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GoldenEye 007 Nintendo 64 Community, GoldenEye X, Nintendo 64 Games Discussion GoldenEye Cheats, GoldenEye X Codes, Tips, Help, Nintendo 64 Gaming Community
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r.e.l. 237 Secret Agent
Joined: 12 Mar 2008 Posts: 270
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Posted: Sat May 02, 2009 11:35 am Post subject: Perfect Dark Map Pack |
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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 Hacker
Joined: 09 Nov 2007 Posts: 1142 Location: London, England |
Posted: Sun May 03, 2009 3:46 am Post subject: |
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Sounds like a great idea to me!! |
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bmw Hacker
Joined: 04 Jan 2006 Posts: 1366 Location: Michigan |
Posted: Mon May 04, 2009 4:58 pm Post subject: |
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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 Administrator
Joined: 16 Aug 2006 Posts: 6125
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Posted: Mon May 04, 2009 5:07 pm Post subject: |
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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
Joined: 12 Mar 2008 Posts: 270
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Posted: Mon May 04, 2009 5:21 pm Post subject: |
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Well I'm almost sure it will be possible soon at the rate hacking is going around these parts |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7198 Location: Ontario, Canada |
Posted: Tue May 05, 2009 10:27 am Post subject: |
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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. _________________
YOUTUBE | FACEBOOK | VAULT | MOD DB | RHDN |
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bmw Hacker
Joined: 04 Jan 2006 Posts: 1366 Location: Michigan |
Posted: Tue May 05, 2009 11:06 am Post subject: |
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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
Joined: 12 Mar 2008 Posts: 270
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Posted: Tue May 05, 2009 7:24 pm Post subject: |
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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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