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SubDrag
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 PostPosted: Sun Jul 29, 2012 5:36 pm    Post subject: Reply with quote Back to top

There's a star fox editor? You mean fzero?
 
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Rey
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 PostPosted: Sun Jul 29, 2012 7:09 pm    Post subject: Reply with quote Back to top

Hmm I searched youtube to see if there was a video of a star fox editor but I don't see anything. But theres a few games im surprised have not been hacked.One that comes to mind is Donkey Kong 64.http://www.youtube.com/watch?v=eqfFyX-POo0&feature=related
Oh just wanted to share this. Skip to 5:10
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Last edited by Rey on Sun Jul 29, 2012 7:24 pm; edited 1 time in total
 
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SATURN_81
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 PostPosted: Sun Jul 29, 2012 7:24 pm    Post subject: Reply with quote Back to top

apart from the various editors that exist for N64 games, I think they are still in a development for "Turok Dinosaur Hunter" and the other for "mario kart 64" (known the news in this forum).
by the way anyone know if some of the levels of Duke Nukem and Doom can be ported to GE or PD. I mean those levels that have no water or jumps.
 
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 PostPosted: Sun Jul 29, 2012 9:41 pm    Post subject: Reply with quote Back to top

I've tried tinkering with Nemu 0.8 and the geometry exporter for it, but I'd be buggered if I can get it to work. In saying that there's plenty of tools to convert maps (even UT maps) into obj files, and from there you can get them into your favorite editor and import them into the engine after a little bit of work.
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Sogun
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 PostPosted: Mon Jul 30, 2012 6:22 am    Post subject: Reply with quote Back to top

About the Star Fox 64 Editor, all I could find was some work of xdaniel from 2 years ago:
Level viewer : http://www.youtube.com/watch?v=Whs1TPGyGdc&feature=plcp
Hacking notes and tools: http://jul.rustedlogic.net/thread.php?id=9708
ROM expander: http://jul.rustedlogic.net/thread.php?id=8835

I don't know if it's possible to change some of the game with this.
 
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zoinkity
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 PostPosted: Mon Jul 30, 2012 7:11 am    Post subject: Reply with quote Back to top

I take it none of you have looked at this stuff I released two years ago:
http://www.mediafire.com/?94biifm1a522z
The extraction tools are a subset of the extraction tools used to lift out Labyrinth. I didn't include a few things that were just handy for that particular stage, since they only existed to circumvent having to use the editor at all.

[edit]
Just looked at it, and had an older version of most of those files up. The newer ones are in TWINK.7z, available here:
http://www.mediafire.com/download.php?jcxa91a9smjdr9b
(Thank you sent email search!)


Labyrinth (as mentioned in the readme) was ported directly from TWINE's code. Unlike most N64 titles, they use microcode to generate display lists at runtime. There aren't any display lists at all, only interpretted microcode commands. Basically, what the tools do is siphon off and decompress the different data segments it will use as reference, then generate GE-compatible DLs from the microcode. This is only really complicated by the ridiculously-stupid way they stored data and recalled it.

That said, it has one unavoidable hickup. There is no support for the palette-swap trick, and animation-only microcode will break it. That's why so many solo stages will fail on at least one object--though the rest outside that room will load fine.

The big issue is the crummy coding on their end. TWINE stages can span multiple stage files and usually do. The original microcode generator also doesn't handle stretched images well, so rooms where a wall texture is tiled will instead be coded with small segments of wall. Static objects aren't objects but instead rooms as far as TWINE is concerned (workaround probably, since 'objects' are all reactive), and their portal system also doubles as 'clipping'. The end result is that you'd have to merge dozens of rooms together in order to fit within PD's room limitation, much less GE's, and then you'd still be remapping wall geometry. How big an issue is that? The same tile floor that can be defined as a simple square may be defined as a few dozen squares, upwards of hundreds. This affects every single wall, floor, and ceiling in the game. It's a real pain.

Their portal and clipping engine work entirely different from Rare's games. In particular, doors do not need to align to portals to blank them, and more annoyingly can simultaneously be concidered portals.

Model quality is very low. Bodies, thanks to the dashboard-hula-girl kind of bobble thing they have going on, would need to be completely reworked to be used at all, and heads are spikey and poorly textured.


