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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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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7209 Location: Ontario, Canada |
Posted: Tue Sep 12, 2023 5:05 pm Post subject: |
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Does sound like one of my requests from over the years. I feel like it might have been for quickly updating the image list in the model header for stuff I had been porting. Characters, objects, weapons, etc. May not be much use outside of that kind of thing now. I'd need to test to confirm. |
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Jonaeru Secret Agent
Joined: 19 Jan 2013 Posts: 232 Location: Japan |
Posted: Mon Oct 02, 2023 3:58 pm Post subject: |
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Is it possible to allow compressed files to be saved when saving files under File Management in the game configuration in the PD editor?
This would be useful when creating mods for the PC port (decomp source).
It is possible to do this in Tools -> Compress File, but it would take a long time to do it one at a time.
Also, it would be nice if the original raw binary could be extracted in the Animation Editor. _________________ YouTube: https://www.youtube.com/user/jonaeru
NicoNico: https://www.nicovideo.jp/user/2033487
Twitter: https://twitter.com/jonaeru |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6137
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Posted: Tue Oct 03, 2023 4:10 pm Post subject: |
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Jonaeru wrote: | Is it possible to allow compressed files to be saved when saving files under File Management in the game configuration in the PD editor?
This would be useful when creating mods for the PC port (decomp source).
It is possible to do this in Tools -> Compress File, but it would take a long time to do it one at a time.
Also, it would be nice if the original raw binary could be extracted in the Animation Editor. |
The animations thing has come up before, but it's not just a binary - there's a header, and binary section.
I don't know how decomp works, but is there not a standalone tool that can just whip thru and compress/decompress pre-insertion? |
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Jonaeru Secret Agent
Joined: 19 Jan 2013 Posts: 232 Location: Japan |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6137
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Posted: Wed Oct 04, 2023 4:49 pm Post subject: |
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Does it not include the header data? That's critical. I just see there ripping the pure data. |
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Jonaeru Secret Agent
Joined: 19 Jan 2013 Posts: 232 Location: Japan |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6137
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Posted: Thu Oct 05, 2023 12:06 pm Post subject: |
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Yeah that's it. Shouldn't he have tools to just rip right through and pull out the animations and the header? It wouldn't make sense to export a single binary animation, since then header would be not updated too. I'd also think he should be able to take uncompressed files, or write a quick batch tool that could compress. |
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Lazlo52 Secret Agent
Joined: 18 Nov 2017 Posts: 335 Location: N.J. |
Posted: Thu Oct 05, 2023 6:26 pm Post subject: |
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SubDrag wrote: | Yeah that's it. Shouldn't he have tools to just rip right through and pull out the animations and the header? It wouldn't make sense to export a single binary animation, since then header would be not updated too. I'd also think he should be able to take uncompressed files, or write a quick batch tool that could compress. |
Animations can be modded into the PC port on an individual basis. It uses the raw binary for the animation itself, and a text file to define its header data. The decomp tools don't have visuals and look like some kind of batch script. It's much easier for a common user to browse to the desired anim in the PG editor and extract the binary without the header. The user can then create their own text file for the header data since the editor shows that data. _________________
Quote: | 22 not happening nerds. forget about it. 23 til the day i die. |
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Jonaeru Secret Agent
Joined: 19 Jan 2013 Posts: 232 Location: Japan |
Posted: Fri Oct 06, 2023 4:11 am Post subject: |
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Here is the PC port source code
https://github.com/fgsfdsfgs/perfect_dark
Compressed and uncompressed tools exist. It may be modified in the future to support uncompressed, so it may not be that much of a problem.
https://github.com/fgsfdsfgs/perfect_dark/blob/port/tools/rarezip
Sorry for the lack of explanation.
The PC port currently replaces animations by placing files as follows.
