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My Jet Force Gemini Setup Editor (in progress...)
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MultiplayerX
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 PostPosted: Thu Aug 29, 2013 11:18 am    Post subject: Reply with quote Back to top

oh Laughing God I'll have to start wishing upon every star I see then Laughing
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Sogun
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 PostPosted: Thu Aug 29, 2013 12:34 pm    Post subject: Reply with quote Back to top

You can edit text, at least part of it. Although you can't exceed the original number of characters or only add a few.
http://i1185.photobucket.com/albums/z345/Sogunesp/JFG_Newcinematictext2_zps13d37150.jpg

As MultiplayerX said, Jet Force Gemini is something like GoldenEye meets Ocarina. It's also the closest thing to a Metroid game we got on N64. This was the most ambitious game Rare did before Perfect Dark: it has a simple coop, lots of multiplayer modes and lots of unlockables. Beautiful graphics and level design, the best soundtrack on the system and fierce boss battles. The are few things that I didn't like about it, though: the control has some issues, the deathmatch multiplayer wasn't very good, and the Tribal quest shouldn't have been mandatory. If you haven't play it you should!
 
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acceptable67
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 PostPosted: Thu Aug 29, 2013 3:30 pm    Post subject: Reply with quote Back to top

Spyster wrote:
The editor is very very early alpha, in terms of build. You can't edit text and you can only load up ForestVillage afaik.


For setups, you can load all the MAIN levels in the game, though some may be under ambiguous names. You can edit text.

That's fine tho, and I can't really blame you for not having played JFG before, as I first played it when SubDrag suggested the idea. Yeah, it's not finished, but you can still make use out of it. I'm going to leave the program as it is, as I don't feel I want to spend the time editing the project. Whether this thrives, or not, I really don't mind honestly, as long as it goes quiet. Smile
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Perfect Dark Forever.


Last edited by acceptable67 on Thu Aug 29, 2013 4:34 pm; edited 1 time in total
 
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MultiplayerX
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 PostPosted: Thu Aug 29, 2013 3:53 pm    Post subject: Reply with quote Back to top

Sogun wrote:
You can edit text, at least part of it. Although you can't exceed the original number of characters or only add a few.
http://i1185.photobucket.com/albums/z345/Sogunesp/JFG_Newcinematictext2_zps13d37150.jpg

As MultiplayerX said, Jet Force Gemini is something like GoldenEye meets Ocarina. It's also the closest thing to a Metroid game we got on N64. This was the most ambitious game Rare did before Perfect Dark: it has a simple coop, lots of multiplayer modes and lots of unlockables. Beautiful graphics and level design, the best soundtrack on the system and fierce boss battles. The are few things that I didn't like about it, though: the control has some issues, the deathmatch multiplayer wasn't very good, and the Tribal quest shouldn't have been mandatory. If you haven't play it you should!


Yea that's why I was DREAMING for a port of some Solo maps from the beast SO. The multiplayer in the game did kind of suck. Tiny levels that box you in them.
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acceptable67
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 PostPosted: Sun Feb 02, 2014 5:05 pm    Post subject: Reply with quote Back to top

I suppose this would interest only SubDrag at this moment or the few who know of the game, but I opened up the source out of curiosity today and spent a couple hours redoing a ton of code that needed optimization. I decided to continue the project a little, discovering a couple more objects and adding many features and more ease of accessibility. There will be no more preferences errors (I hope!) because I went along and did out with the .ainf binary file, as all it did was just cause problems and stuck with a standard text file to write the ROM location out to. Honestly, I'm curious to see where I will go from here with this.


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Wreck
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 PostPosted: Sun Feb 02, 2014 10:46 pm    Post subject: Reply with quote Back to top

I'm glad to see you're still sticking with this, when you find either the time or the desire to continue updating it. I remember when SubDrag did a simple stand-alone editor for Perfect Dark, and that it was a "final" release. Well, just take a look at the GE/PD Editor now! With all the knowledge we've accumulated during the GEX project, we can do a whole heck of a lot of great stuff with the game. And if you keep up with your editor, I'm sure JFG will only benefit. Smile
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acceptable67
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 PostPosted: Mon Feb 03, 2014 4:12 am    Post subject: Reply with quote Back to top

Thanks for your words of encouragement, Wreck. Smile
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PaRaDoX
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 PostPosted: Mon Feb 03, 2014 1:13 pm    Post subject: Reply with quote Back to top

Sort of off topic: But where did you learn to code, acceptable? Any tips? I figured I probably asked you this some time ago already but honestly I forgot.
 
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acceptable67
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 PostPosted: Mon Feb 03, 2014 1:55 pm    Post subject: Reply with quote Back to top

PaRaDoX wrote:
Sort of off topic: But where did you learn to code, acceptable? Any tips? I figured I probably asked you this some time ago already but honestly I forgot.


