and an old build of DOSBox with its debugger enabled. Now I'm going to write a whole article about the process!
This isn't so much intended to be a file spec, as it is just a direct chronicle of my experiences and findings in figuring the game's formats out, in the actual order of my work/discovery. It's like you're right there scoping through the binary with me! I'll describe all of my approaches and general methodology here, as well, so get ready to digest a lot. Read more...
Because I never even try to write meaningful things here anymore, I thought it might be a nice change of pace to actually mention something I've been working on lately. That would be a new R5900 emulator for Noesis. Read more...
Here's another video demonstrating motion recording in Noesis, now with ODE and custom ragdoll/IK support integrated.
Low gravity with hinge joints and high constraint values were used to create the moonboobies effect. Also, this video ended up going viral and getting over 500k views, air time on G4TV, and so on. Lesson learned: Incorporate boobies in absolutely everything I ever work on again.
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