You may know of Personal Nightmare, a game by HorrorSoft released a while back in 1979.
This game was released for three systems
Dos,Amiga and Atari ST
The Amiga and Atari ST versions were released in VGA
however the DOS version never saw a VGA release and users had to make do with EGA graphics.
HorrorSoft released the game in England, USA and Germany(in English)
however nearly all the DOS releases shipped with a corrupted file namely '72.out'
which made it impossible to complete the DOS game due to a nasty crash.
Lately Kirben from ScummVM began working on support for this game within the AGOS
engine in ScummVM. While the original source code was available parts of it were
written in assembly and needed re-writing. A couple of months ago PN support made it into the SVN trunk
and since then the game is supported fully.
ScummVM was unable to fix the crash in the DOS version of the game since the decompression code
could not handle the corrupt file. However after a long search for the fabled HorrorSoft patch
it became evident that this was lost in time. Kirben managed to make contact with Alan Bridgman
who was able to provide details of the original uncorrupted '72.out' file, which impressively differed by only
one byte and later that day ScummVM was fitted with a nice workaround for the crash. patching the data before decompression
but not affecting the original file.
This is great for users who want to use ScummVM to play the game( who wouldnt :p )
but I thought it might be nice for people who did not wish to use ScummVM and still ran DOS machines or DOSBox.
Kirben kindly provided me with the details allowing me to create a patch for the file.
I created a patch using the IPS patching format as it seems there are clients around for most common OS's
this can be found here http://robertmegone.com/misc/pn/72patch.ips
This needs to be applied over the '72.out' file, and only if your vicarage section crashes.
Although the patched file will still work with ScummVM, I state here that the patch is ONLY designed so that
users can play through the game under DOS/DOSBox.
However if you do not wish to patch the file using this method you can follow the following instructions, using a hex editor
to manually change the single byte.
Change the byte at position 53714(D1D2) from 0x20 to 0x40.
Wednesday, 27 May 2009
Tuesday, 19 May 2009
Are you afraid of the dark?
A while ago I found my old copy of Are You Afraid of the Dark: The Tale of Orpheo's Curse.
and found some notes I made on it last year.
It turned out that this game had fmv(stored in umv) files, and after contacting Multimedia Mike,
I was lucky enough to have him post a blog post about it over at http://multimedia.cx/eggs/orpheos-umv-format/
and even created a wiki page for the format
http://wiki.multimedia.cx/index.php?title=UMV
Now I was reading the comments and noticed that someone had actually taken a look at it, but wanted to know what the videos looked like originally
so I captured one, the actual video(umv) starts at 0:20
So this is a little thank you to the person who started looking at the format, and Mike for making the effort to post the article in the first place.
and found some notes I made on it last year.
It turned out that this game had fmv(stored in umv) files, and after contacting Multimedia Mike,
I was lucky enough to have him post a blog post about it over at http://multimedia.cx/eggs/orpheos-umv-format/
and even created a wiki page for the format
http://wiki.multimedia.cx/index.php?title=UMV
Now I was reading the comments and noticed that someone had actually taken a look at it, but wanted to know what the videos looked like originally
so I captured one, the actual video(umv) starts at 0:20
So this is a little thank you to the person who started looking at the format, and Mike for making the effort to post the article in the first place.
Thursday, 7 May 2009
Dreams.. heh :)
Today Kirben committed a fix for Personal Nightmare PC. This works by patching the compressed 72.out file.
Support was dropped for the uncompressed version, since it should never be needed.
Interestingly enough a couple of the sprites still seem a little weird, namely the kitchen(bottles) and the lounge(fruit bowl).
But this is how the game was released.
It was fun to play around with this game but thankfully I dont need to any longer :D
Many thanks to Alan Bridgman and Kirben for 'fixing' personal nightmare for the masses :D
Support was dropped for the uncompressed version, since it should never be needed.
Interestingly enough a couple of the sprites still seem a little weird, namely the kitchen(bottles) and the lounge(fruit bowl).
But this is how the game was released.
It was fun to play around with this game but thankfully I dont need to any longer :D
Many thanks to Alan Bridgman and Kirben for 'fixing' personal nightmare for the masses :D
Monday, 4 May 2009
The Nightmare Returns!
It seems that the fix for personal nightmare stopped the game crashing,
however there appear to be a number of sprites which still seem corrupted.
This can be seen in the following shots : -
If no patch turns up then I'll see about looking at each sprite in the file, but that wont be until after my exams.
however there appear to be a number of sprites which still seem corrupted.
This can be seen in the following shots : -
If no patch turns up then I'll see about looking at each sprite in the file, but that wont be until after my exams.
Thursday, 30 April 2009
Impersonal Daydream
Hello Scummers!
