I'm working on reverse engineering the file formats of the 1999 game Attack of the Saucerman (Windows version). This repository contains the results of this work so far:
All of this is work in progress and not complete yet.
The map viewer is written in C++, and uses SDL+OpenGL. It's currently fairly basic: It can open and display all of the game's level files, but it can't display all elements of a map yet, and only offers very basic camera movement.
Use the up/down arrow keys to move forwards/backwards, and left/right to turn. Holding shift + arrow up/down allows moving up and down vertically.
- Displaying terrain, level geometry, and 3D models
- Basic tank-control style camera movement
- Toggling display of different elements
- Displaying billboard sprites
- Texture animations
- Handling translucent surfaces
- Lighting (texture brightness adjustments)
- Displaying entities and other map elements
- More flexible camera movement (looking up/down, mouse look?)
Building the map viewer requires CMake, SDL2, and a C++-17 capable compiler. On Windows, the SDL dependency can be installed using vcpkg, on Linux/Mac it's available via the usual package managers. The build process is standard CMake fare. For example (using the Ninja build tool):
mkdir build
cd build
cmake .. -GNinja
ninja
The resulting binary, bin/SaucerMapViewer
, accepts the path to a map file as command line argument. On Windows, you can also drag a map file onto the executable to launch it.
The asset exporter is a Python script. It reads files in the game's wad
format (unrelated to Doom WADs), and currently unpacks the following assets:
- Textures and other images (converted to PNG files)
- 3D models (converted to glTF files)
- Sound effects (exported as WAVE files)
The exported 3D models currently don't support translucent surfaces, and aren't the most efficient representation.
The script requires Python 3 and the Pillow library, which can be installed using PIP (pip install Pillow
).
To use the script, first unpack the game's main data container Saucerdata.pak
. This is basically just a ZIP file, and most standard tools should be able to extract it (I had trouble using 7zip, but Linux unzip
and Windows Explorer's built-in ZIP support worked fine).
After that, invoke the script on the desired WAD file by passing its path as a command-line argument.
The dumped files are placed into a new directory called <wad_file_name>_exported
.
For example, to unpack the first level's assets:
unzip Saucerdata.pak
python3 dump_wad_file.py LEVELS/ar51_1.wad