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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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Kaiser Agent

Joined: 30 Aug 2011 Posts: 6
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Posted: Mon Dec 05, 2011 8:13 pm Post subject: Turok Reverse Engineering Project |
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The Goldeneye hacking community drawn my attention and after lurking for quite some time I've decided to finally post some stuff in regards to my hacking/reverse engineering project for the N64 game, Turok: Dinosaur Hunter. Since this is a hacking community, I'd figured I share this.
For a few months I've been figuring out the data formats and seeing how they all fit in place as well as reverse engineering the code to see what's going on under the hood. I've gathered enough data to begin recreating the game from scratch for people to enjoy on modern systems with the addition of improvements and other features to further enhance the game. The PC port just doesn't cut it anymore and this is a good opportunity to maybe spark some interest from the Turok community. This engine will also be used for recreating perhaps other N64 games, like Goldeneye for example. Both games seem to share similar mechanics like hierarchical model animations and level collision meshes.
I've been working on a tool to preview models and levels for a while and it's pretty much done however I wrote this tool to support only the PC version. Fortunately, the N64 version's data doesn't differ that much except for a few endian swaps for certain data values, etc.
As far as unused textures or hidden items found in the game, there are none. The game is pretty clean in terms of unused assets...
I'll be posting a download link to this tool for those who are interested once I work out all the kinks.
Oh yeah... screenshots:
Previewing animations for the Campaigner Soldier. This actor has the most animations than any other actor and contains several variations (Poacher, Android, Demon, Shaman, etc) and several attachment variations.
Previewing normals for the T-Rex boss
Previewing a static mesh
Previewing the HUB level and triggered events and collision display
Previewing bounding boxes for various actors
Previewing level 3
Level 3 with collision display _________________ Reverse Engineering Projects:
Strife
Doom 64
Turok (link N/A) |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6171
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Posted: Mon Dec 05, 2011 9:19 pm Post subject: |
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I can't believe there are no unused assets in there. I hope Turok 2 favors better. I know 2 had a bunch of beta sounds at least. Is it just me or is Turok decently hi poly , for example that dino? I for one, very much look forward to seeing where it goes. Also hope you make sure your APIs support both N64 and PC I hope for files. |
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stolen Agent


Joined: 24 Oct 2010 Posts: 122 Location: This account is retired  |
Posted: Mon Dec 05, 2011 11:05 pm Post subject: |
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When could you upload the tool? I'm quite curious to try it out. |
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oldyz 007

Joined: 02 Dec 2009 Posts: 607
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Posted: Tue Dec 06, 2011 2:55 pm Post subject: |
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Olllo here
Ah, good old Turok.
huge game - i want to play it again, but it's so gigantic i feel lazy
Would play it again with perfect dark mechanics & AI tho.....
(1 has the best game-play , 2 the better levels & grphcs, 3 was good but weird, 4 ok)
Oldyz is at work Werk Wurk ti doo tidoo Wrky wrk wrk wrk bwrk, Brk Brk brk |
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Kaiser Agent

Joined: 30 Aug 2011 Posts: 6
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Posted: Tue Dec 06, 2011 7:10 pm Post subject: |
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STOLEN_TEXTURES wrote: | When could you upload the tool? I'm quite curious to try it out. |
Unless you already have the PC version, then it'll probably be a while before I get the tool to support the N64 version. _________________ Reverse Engineering Projects:
Strife
Doom 64
Turok (link N/A) |
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Kaiser Agent

Joined: 30 Aug 2011 Posts: 6
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Posted: Tue Dec 06, 2011 7:13 pm Post subject: |
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SubDrag wrote: | I can't believe there are no unused assets in there. |
There are a few 'developer' textures used in Turok 2. They're mostly a texture of some guy's face and another with a picture of a infant...
Edit: link to Turok 2 textures in case anyone wants to see them
http://speedy.sh/FHUdc/t2textures.zip _________________ Reverse Engineering Projects:
Strife
Doom 64
Turok (link N/A) |
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fantsu 007

Joined: 30 Apr 2007 Posts: 1003
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Posted: Wed Dec 07, 2011 11:55 am Post subject: |
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Interesting project.
Not having any spare time myself, but let us know if you get something done.
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Kaiser Agent

Joined: 30 Aug 2011 Posts: 6
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Posted: Sun Dec 11, 2011 1:45 pm Post subject: |
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STOLEN_TEXTURES wrote: | When could you upload the tool? I'm quite curious to try it out. |
Download link: http://dl.dropbox.com/u/18609/TMDView.zip
This includes the executable and source code. Refer to CONTROLS.TXT for a list of key bindings and whatnot.
This is by no means perfect. It's unoptimized and is only built to quickly view the data without doing too much work. It only reads the PC version so I haven't got around to support the N64 ROM yet.
To use it, run this command through the console window (Windows only)
Code: | <path>tmdview.exe <path>cartdata.dat |
I'd be happy to answer any questions you may have... _________________ Reverse Engineering Projects:
Strife
Doom 64
Turok (link N/A) |
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stolen Agent