If a single binary animation can be exported, it can be replaced by placing it as is. (e.g. animation/00d2.bin)
The header needs to be written in a text file. I think it needs to be written manually. (e.g. animation/00d2.txt)
Code: | PD
|-- eeprom.bin
|-- ibgcc_s_dw2-1.dll
|-- libwinpthread-1.dll
|-- pd.exe
|-- SDL2.dll
|-- zlib1.dll
|-- data
| `-- pd.ntsc-final.z64
`-- g5_carpark -> mod directory
|-- modconfig.txt
|-- animations
| |-- 00d2.bin -> single binary animation
| |-- 00d2.txt -> header
| |-- 0178.bin -> single binary animation
| `-- 0178.txt -> header
|-- files -> compressed files
| |-- LoptionsE
| |-- LpeteE
| |-- Ump_setupmp5Z
| `-- bgdata
| |-- bg_mp5.seg
| `-- bg_mp5_padsZ
`-- textures
`-- 061a.bin |
Sample by fgsfdsfgs.
modconfig.txt
Code: | # G5 Car Park by Jonaeru
# http://n64vault.com/pd-levels:g5-car-park
# Replace Chicago with Carpark, change music, alarm sound and weatherproof room set
stage 0x1d {
bgfile "bgdata/bg_mp5.seg"
tilesfile "bgdata/bg_mp5_tilesZ"
padsfile "bgdata/bg_mp5_padsZ"
setupfile "Ump_setupmp5Z"
alarm 0x00a3
extragunmem 0
music {
primarytrack 0x3e
xtrack 0x13
}
weather {
exclude_rooms {
clear
0x02 0x03 0x04 0x05 0x06 0x07 0x08 0x09
0x0a 0x0b 0x0c 0x0d 0x0e 0x0f 0x10 0x11
0x12 0x13 0x14 0x15 0x16 0x17 0x18 0x19
0x1a 0x1b 0x1c 0x1d 0x1e 0x20 0x21 0x22
0x23 0x24 0x25 0x26 0x27 0x28 0x46 0x47
0x49 0x55 0x56 0x5e 0x63 0x69 0x03 0x16
0x4f 0x4b 0x3f 0x13 0x19
}
}
} |
animations/00d2.txt
Code: | numframes 0x258
bytesperframe 6
headerlen 0x25
framelen 12
flags 0x2 |
animations/0178.txt
Code: | numframes 0x12d
bytesperframe 0
headerlen 0x25
framelen 12
flags 0xa |
_________________ YouTube: https://www.youtube.com/user/jonaeru
NicoNico: https://www.nicovideo.jp/user/2033487
Twitter: https://twitter.com/jonaeru |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6137
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Posted: Fri Oct 06, 2023 8:06 am Post subject: |
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I guess ultimately, the decompile is a vastly different beast, and doing anything towards it in the editor is just going to unlock a rabbithole of requests.
I'm assuming someone or multiple people are taking a lead on decompile tools, so my suggestion is the better approach is to start creating common tools that rip data from Vanilla/Editor ROMs, towards whatever formats the decompile needs - then it can evolve over time, etc. It should be fairly trivial I would think, to do this, for your requests above, getting it into json formats, or whatever you need. |
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Jonaeru Secret Agent
Joined: 19 Jan 2013 Posts: 232 Location: Japan |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7209 Location: Ontario, Canada |
Posted: Mon Dec 04, 2023 12:04 am Post subject: |
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I have a request. In GE mode, there is an option..
Export Room -> Game Format
Which saves whatever is currently being used for the vertices and display lists of said room you clicked on. However, this option is greyed out and unavailable for PD mode. Which is a bit odd, considering that when you use the top option to export the entire BG and its room positions, it spits out the files in the same GE format, anyway. Could this option be re-enabled for PD mode? It would be very helpful for making larger scale changes to a specific room. My current work around takes a up far more time than necessary. |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6137
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Posted: Thu Dec 14, 2023 1:34 pm Post subject: |
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I put that back - actually was a bug. Was supposed to be greying out Export Room Obj Scaled, instead of this. |
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PeeMoldy Agent
Joined: 30 Nov 2023 Posts: 14
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Posted: Fri Dec 15, 2023 7:59 pm Post subject: |
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SubDrag wrote: | I put that back - actually was a bug. Was supposed to be greying out Export Room Obj Scaled, instead of this. |
I've been a fan of the work of you and Wreck for almost 20 years now! Are there any plans for a PerfectGold that can edit the fgsfdsfgs PD PC Port? I know the GE Decomp isn't finished yet. |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6137
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Posted: Sat Dec 16, 2023 9:53 am Post subject: |
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No, I have no plans to support anything decompile related. My only suggestion was for people to write additional convertor tools relating to editor outputs or inputs. |
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