Sidewinder by Arcadia - enemy placement and logic

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Sidewinder by Arcadia - enemy placement and logic

Postby kuro68k » 16 Dec 2021, 13:46

Hi. I've been reverse engineering Sidewinder by Arcadia for the Amiga. It was one of my favourite games back in the day.

So far I have decoded the maps and tile graphics, all very simple uncompressed bitmaps and tile indexes. It's the enemy placement and logic that I'm having trouble with. I can't figure out the format of the files just by looking at them in a hex editor, they don't seem to have obvious things like X/Y coordinates for spawning, or movement logic.

I tried to decompile the game executable but didn't get anywhere. Ghidra chokes because it was written in assembler and Ghidra doesn't understand a lot of the key parts of it. Next step would be hand annotating a disassembly, but I was hoping to avoid that.

Anyone got any ideas or hints? I was really impressed with how Kroah decoded all the level data for games like Gods so figured this would be a good place to ask.
kuro68k
 
Posts: 2
Joined: 16 Dec 2021, 13:38

Re: Sidewinder by Arcadia - enemy placement and logic

Postby _hitchhikr » 20 Jan 2022, 16:54

Hi,

If it can help i disassembled sidewinder a few years ago:

http://franck.charlet.pagesperso-orange ... de_src.zip
_hitchhikr
 
Posts: 1
Joined: 20 Jan 2022, 16:52

Re: Sidewinder by Arcadia - enemy placement and logic

Postby kuro68k » 20 Jan 2022, 17:26

Thanks. I did have a look at that, but most of it has no symbols. It's useful at least.
kuro68k
 
Posts: 2
Joined: 16 Dec 2021, 13:38


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