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Perfect Dark Map Pack

 
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r.e.l. 237
Secret Agent
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 PostPosted: Sat May 02, 2009 11:35 am    Post subject: Perfect Dark Map Pack Reply with quote Back to top

I think we're almost ready for a full PD Map Pack patch, if its possible that is. We have around 11 or so PD ports, and it would be nice to have them all in one ROM instead of having to have different ROMs with each patch. How would one go about doing? Is it as simple as merging the patches or something? I'm guessing it'd have to be a collaborative effort since there would be SubDrag, Zoinkity, Kode-Z, and 00dark ports.
 
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Kode-Z
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 PostPosted: Sun May 03, 2009 3:46 am    Post subject: Reply with quote Back to top

Sounds like a great idea to me!!
 
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bmw
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 PostPosted: Mon May 04, 2009 4:58 pm    Post subject: Reply with quote Back to top

Its a great idea but not easy to pull off. The main problem is that you can't just merge textures because the PD rom textures as attached at the end of the rom are at different addresses in each patch. So you need to have one single texture set in your rom and each level has to correctly point to all the correct textures.
 
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SubDrag
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 PostPosted: Mon May 04, 2009 5:07 pm    Post subject: Reply with quote Back to top

The biggest hurdle is fitting textures in 21990 and the file being less than 1858C or whatever the size was compressed.

I still think you can get a lot in a pak though. I thought Zoinkity was working to optimize 21990, but then it became not editor compatible and that was an issue.
 
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r.e.l. 237
Secret Agent
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 PostPosted: Mon May 04, 2009 5:21 pm    Post subject: Reply with quote Back to top

Well I'm almost sure it will be possible soon at the rate hacking is going around these parts Laughing
 
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Wreck
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 PostPosted: Tue May 05, 2009 10:27 am    Post subject: Reply with quote Back to top

With the change to the texture offset table that Zoinkity came up with, we should be able to fit in a lot of extra textures. I'm not sure of the exact amount, but it probably wouldn't be hard to figure out, having access to the files and a hex calculator. I'd imagine eleven PD maps should fit texture wise, but you do have a point about the index needing to be under a certain compressed size. That may be an issue, or it may not. It all depends on how well it compresses.
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bmw
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 PostPosted: Tue May 05, 2009 11:06 am    Post subject: Reply with quote Back to top

Wreck wrote:
'd imagine eleven PD maps should fit texture wise, but you do have a point about the index needing to be under a certain compressed size. That may be an issue, or it may not. It all depends on how well it compresses.


If not, how many textures are shared between levels? I would imagine that a lot of duplicate textures would exist if you simply merge 11 maps together, no? I didn't know how difficult it would be to remove the duplicates and share images between maps.
 
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r.e.l. 237
Secret Agent
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 PostPosted: Tue May 05, 2009 7:24 pm    Post subject: Reply with quote Back to top

bmw wrote:
Wreck wrote:
'd imagine eleven PD maps should fit texture wise, but you do have a point about the index needing to be under a certain compressed size. That may be an issue, or it may not. It all depends on how well it compresses.


If not, how many textures are shared between levels? I would imagine that a lot of duplicate textures would exist if you simply merge 11 maps together, no? I didn't know how difficult it would be to remove the duplicates and share images between maps.
That's kind of what I was thinking, sharing textures between maps and maybe getting rid of the old GE multiplayer map textures
 
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