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Showing content with the highest reputation on 11/11/2015 in all areas

  1. IncogM

    The "I acquired more LEGO" thread!

    I acquired that sealed original Kopaka awhile back, well I finally got a sealed Exo Toa to build him. Pretty stoked to build them now.
    2 points
  2. bobsayshilol

    Got bored, made a thing

    Hi! Newbie here, but I got bored and made a thing: I used to love this game as a kid, and recently I found the disk buried under a pile of, well, other disks. (I used to love RR and LI1+2 too, but not as much as this - I can't even remember if RR/LI1+2 had a theme, but I can hum LR's theme and the building room song without even thinking!) So now that I have more free time the idea popped into my head to reverse-engineer the game, because why not! Currently it can read the JAM file and create the main menu (well all apart from the man in the corner: just need to look at animations then once that's done it seems like a simple 3x3 matrix maps it into screen space) with sound playing (albeit in a very quiet and crackly way because I messed up the ADPCM converter and cba to redo it yet), but nothing is interactive yet. I wish I'd seen http://www.rockraidersunited.com/topic/6624-lego-racers-in-unity/ before I'd started working on this, but ah well. Almost all of this is from reverse-engineering/guesses (no copy-pasta of libLR1 or anything else, except possibly the BMP format) and I prefer to work out and implement stuff myself rather than rely on other peoples implementations, so everything you can see I've written in C or C++ (it originally started in C as a JAM dumper but then expanded into a full C++ project with a single C file that doesn't want to change into C++ (Logging.c)). It relies on LEGO.JAM being in the same folder (although it also searches the parent folder as it makes the build folder setup easier) and the .tun files being in the same folder if you want audio. If it finds the folders "MENUDATA" and "GAMEDATA" next to it then it'll read from them and ignore the JAM file since that's what posts on here seem to suggest happens (note that I haven't been running the actual LR at all - only looking at the data and guessing what each bit does - and hence never needed to modify a file, but I guess having those folders would make that easier). Currently the only command line args from the original game it accepts are "-horzres" and "-vertres" (no support for "-fov" yet, although can't wait to add that!), and additional ones are "-runtests" that runs unit tests (currently all #if 0'd out in the code, except for the image dumping) and "-headless" which was used when I used to dev on my really really old machine (had lower specs than a raspberry pi) but should probably be removed now. It requires OpenGL 3.1 because that's the highest version my machine with an Intel GPU using the Mesa drivers can go, although it doesn't actually need that high a version and I should probably lower it, but chances are most machines nowadays can run it. Maybe if I lower it back down we can get LR running on a raspberry pi or phone... maybe one day. Binaries are attached (debug and release in both Windows and Linux formats - the Linux one was built on Ubuntu 14.04 LTS, but the code requires no dependencies other than SDL2 (I think)) so have a go at running it if you feel like it, although all it does is draw what the picture shows. I think I have the 2001 re-release of the game, and from brief looks at libLR1's code when I got stuck reverse-engineering the file structures it doesn't seem to match my data exactly (unless libLR1 has never been tested against the 2001 data?). Also note that since most of this has been developed on Linux there might be subtle bugs in the Windows version - I gave it a test run and it all seems OK, and seeing as it doesn't do anything yet I don't see how it could go wrong Anyway, thought you lot might want to know about this, and don't expect regular updates at all on this or even from me (I busy). Although if you want a statement of progression: on Friday morning it wasn't drawing anything, on Saturday morning it was drawing the images (so background and the logo in the top left), and last night I added the ability to print text on the screen, albeit in a bit of a hacky way (only 1 of the fonts works "OK" since they do something weird with glyph locations - just look at the location of the "Q" in "QUIT"). Oh and the reason the labels don't match what's in the game is I haven't found the mapping between what the internal names are (ie those shown atm) and where the translations are stored in the string files, but once I've found that out then it should be fine contents.zip
    1 point
  3. Fluffy Cupcake

    Creativerse (now F2P!)

    THE GAME IS NOW F2P!!! The password for the RRU server is waffle, even if a non-RRUser gets on everyone defaults to visitor so you can't do anything unless promoted. Just type RRU in world search from the game's main menu and you should find it.
    1 point
  4. Ayliffe

    the first blog entry

    Oh hey, that Undertale thing is popping up again. I would try it, but- also all of my money is going towards more dimensions packs help me
    1 point
  5. Arthuriel

    LEGO Wild Wacky Action Bike

    From the album: Other projects

    I already uploaded it today, but for some reason it didn't work. Well, here it is again. This is the description from flickr (I wrote the original description for the picture on RRU, but on flickr I came up with a slightly modified one with more information in it): Some days ago I had the idea for making a MoC based on one of the most useless, but still hilarious (fictional) products, that I have seen (at least I always smile or laugh, when I see it XD): The Wild Wacky Action Bike from the animated series South Park (you can find the ad on the internet). Be amazed by its lack of functionality and craftsmanship and laugh until you die or throw it into the trash can! (+black stand to make it look like an expensive collectors edition). I searched on the internet to find out, if someone has already created a LEGO version of it, but I have found nothing (therefore I made it). I guess, that the advertisement of the LEGO version might be slightly different and contain slogans like this one: "Wild Wacky Action Bike. It's bike hard to build. *pause* Wild Wacky Action Bike comes with razor sharp/highly combustible bricks and glows/explodes in the dark." (I used "/", because I wasn't sure, which words might sound funnier.) P.S.: Since the MOC is made out of bricks, it is probably the hypothetical canadian version of the Wild Wacky Action Bike, which makes it even more useless (for those, who don't know the series: People and Stuff from Canada is made up out of simple geometric shapes (simpler than the rest of the series) and vehicles have square tyres).
    1 point
  6. lol username

    the first blog entry

    >discounting undertale for being "8-bit" >undertale >"8-bit" seriously, this thing mercilessly deconstructs and subverts the tropes and audience expectations of RPGs/JRPGs, especially "retro" ones. your loss. anyway, yeah, fantastic game, easily in my top 3. totally changed my opinion on what role narrative can play in a video game.
    1 point
  7. Ben24x7

    LRR Pictionary

    Pictionary, no further comment. Players: Someswedish, Ben24x7 "The worst kind of party" "The qualification(s) for getting into hell" "THE PEARS ARE RIGHT BEHIND YOU DUMMY!" "Physics Simulator 2016"
    1 point
  8. lol username

    Will's Modding Extravaganza

    lol
    1 point
  9. Raiderforce

    The "I acquired more LEGO" thread!

    I've bought them during the last two months, and i will probably buy more, so i can build every building and vehicle from Lego Rock Raiders PC Game
    1 point
  10. Now in video form!
    1 point
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