We know from reverse engineering efforts, and accounts by developers on the PC port, that all of the mainline MGS games used a proprietary scripting system called GCX. This was effectively a Konami fork of TCL - see eg https://github.com/Jayveer/Gcx
Konami built a custom lighting format for at least MGS3 called LA2, and a proprietary audio format called SDT. So far these haven't been reverse engineered - the leak will definitely open up progress there.
https://boards.4chan.org/vr/thread/12541637/metal-gear-solid...
The re-constructed URL:
Almost no coverage on HN or mainstream media though. Surprising, considering the popularity of this game.
I’ve been having fun lately with agents and decompilation. You can literally point them at any game and ask them to decompile the game and structure and format as if it was the original source code. Asking them to ensure it compiles works fine.
Some proof: i made online save game editors for jagged alliance 3; grandcheaten.com and news tower; thedailycheat.com (.com domains are only $10 so i figured why not).
You can do this with any game i’ve found. Older games work best due to the forced simplicity of the source code though.
I have no doubt that this would be possible for MGS2 as well.
>and ask them to decompile the game and structure and format as if it was the original source code. Asking them to ensure it compiles works fine
lot of people claiming this the end result is the AI downloading an emulator and rom
Did you try the above links? I haven’t shared the full source but all game mechanics listed in the ja3 guide including code snippets where helpful.
There are lots of decompilation community efforts for N64 games, etc.
Someone should train a model on this. Giving the decompiled symbols good names, etc.
De-minification and de-obfuscation while we're at it.
It should be easy to generate a ton of "synthetic" (actually real) training data for this by simply compiling sources and using that as (input, output) pairs.
Gunplay is weak. Accuracy drops off waaaay too fast based on maximum range of the gun and burst fire has arbitrary damage reduction per bullet. So short range guns almost always missed (mechanics documented from source in the above guide) and if they hit they did little damage. It means the only viable weapons are long range weapons. Rifles and assault rifles. A submachine gun is worse than a sniper rifle even at close range.
The plot has a key gameplay changing moment that triggers waaay to early meaning you have to work to see much of the game content. Everyone tries to avoid the trigger on the second playthrough which is a silly thing to do game design wise. A desire to teleport across the map was the original motivation to the above from my point of view.
Enemies are bullet sponges in the late game too. A lame way o balance weak ai and gunplay.
It could have been as good as ja2 but they just didn’t refine the above enough.