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Consider it a little treat from Bob and Joe for having beaten Miasmata.
(A fascinating treat chock-full of potential, IMO. I would've made a whole Discussion about it months ago, but, y'know, it's supposed to be secret.)
Maybe develop and publish it finally as a retro indie game? Dunno, I wonder how the developers are doing these days. Sure I've heard that they're making a new game but I've got this fear it's fallen into development limbo.
Maybe if we spread the word of the prototype, someone from the indie scene would take interest?
But then again, it was supposed to be kept only to people who've finished Miasmata…only they didn't keep it a secret very well because you can easily find the page by Googling the right terms ("ImmersionX2", another of IonFx's home-made engines, was what led me to the page before I even purchased Miasmata, back when I used to turn the Web Archive upside-down researching as much as I possibly could about them).
If IonFx were a little more active on the Steam Discussions, I would've suggested resurrecting Into Outland for the PC like they did with Obulis. Or maybe port over the existing Windows Mobile assets to Android or Windows Phone?
Into Outland looked like exactly my kind of game; exploring 3D environments, finding items/learning skills with which you can explore more of said environments… Miasmata only fulfilled the first half for me.
(Besides, I'm still lovin' the software-rendered 3D aesthetics! That's my kind of retro, more than the done-to-death Mega Drive/NES throwbacks we've seen on the PC and Wii U.)
Come to think of it, IonFx's entire portfolio of Windows Mobile games, including Into Outland and their also-cancelled "Overdrive: GeoRally 2", could easily be remade for PC, Nintendo hardware (since they wanted to release Into Outland on the DS at the time), Android, etc.
It could give them a few more sources of income to help them develop their higher-end projects, like Miasmata's spiritual successor. (I'm personally a little doubtful that they'll make it through with just Miasmata's/Obulis's sales supporting them.)
…But maybe I'm getting too carried away here.
You know, considering how actively DarkStarSword's been reverse-engineering and bug-fixing Miasmata, I'd be surprised if he hasn't done the same with the downloadable prototype yet.
If you (or anyone with similarly-awesome reverse-engineering skills) could spare some time to take a look inside the prototype, I'd love to know what's hidden inside it.
Myself, all I've managed to find are a few odd tags in log.txt, such as "MESSAGE:TEX\UI\MENU\INGAME\Icon_QuickItem". There must be more unused content hidden in the files, right?
https://github.com/DarkStarSword/miasmata-fixes/commit/0efc329f2f532f824df8764a603afc9aaea458ff
At the time I was looking for clues as to what audio format & codec they were using in Miasmata, but beyond confirming that Obulis used the same format I didn't find any leads.
(I'm now trying to figure out how to make the scripts work with the prototype.)
From my commit message it looks like it won't consider any of the contained resources to be made up of multiple "chunks", so it would extract them all as single files that you may then need to separate (e.g. in Miasmata, texture resources have some kind of header "chunk" followed by a DDS file, and extracting them with --chunks will separate those into two separate files allowing the dds file to be opened by any tool that understands that format). I have noted in the commit message that it looks like the "u2" (unknown/unidentified/unnamed 2) field can be used to determine which resources are made up of multiple chunks.
If you're playing with these scripts you should set up a cygwin environment with python2 installed to match how I developed them - in theory they should work with native Python for Windows as well (and they do, because these scripts are used by the patcher for the community mod and miasmod, both of which use native Python, and you will find the source code for both of those in this same repository), but I don't test that as frequently and have been bitten by subtle differences such as Windows lame wildcard processing (or lack there of) on many occasions (and you usually have to specify the path to python.exe, which gets annoying fast).
If you also install git when installing cygwin (native git works too) you can check out the repository like:
The usage should be similar to rs5-extractor.py (and tar if you are familiar with Unix tools), something like:
Since my main intention is just to extract whatever's inside test.pk2, or anything to help me find out more about Into Outland… Is that doable with these Python scripts (having installed Python 3.6.2 (32-bit))?
I personally prefer working in a cygwin environment over native because I'm familiar with Unix and Linux (I was a Linux Kernel Developer until recently), and when you install cygwin you have the option of installing a bunch of other packages - you want to select at least git and python2.
With that installed you should be able to run the commands I added to my above comment (I edited it a little) from a cygwin terminal to extract the files. If you aren't using cygwin you use the git bash terminal for the git commands (there are GUI frontends, but I'm not familiar enough with them to offer recommendations) and have to prefix the extract command with the path to python (like c:\python27\python.exe c:\users\dss\miasmata-fixes\pk2.py -x c:\...\obulis\obulis.pk2).
Just to show what I mean about chunks, this is tex\ball_black from Obulis in a hex editor:
You can see this file contains two chunks: "HEAD" and "DATA". There's some more information after each, which is parsed in rs5file.py Rs5ChunkDecoder.__init__():
The code immediately under that checks a couple of assertions I made when decoding Miasmata's file format, which will fail in this case (u1 was 00 00 01 in Miasmata, but is 00 00 00 here, and u2 indicated whether the file was empty in Miasmata (pk2 uses "FREE" for this instead based on what I wrote in pk2.py) whereas here it seems to indicate whether the file is chunked or not) and cause it to fall back to extracting the file as non-chunked. Fixing those assertions to pass for Obulis/Into Outland as described in my commit message should then allow it to properly extract the individual chunks (barring any other problems I've forgotton or variations I hadn't encountered yet).