Author |
Message |
Topic: GoldenEye vs Perfect Dark game engines |
Sogun
Replies: 17
Views: 24302
|
Forum: Q-Lab Hacking Department
Posted: Fri Jan 13, 2023 4:47 pm Subject:
GoldenEye vs Perfect Dark game engines |
"GE does NOT share TMEM with any other texture, its a Stack of 1 and only 1.
if a triangle wants to use a tree, a tree is loaded into TMEM, if another triangle wants to use a wheel, a wheel is l ... |
Topic: Sogun's Workshop |
Sogun
Replies: 387
Views: 350634
|
Forum: Q-Lab Hacking Department
Posted: Fri Jan 13, 2023 4:43 pm Subject:
Sogun's Workshop |
I keep doing performance tests to the GE and PD engines and I want to try with polygons and textures with less features. I used the 'Advanced Options' in 'Replace Triangle/Group textures/Details' but ... |
Topic: GoldenEye vs Perfect Dark game engines |
Sogun
Replies: 17
Views: 24302
|
Forum: Q-Lab Hacking Department
Posted: Thu Jan 05, 2023 5:37 pm Subject:
GoldenEye vs Perfect Dark game engines |
Lately I've been doing some real hardware performance tests. I focused on GE but also cheked PD a little.
GE clearly benefits from having the levels split in different geometry groups we call Rooms ... |
Topic: What would you like to see it nealy compiled builds of PD? |
Sogun
Replies: 35
Views: 30004
|
Forum: Carrington's Hacker Central
Posted: Sun Jan 01, 2023 12:49 pm Subject:
What would you like to see it nealy compiled builds of PD? |
Still no luck with it after byteswopping the first 1.1 ROM with the GES Editor tools. Info looks like this:
[F267577A1FAECA4C07F1BB188452CA80]
Good Name=Perfect Dark (V1.1) (U& ... |
Topic: What would you like to see it nealy compiled builds of PD? |
Sogun
Replies: 35
Views: 30004
|
Forum: Carrington's Hacker Central
Posted: Sun Jan 01, 2023 4:15 am Subject:
What would you like to see it nealy compiled builds of PD? |
Happy New Year!
Graslu00 did a [E03B088B6AC9E0080440EFED07C1E40F]
Good Name=Perfect Dark (V1.1) (U) [!].v64
Header Code=41F2B98F-B458B466-C45
[E03B088B6AC9E ... |
Topic: What would you like to see it nealy compiled builds of PD? |
Sogun
Replies: 35
Views: 30004
|
Forum: Carrington's Hacker Central
Posted: Tue Dec 27, 2022 9:09 am Subject:
What would you like to see it nealy compiled builds of PD? |
Hello. Has there been any progress with decomp?
The only thing besides the features already posted in this topic are some videos from Jonaeru with 100 simulant in Combat simulator.
https://www.you ... |
Topic: Invisible Floating Triangles in GE and PD |
Sogun
Replies: 2
Views: 4343
|
Forum: Mapping and Modelling
Posted: Tue Dec 27, 2022 9:01 am Subject:
Invisible Floating Triangles in GE and PD |
It's more or less known that there are some un-rendered triangles above the Dam in GE.
These triangles are floating in the sky above Bond's reach and facing up, so they can't be seeing ingame. They a ... |
Topic: What would you like to see it nealy compiled builds of PD? |
Sogun
Replies: 35
Views: 30004
|
Forum: Carrington's Hacker Central
Posted: Sun Nov 06, 2022 6:53 am Subject:
What would you like to see it nealy compiled builds of PD? |
Questions:
-Will it be possible to create an xdelta patch from a recompiled rom (with changes) and apply it to the original rom?
-If possible, would it be legal to distribute those patches or th ... |
Topic: GoldenEye vs Perfect Dark game engines |
Sogun
Replies: 17
Views: 24302
|
Forum: Q-Lab Hacking Department
Posted: Wed Oct 26, 2022 10:35 am Subject:
GoldenEye vs Perfect Dark game engines |
Quoting HackBond from the 'Ryan did make a performance version of Perfect Dark. Currently some stuff breaks like the EyeSpy and splitscreen but it's a interesting idea nonetheless
Here's an int ... |
Topic: What would you like to see it nealy compiled builds of PD? |
Sogun
Replies: 35
Views: 30004
|
Forum: Carrington's Hacker Central
Posted: Sat Oct 22, 2022 12:03 pm Subject:
What would you like to see it nealy compiled builds of PD? |
-New "Last man standing" multiplayer scenario as said by Kerr Avon. But I would make it simplier, just choose a globar number of lives shared by all players. I was surprised this wasn't alre ... |
Topic: Sogun's Workshop |
Sogun
Replies: 387
Views: 350634
|
Forum: Q-Lab Hacking Department
Posted: Sun May 15, 2022 1:40 pm Subject:
Sogun's Workshop |
Hi guys. Here's another demo I've been working on the last couple of weeks.
There's only what you see in the video. Many years ago I planned to port the prologue to Perfect Dark but, just like ... |
Topic: Sogun's Workshop |
Sogun
Replies: 387
Views: 350634
|
Forum: Q-Lab Hacking Department
Posted: Sat Feb 05, 2022 1:58 pm Subject:
Sogun's Workshop |
Hi guys. It's been a long time since my last message.
Today I finally tried something I had in mind for a long time: replicating toonshadin on N64 using envmaps. It didn't turn out as I expected, t ... |
Topic: Weird behaviour when exceeding +/-32,768 coords |
Sogun
Replies: 6
Views: 7313
|
Forum: Q-Lab Hacking Department
Posted: Tue Feb 16, 2021 12:34 pm Subject:
Weird behaviour when exceeding +/-32,768 coords |
As I said. Knowing how Bond actually moves around the level and the implications of it shattered everything I thought about level size and level scale. I still need to understand it.
Alps was 0.2 S ... |
Topic: Sogun's Workshop |
Sogun
Replies: 387
Views: 350634
|
Forum: Q-Lab Hacking Department
Posted: Tue Feb 16, 2021 12:20 pm Subject:
Sogun's Workshop |
By the way, Sogun, has there been any progress on your porting of the Classic Nintendo Maps pack to Perfect Dark, yet?
Sorry, I only worked on it a little last year. I run out of steam in a week.
... |
Topic: Weird behaviour when exceeding +/-32,768 coords |
Sogun
Replies: 6
Views: 7313
|
Forum: Q-Lab Hacking Department
Posted: Mon Feb 15, 2021 1:26 pm Subject:
Weird behaviour when exceeding +/-32,768 coords |
Depends on level scale
I thought level scale wasn't taken into account when displaying the vertex coordinates in the Vertice Menu.
I looked at the level scale and it's 1.0. So real model coords are ... |