About

Hello, I am Philip M. Wagner, also known as movAX13h on the internet. I am a critical thinker, programmer, toolmaker, and software and multimedia/game engineer residing in Austria.

After completing my education at a technical school for electronics and telecommunication, I began working in the advertising industry in 2001. I worked as a web developer for wukonig.com in Graz, Austria, then as a full-stack lead developer for 3D-Zeitschrift GmbH in Munich, Germany, and finally as a web application developer for LOOP in Salzburg, Austria.

Since 2013, I have been self-employed and primarily work in game and software development. I enjoy working on interactive multimedia applications, editors, tools, and games, as you may have noticed on this blog. Additionally, I have spent a considerable amount of time on ShaderToy.

Please note that the works showcased on this blog are personal projects and are not associated with any of my professional projects, which span a broad range of industries, including multimedia and automation. These professional projects are typically protected by non-disclosure agreements.

@movAX13h on Github

@movAX13h on X

@movAX13h on Shadertoy

8 thoughts on “About”

  1. Piotr Padkowski

    Hi, I could not find other way to contact you, I'm working on hioctane remake/reimplementation and I heavily benefited from your findings, and also can share info that is missing in your editor/viewer. Map/level data contains, apart from what you found a pool of "active objects" that the game uses; this area gets loaded into memory and then is used as initial gamestate (more or less). You completely skip this area in LevelFile.cs (although UnknownTable247264.cs processes part of this area), this lives at offset 0x27B2C of level file (decompressed) and is composed of 1000 objects each 85 bytes long,

    Offset Field
    +0 subtype
    +1 state
    +2 class
    +4 own slot number
    +0x18 / +0x1A / +0x1C x / y / z centre, 8.8 fixed
    +0x2D / +0x2F / +0x31 half-width / half-height / half-depth, 8.8
    +0x2E grid column count (high byte of the half-width)
    +0x4F next object in the class list

    For example, level 1's Start at 0x3C5E0 has subtype 4 (start), class 1 (repair/refuel/rearm/start/checkpoint) x = 80 0B (11.5), y = 80 76 (118.5), half-width = 80 02 (2.5) and half-height = 80 01 (1.5).
    Also here are armor/weapon/shield recharge areas.

    Reply ↓
    1. movAX13h

      Post author

      Thank you very much. I will incorporate your findings as soon as I can. If you have more details, feel free to file a pull request on my repo or post a link here.
      Also, I'm curious about your project so keep me updated!

      Reply ↓
  2. jonathan

    Hello,

    I was wondering since you dissected some old DOS favorite games of mind, would you possibly think about cracking open Tanktics, a Windows 95 era game my family used to love?

    Sincerely,

    J.C.

    Reply ↓
  3. Hi Philip,

    We were very impressed with your shaders and wondering if there's a way we can cooperate to get them working using our OpenGL Visualizer in FL Studio (formerly known as Fruityloops).

    If you're interested please drop me a mail.

    Regards,
    Jean-Marie Cannie

    Reply ↓
  4. Adok

    Hallo, ich bin durch pouet auf deine Website gestoßen. Ich finde schon sehr beeindruckend, was du da machst. Ich glaube, dass Grafiker und Musiker aus der Demoszene gerne bereit wären, mit dir zusammenzuarbeiten. Nur Mut!

    Reply ↓

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