Joined: 24 Oct 2010 Posts: 122 Location: This account is retired  |
Posted: Sun Dec 11, 2011 5:52 pm Post subject: |
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Kaiser wrote: | STOLEN_TEXTURES wrote: | When could you upload the tool? I'm quite curious to try it out. |
Download link: http://dl.dropbox.com/u/18609/TMDView.zip
This includes the executable and source code. Refer to CONTROLS.TXT for a list of key bindings and whatnot.
This is by no means perfect. It's unoptimized and is only built to quickly view the data without doing too much work. It only reads the PC version so I haven't got around to support the N64 ROM yet.
To use it, run this command through the console window (Windows only)
Code: | <path>tmdview.exe <path>cartdata.dat |
I'd be happy to answer any questions you may have... |
Tried it out and I'm quite impressed. I have a question though, what is "bounding box"? |
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Kaiser Agent

Joined: 30 Aug 2011 Posts: 6
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Posted: Mon Dec 12, 2011 8:22 am Post subject: |
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stolen wrote: | Kaiser wrote: | STOLEN_TEXTURES wrote: | When could you upload the tool? I'm quite curious to try it out. |
Download link: http://dl.dropbox.com/u/18609/TMDView.zip
This includes the executable and source code. Refer to CONTROLS.TXT for a list of key bindings and whatnot.
This is by no means perfect. It's unoptimized and is only built to quickly view the data without doing too much work. It only reads the PC version so I haven't got around to support the N64 ROM yet.
To use it, run this command through the console window (Windows only)
Code: | <path>tmdview.exe <path>cartdata.dat |
I'd be happy to answer any questions you may have... |
Tried it out and I'm quite impressed. I have a question though, what is "bounding box"? |
To quickly sum things up: Bounding Box Wiki
Fortunately, there are tons of left over debug strings so I was able to quickly and easily identify things in the level format. There are several bounding boxes used which includes the individual object, a bounding box for a group of meshes (called Grid Bounds) and then another one (Area Bound) for grouped collision meshes. That works by checking to see what area bound that the player or object is in and then performs the collision detection based on what collision meshes are contained in that bound.
However I am not 100% sure what the grid bounds are used for but I believe it may be used to simplify ray tracing since you're capable of hitting every surface of a mesh when you fire your weapon. _________________ Reverse Engineering Projects:
Strife
Doom 64
Turok (link N/A) |
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oldyz 007

Joined: 02 Dec 2009 Posts: 607
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Posted: Mon Dec 12, 2011 2:49 pm Post subject: |
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Olllo here:
Sorry to derail a little,
Kaiser - is your Doom 64 project the only one out there?
the web page does not look like one i visited about 2 years ago & i wonder.
Anyway, i really like Doom 64 & wish to see some of the levels made for GE or PD, but i'm guessing that some of the awesome light effects would not work in them.
PS please check your PM for a question....
Oldyz is at work - drinking red-bull & punching a big pink fat guy |
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1729
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Posted: Sun Feb 19, 2012 6:53 am Post subject: |
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Had to bump this.
A whole stack of Acclaim stuff, from promotional items to a full-blown development kit has been found. There's disks isos of all things Turok, and thought you'd like to take a peek:
http://www.assemblergames.com/forums/forumdisplay.php?f=91 _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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Kaiser Agent

Joined: 30 Aug 2011 Posts: 6
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Posted: Sat Mar 10, 2012 9:25 pm Post subject: |
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Double bump
Very awesome find! Sadly I've pushed off the Turok project for the time being until I continue my updates to the Doom64 project. At least I haven't abandoned it yet  _________________ Reverse Engineering Projects:
Strife
Doom 64
Turok (link N/A) |
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nfsfan83 Agent

Joined: 15 Apr 2014 Posts: 2 Location: Poland  |
Posted: Wed Apr 16, 2014 11:14 am Post subject: |
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Guys are you still active here??? I need help from all Turok fans. _________________ Turok: Dinosaur Hunter fan |
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MRKane 007

Joined: 11 Dec 2008 Posts: 1076
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Posted: Wed Apr 16, 2014 3:16 pm Post subject: |
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The forum is still pretty active and there's a decent turn out around. Due to not having a PC anymore I'm afraid I can't be of much help
How has the work been progressing anyway?  _________________ No Mr. Bond, I expect you to be re-coded! |
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