I learned to code off of website tutorials, Google, and some YouTube videos (for C#) as well. At the time of starting C/C++, I had prior knowledge of the web based language PHP, which is similar to C syntax so I picked it up rather quickly. About 3 years of practice in C/C# and this is where I am today (and I'm still infinitely refining my skills, at least regarding organization...)

Here are some tutorial references for these languages which I think you will find useful:

http://www.cplusplus.com/doc/tutorial/
http://www.learncpp.com/
http://www.youtube.com/watch?v=x_9lfHjYtVg

If you would like further guidance you could always send me a message.

Good luck Smile
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Perfect Dark Forever.
 
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PaRaDoX
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 PostPosted: Mon Feb 03, 2014 4:43 pm    Post subject: Reply with quote Back to top

acceptable67 wrote:
PaRaDoX wrote:
Sort of off topic: But where did you learn to code, acceptable? Any tips? I figured I probably asked you this some time ago already but honestly I forgot.


I learned to code off of website tutorials, Google, and some YouTube videos (for C#) as well. At the time of starting C/C++, I had prior knowledge of the web based language PHP, which is similar to C syntax so I picked it up rather quickly. About 3 years of practice in C/C# and this is where I am today (and I'm still infinitely refining my skills, at least regarding organization...)

Here are some tutorial references for these languages which I think you will find useful:

http://www.cplusplus.com/doc/tutorial/
http://www.learncpp.com/
http://www.youtube.com/watch?v=x_9lfHjYtVg

If you would like further guidance you could always send me a message.

Good luck Smile

Many thanks ! I will try as soon as I get a new pc since it died on me.
Also I love reading codes,not sure why,I just find it fascinating.. I used to do some basic scripting back on an old game (ThinkTanks), but all that knowledge is lost by now.
 
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acceptable67
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 PostPosted: Fri Mar 14, 2014 1:41 pm    Post subject: Reply with quote Back to top

Latest screenie.


So, couple of things to rant on about...

Focusing right now on running through the game and mapping all the setups into the editor so they can be ripped. Got about 40 rooms down, perhaps another 100 or even more to go. In between, I am hex editing some setups and discovering new 'purposes', or objects, to add to editor and new values to edit for them.

I wrote parsers for the Background, Object and Setup tables respectively but I cannot identify the file formats for either Background or Object, so this is where I may need some assistance or I will have to end up making my own converter for these files.

Here 2 examples of, what are believed to be, object files:
http://68.56.140.154/jfg/objfiles.zip
and here are 2 examples of what I'm almost certain are BG files:
http://68.56.140.154/jfg/bgfiles.zip

They are blatantly full of vertices but match no common header used in other games (to my knowledge and from what I've seen.)
If anyone who is savvy enough would like to take a look at those, that would be cool.

If, how I understand this term, 'adding to end of rom' means adding data to the part of the ROM that is simply nulled off or full of 0xFF's or what not, I have been unsuccessful in doing that for this ROM. Hex editing an entry in the setup table to look at another address only causes the setup to simply not load, even though I made sure it pointed at a functional address which contains the setup. Perhaps my method is just incorrect and I made a critical mistake.

I've attempted to get in touch with some Jet Force Gemini communities -- which ever may be left -- but it seems to be of no avail, only finding dead forums and not very active pages on Facebook. The goal of getting in touch was to bring awareness, but since it seems that can't happen I must stick with only the people at this forum to garner interest as of now (in all honesty that was my intention anyway.)
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SubDrag
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 PostPosted: Sat Mar 15, 2014 6:41 am    Post subject: Reply with quote Back to top

Looking good! I'll try and help parse the bgfile. I'm very interested in seeing a fully functional JFG editor. Generally you have to move the entire set of setup data, because usually it uses both the next, and current to calculate size, for example. And need to reroute every assembly instruction referring to it. Definitely something for the future, initially can probably just require fitting into old space.
 
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acceptable67
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 PostPosted: Sat Mar 15, 2014 6:50 am    Post subject: Reply with quote Back to top

SubDrag wrote:
Looking good! I'll try and help parse the bgfile. I'm very interested in seeing a fully functional JFG editor. Generally you have to move the entire set of setup data, because usually it uses both the next, and current to calculate size, for example. And need to reroute every assembly instruction referring to it. Definitely something for the future, initially can probably just require fitting into old space.


Thanks! Ok, that sounds good. Argh, I thought it would do that... I had to do it when writing the parser (calculate size from table entry 0x4 ahead of current entry and push from start of data to new offset) but thought the emulator would handle it differently -- I suppose that would explain it then. Ok, I'll just leave that part for later then, but will definitely be neat to see people have the ability to add objects in.
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 PostPosted: Wed Mar 19, 2014 2:04 pm    Post subject: Reply with quote Back to top

What level are those bgfiles from? Or you just picked random ones?
 
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acceptable67
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 PostPosted: Wed Mar 19, 2014 2:14 pm    Post subject: Reply with quote Back to top

SubDrag wrote:
What level are those bgfiles from? Or you just picked random ones?


Just picked random ones from folder.
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