I apologise if this post is of no interest to you, but It pleased me and I thought I should tell you all about it :p
A while ago I was made aware the Personal Nightmare (DOS) was shipped out with a corrupted '71.out' file, sadly this corrupted file made the game difficult to complete under DOS, and impossible under ScummVM at least without the development of an ugly hack to work around the Vicarage section.
After a couple of hours of searching it became clear that the patch Horrorsoft was rumoured to have developed didnt exist in any form on the internet.
After speaking with Kirben I learned that he was in contact with the developers of the game and was awaiting responses from Alan Bridgman to see whether he had an uncorrupted version of the game.
Contact was also attempted with LurkerScum from the ScummVM forums who seemed to know a little bit about the patch that was released for the game. unfortunately it turned out he was using a BugMeNot login.
Later I found out that he had a real forum account(Potent1), but still didnt recieve a response.
As a side project I spent a while looking at the files, trying to compare the atari and amiga 71.IN
files with the PC 71.out file. while it was clear there was a large similarity this was a fruitless task, they just were not similar enough.
I briefly spoke with Kirben again who informed me that the reason for the lack of similarity in the files was due to the compression and graphical differences between the games(PC is EGA, others are VGA)
I decided that it would be a good idea to look at the files again. this time I started by loading up the PC version but replacing the 71.out file with a renamed 71.in file from the Atari ST version.
sadly this didnt work, and I was soon to find out why!
I was using DosBox with the debugger enabled, this allows you to see which files are opened from the hdd, The game was choking on '72.out'!!
after another brief search for a patch I decided to replace the PC 72.out file with a renamed 72.IN file from the ST version again.
To my delight this was quite successful, DosBox started the Vicarage section!
And in ScummVM things were looking even better :)
This gave me some hope, but was not an ideal solution, because the PC game differs quite a bit graphically from the Amiga and ST versions, Kirben informed me that the palettes were not calculated in the same way too. I ditched this idea and sat with my fingers crossed for an official patch from the guys at AdventureSoft.
I got bored today and noticed that Kirben had just committed a patch for the uncompressed PC files. Im still yet to understand why HorrorSoft packaged the PC game with a data file decompressor, especially when the uncompressed files dont work with the interpreter.
But Im sure glad they did.
I decided to try and compare the uncompressed files, so I had to trick the unpacking tool into uncompressing the Atari ST versions '72.IN' file, just with a simple rename :p
I also uncompressed the PC version.
upon opening the two files in a hex editor I was able to see that the two files headers looked very similar, but that the PC version was missing a few bytes that were present in the Amiga and ST versions. I didnt think much of this but figured that I would try to patch the PC version myself.
The file header differs by 4 bytes, namely : 00 00 01 A8. I inserted those bytes into the beginning of the PC file and fired up ScummVM, being hopeful I crossed my fingers as I clicked Load
Heres an image of the result, Its the best current solution as it uses the original data, although an official patch would be better!
It was an amazing feeling to know that I was one of the few people to see the PC DOS vicarage screen for quite a few years :D
This sadly only works with the uncompressed version, but its the best option we have so far.
Since its only 4 bytes then it should be possible to simply patch this on the fly without bloating the code too much. It might even be possible to patch the compressed version on the fly after uncompressing.. :s
Failing that it might require someone to write code to re-compress the file.
who knows...
this is all just speculation and Im still really waiting for a patch, since this method is not completely tested!
I apologise if this post is of no interest to you, but It pleased me and I thought I should tell you all about it :p
A while ago I was made aware the Personal Nightmare (DOS) was shipped out with a corrupted '71.out' file, sadly this corrupted file made the game difficult to complete under DOS, and impossible under ScummVM at least without the development of an ugly hack to work around the Vicarage section.
After a couple of hours of searching it became clear that the patch Horrorsoft was rumoured to have developed didnt exist in any form on the internet.
After speaking with Kirben I learned that he was in contact with the developers of the game and was awaiting responses from Alan Bridgman to see whether he had an uncorrupted version of the game.
Contact was also attempted with LurkerScum from the ScummVM forums who seemed to know a little bit about the patch that was released for the game. unfortunately it turned out he was using a BugMeNot login.
Later I found out that he had a real forum account(Potent1), but still didnt recieve a response.
As a side project I spent a while looking at the files, trying to compare the atari and amiga 71.IN
files with the PC 71.out file. while it was clear there was a large similarity this was a fruitless task, they just were not similar enough.
I briefly spoke with Kirben again who informed me that the reason for the lack of similarity in the files was due to the compression and graphical differences between the games(PC is EGA, others are VGA)
I decided that it would be a good idea to look at the files again. this time I started by loading up the PC version but replacing the 71.out file with a renamed 71.in file from the Atari ST version.
sadly this didnt work, and I was soon to find out why!
