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Starting a project? Describe it first: the closest existing projects, by meaning, so nobody builds the same thing twice.
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Power Drive (CD32): a 1992 rally game pressed by Myth's mastering house with the same stuck 1992-12-21 clock and 50-MiB hole; 583 planar car frames closed from the bytes; Akiko drives the CD and NVRAM, and the C2P...
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Structural documentation of the Amiga CD32 release of Fire & Ice: The Daring Adventures of Cool Coyote (Graftgold / Renegade, 1994) - ISO 9660 layout, PowerPacker 2.0 containers, copper-driven AGA display, cd.device...
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vs-sr-dev/cd32-universe-doc github
Structural documentation of the Amiga CD32 release of Universe (Core Design, 1994): a 16-opcode bytecode interpreter, RNC ProPack nested three levels deep, 602 KB of four-language script, Akiko's CD-ROM and I2C...
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vs-sr-dev/cd32-legends-doc github
Reverse-engineering notes on Legends (Krisalis Software, 1996) for the Amiga CD32: a six-floppy A1200 game on a CD, a Bytekiller decruncher, a hand-written LoadSeg, and the developers' photographs
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vs-sr-dev/cd32-myth-doc github
Structural teardown of Myth: History in the Making (Amiga CD32, System 3). The disc is the 1992 three-floppy release pressed whole - three 880 KiB disk images plus an 18 KB shim - behind a hole of exactly 50 MiB....
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vs-sr-dev/cd32-superfrog-doc github
Structural documentation of the Amiga CD32 release of Superfrog (Team 17, 1994). A compilation master: the game plus Super Stardust and Arcade Pool demos. The 1993 three-floppy layout recovered exactly from the CD...
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The canonical Amiga CD32 / CDTV platform checklist, carried from one documentation pipeline to the next: disc identification, the trademark block at sector 21, the AmigaDOS epoch, RNC ProPack, hunk executables,...
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jotd666/jst github
JOTD startup - a program to start amiga games from hard drive
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Alfred Chicken (Twilight / Mindscape, Amiga CD32, 1993): structural documentation read from an original pressed disc, the first physical one in this set. Settles that the thirteen-zero CATALOG is the mastering not...
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James Pond 2: Codename RoboCod (Amiga CD32, 1993) — measurements of the pressed disc: a 128.000000 MiB hole, 93.9 % of the file bytes as CDXL video, a three-language manual with no characters in it, and a boot script...
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vs-sr-dev/cd32-guardian-doc github
Reverse-engineering notes on Guardian (Acid Software, 1994) for the Amiga CD32: a polygon engine that fills every scanline with one Blitter cookie-cut into four interleaved bitplanes, a 24-bit per-scanline copper...
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Liberation: Captive II (Byte Engineers/Mindscape, 1994, Amiga CD32) — the largest CD32 data track in the series, 91 % of it speech: three Wyvern shared libraries that are the 3D engine, 10,792 pre-rendered wall...
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vs-sr-dev/cd32-banshee-doc github
Reverse-engineering notes on Banshee (Core Design, 1994) for the Amiga CD32: a same-label control against Dragonstone, a 640x512 HAM8 picture nothing runs, RNC ProPack method 2 inside an executable, and a debug hook...
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vs-sr-dev/cd32-gamelist-doc github
Index of the Amiga CD32 / CDTV disc documentation: one repository per pressing, each with the full per-disc write-up, plus a link to the shared platform checklist they all feed into. Format archaeology only - no disc...
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Structural documentation of The Speris Legacy (Amiga CD32, 1996, Binary Emotions / Team 17): the Imploder decruncher taken out of the game, the LEV2 level format rendered, the copy-protection code tables...
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hitchhikr/zool2 github
A complete disassembly of the Amiga CD32 version of the game "Zool 2"
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Reverse-engineering notes on Marvin's Marvellous Adventure (21st Century Entertainment, 1994/1995) for the Amiga CD32: disc layout, Puzzle V2.0 level format, planar graphics, in-house music modules, CDXL intro, and a...
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Structural documentation of Gunship 2000 (MicroProse, 1994) on Amiga CD32: a 100 MiB zero hole, an unreachable Pirates! Gold demo, little-endian IFF, and 542 validated RNC2 streams. Documentation only.
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Reverse-engineering notes on Dragonstone (Core Design, 1995) for the Amiga CD32: disc layout, RNC ProPack, the AmigaDOS boot chain, three-language text, and the leftovers -- a cut level, a floppy prompt, and an Exec...
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vs-sr-dev/cd32-gloom-doc github
Reverse-engineering notes on Gloom (Black Magic Software / Guildhall, 1995) for the Amiga CD32: a chunky texture-mapped renderer that never touches Akiko, because its framebuffer is a copper list with one MOVE per pixel
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Reverse-engineering notes on HeroQuest II: Legacy of Sorasil (Gremlin, 1994) for the Amiga CD32 — RNC ProPack 1 with a rotating XOR key, a hunk file that decrunches and relocates itself in 584 bytes, and an ECS...
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pjfordham/atoms github
Port of an old Amiga game from the 90's
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jotd666/bagman github
remake of the 1982 arcade game for Windows, NintendoDS and Amiga
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jotd666/sbagman github
Super Bagman arcade game amiga port
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Mystic Towers (MS-DOS, Animation FX / Apogee, 1994) documented from the bytes: the AMOS memory and sprite banks that prove it was written on an Amiga, a container with its index at the end of the file, and a ZIP...