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How can I get TWINE levels from ROM?

 
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Kode-Z
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 PostPosted: Sat Jan 26, 2008 8:13 am    Post subject: How can I get TWINE levels from ROM? Reply with quote Back to top

I want to make a few solo levels with levels from TWINE. How do I go about extracting TWINE levels from the rom? Is the game's compression the same as/similar to GE's?
 
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SubDrag
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 PostPosted: Sat Jan 26, 2008 8:38 am    Post subject: Reply with quote Back to top

Unfortunately that's a whole new ballgame. I wanted to do the same, but the formats weren't obvious to me. I thought Zoinkity said it used the same format as Ocarina of Time, but I think we forgot about this.
 
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Kode-Z
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 PostPosted: Sat Jan 26, 2008 8:48 am    Post subject: Reply with quote Back to top

Are there any games other than Rare's than could possibly use the same format?
 
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zoinkity
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 PostPosted: Sun Jan 27, 2008 12:35 pm    Post subject: Reply with quote Back to top

Rare used a variation on an existing ucode to construct the display lists. At the least, you'd have to modify all the existing blocks to use Rare's own image call commands. These C0 image calls are really fake commands, expanded when the object is loaded into memory.
Although it does technically support embedding the images within the data blocks themselves, do *not* do this. There's a glitch when the object is fired upon. They made no concession for when a value is not immediately located in the image directory. Instead, it reloads the entire model to get the texture value, can't handle the fact that it is an offset and not an ID, jumps to some ridiculous address as a result, and crashes the game - on console at least. Similiar glitch as mirrored weapons, though you probbaly wouldn't guess it. It's a recall issue.

Anyway, I did totally forgot about the TWINE conversion ;*) They keep everything in this silly constructed structs. Pulled all the textures for the hedge maze stage though. It uses the same display list structure as Zelda, meaning that you have to change all the vertex load and draw commands since it allows more than 16 at a time. Other than that, most of it converts easily.
-well, that's not true really. Lighting is completely wrong and some commands aren't expected, plus you have to build clipping and light maps, portal it by hand most likely because they probably did that stupid. Oh! -and ignore that most of TWINE's stages suck royally ;*)

Say, I don't think I ever finished the mask of truth either... Dang. That stupid thing was what revealed the texture impact glitch.
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ColdshadowX
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 PostPosted: Sun Jan 27, 2008 5:51 pm    Post subject: Reply with quote Back to top

Well I tried porting Turok Rage Wars textures and level parts into Goldeneye.

The file ext seems to have some weird combo it says ".kaix" for multiplayer levels and it says ".giba" for solo

It is very odd. I cannot find a good converter for them so sadly I lost hope for my Turok/GE project


TWINE is another story. If it uses the same file as OoT does than it should be able to be ported into the editor hopefully but totaly messed up
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