I was using DosBox with the debugger enabled, this allows you to see which files are opened from the hdd, The game was choking on '72.out'!!
after another brief search for a patch I decided to replace the PC 72.out file with a renamed 72.IN file from the ST version again.
To my delight this was quite successful, DosBox started the Vicarage section!
And in ScummVM things were looking even better :)
This gave me some hope, but was not an ideal solution, because the PC game differs quite a bit graphically from the Amiga and ST versions, Kirben informed me that the palettes were not calculated in the same way too. I ditched this idea and sat with my fingers crossed for an official patch from the guys at AdventureSoft.
I got bored today and noticed that Kirben had just committed a patch for the uncompressed PC files. Im still yet to understand why HorrorSoft packaged the PC game with a data file decompressor, especially when the uncompressed files dont work with the interpreter.
But Im sure glad they did.
I decided to try and compare the uncompressed files, so I had to trick the unpacking tool into uncompressing the Atari ST versions '72.IN' file, just with a simple rename :p
I also uncompressed the PC version.
upon opening the two files in a hex editor I was able to see that the two files headers looked very similar, but that the PC version was missing a few bytes that were present in the Amiga and ST versions. I didnt think much of this but figured that I would try to patch the PC version myself.
The file header differs by 4 bytes, namely : 00 00 01 A8. I inserted those bytes into the beginning of the PC file and fired up ScummVM, being hopeful I crossed my fingers as I clicked Load
Heres an image of the result, Its the best current solution as it uses the original data, although an official patch would be better!
It was an amazing feeling to know that I was one of the few people to see the PC DOS vicarage screen for quite a few years :D
This sadly only works with the uncompressed version, but its the best option we have so far.
Since its only 4 bytes then it should be possible to simply patch this on the fly without bloating the code too much. It might even be possible to patch the compressed version on the fly after uncompressing.. :s
Failing that it might require someone to write code to re-compress the file.
who knows...
this is all just speculation and Im still really waiting for a patch, since this method is not completely tested!
Friday, 27 March 2009
The go slow
For anybody who is interested in the Teen engine
It seems that Ive been swamped by work at university, and wont have much time to work on it until the summer, Things have become a lot easier though.
so the chances of it ever being finished have gone up significantly :)
It seems that Ive been swamped by work at university, and wont have much time to work on it until the summer, Things have become a lot easier though.
so the chances of it ever being finished have gone up significantly :)
Monday, 2 February 2009
The current state of things
Recently I made the decision to ask jvprat to join the TeenAgent engine team
due to this progress has hit full speed !
We now have full support for the game animations(jvprat) :D
partial inventory support(jvprat) :D
and VERY shoddy walking code(provided by me) :(
The code has also been refactored thanks to jvprat, things are in a much neater state.
The current state can be seen in the following video.
Overall things are looking good for Teen Agent.
due to this progress has hit full speed !
We now have full support for the game animations(jvprat) :D
partial inventory support(jvprat) :D
and VERY shoddy walking code(provided by me) :(
The code has also been refactored thanks to jvprat, things are in a much neater state.
The current state can be seen in the following video.
Overall things are looking good for Teen Agent.
Wednesday, 14 January 2009
Animated Union Logic Software Publishing, Inc Logo
Well I figured out how to implement the static sprites in TeenAgent, and it turns out that these contain many other images that are used for animations,
It allows me to now implement the Union Logic logo fully,
this can be seen here with a comparison of the original/ScummVM
This now also allows me to view all the static sprites held in ONS.RES
which appear to be used in loads of places :D
It allows me to now implement the Union Logic logo fully,
this can be seen here with a comparison of the original/ScummVM
This now also allows me to view all the static sprites held in ONS.RES
which appear to be used in loads of places :D
Monday, 5 January 2009
TextAgent?
Well, Ive located the font data.
Ive got a few thanks to make, Id like to thank salty-horse for sitting with me tirelessly working through the asm explaining things to me that I didnt understand, you've been a great help.
I'd also like to thank jvprat, He seemed to understand that I was getting very frustrated trying to figure out how to draw the font data, and stepped in at just the right time to save me, by both explaining ScummVM internals and possible approaches, He also finished the font code and tidied up the rest of my code.
:)
I now present to you the first words from the Teen Agent.
Enjoy!
Ive got a few thanks to make, Id like to thank salty-horse for sitting with me tirelessly working through the asm explaining things to me that I didnt understand, you've been a great help.
I'd also like to thank jvprat, He seemed to understand that I was getting very frustrated trying to figure out how to draw the font data, and stepped in at just the right time to save me, by both explaining ScummVM internals and possible approaches, He also finished the font code and tidied up the rest of my code.
:)
I now present to you the first words from the Teen Agent.
Enjoy!
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