I've shared level dumps with Sub and Wreck before, and we've already discussed the annoyances of actually getting anything worthwhile out of the game.
Should mention although EDL dumps nicely, recompression is more problematic. We haven't made a recompressor for the huffman type EDL1, but EDL0 is uncompressed and EDL2 has a better-than-Eurocom compressor for it.
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Rey
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 PostPosted: Tue Jul 31, 2012 7:44 am    Post subject: Reply with quote Back to top

So how would porting weapons and sounds do to either GE or PD?
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EternallyAries
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 PostPosted: Tue Jul 31, 2012 11:38 am    Post subject: Reply with quote Back to top

Sogun wrote:
About the Star Fox 64 Editor, all I could find was some work of xdaniel from 2 years ago:
Level viewer : http://www.youtube.com/watch?v=Whs1TPGyGdc&feature=plcp
Hacking notes and tools: http://jul.rustedlogic.net/thread.php?id=9708
ROM expander: http://jul.rustedlogic.net/thread.php?id=8835

I don't know if it's possible to change some of the game with this.


I don't think so at all. After looking though some sites. I have no luck at finding the post about a editor at all. But I did see one years ago.

Anyway the game may have not been touch since 2010. So maybe people have loss interest for continuing to get a working editor for it.
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zoinkity
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 PostPosted: Wed Aug 01, 2012 7:18 am    Post subject: Reply with quote Back to top

Rey wrote:
So how would porting weapons and sounds do to either GE or PD?

Did a sample of it some time ago along with some objects. They look horrible, even if you directly embed the images to circumvent diminishing them to fit within either games' formats. At GE and PD's higher resolution they look washed out and primitive. On top of that, most weapons are wildly inconsistant with their real-world counterparts.
I've already mentioned that the sound format hasn't be decoded yet.

You can always extract the models with the tool, clean them up, and import everything yourself. With items I'd suggest using the -r flag to prevent it from loading all the hand and arm models as well. It would be a bit tedious but you could import them through the editor if you were adamant about porting them.
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 PostPosted: Wed Aug 01, 2012 10:20 am    Post subject: Reply with quote Back to top

Zonikity do you mean that one day you tried to bear arms "TWINE" GE or PD?. about their attempts to import a gun I think it depends on the game you choose to import either GE or PD, perhaps an import function well in PS, I just think this because "TWINE" and PD have in their weapons and attributes much roles at GE, which the "walterPPK" (as an example I mean) could be put in the slot Falcon2, because they have similar form of fire and reload, you may reset the weapon to function properly is the hardest to carry a gun.
 
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SubDrag
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 PostPosted: Wed Aug 01, 2012 1:35 pm    Post subject: Reply with quote Back to top

OK so Zoinkity showed me how to rip the models. No wonder TWINE's characters were so awful looking, all of the face images are 16-color 64 x 64. I've found while doing Goldfinger 64 if you don't go 256 color 32 x 64...they look awful. They look like they were great textures at higher color, if they reused for PS1 (not sure tech specs) and could do higher colors they prob looked good.

Shadows are pretty cool though.
 
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Rey
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 PostPosted: Wed Aug 01, 2012 6:19 pm    Post subject: Reply with quote Back to top

Twine does have second functions for there weapon. Also are there any images of these ported items you did? Another thing is I find the characters to look decent. Sure from far away its weird but look at em.
There well made in my opinion.
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mistamontiel
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 PostPosted: Thu Aug 02, 2012 9:27 am    Post subject: Reply with quote Back to top

SubDrag wrote:
Shadows are pretty cool though.


That is damn awesome. Reminded me that TWINE 64 has shadows
 
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zoinkity
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 PostPosted: Thu Aug 02, 2012 1:31 pm    Post subject: Reply with quote Back to top

I was wondering why nobody had heard of this before. All the TWINE stuff was posted in the secret forum... (There are a couple of them, actually)

Doesn't matter anyway, the image links are long since dead and the preoutput model samples didn't make it past the move to mediafire. Had to convert the image samples anyway to get it working in GE, since at that point we didn't know the flags needed for certain image types.

However, I can assure you that what blender displays for each model is exactly what it looks like in GE's engine.

For 3rd-person pickups, dump the item using the index in the list (all the items are listed, although didn't have the patience to list all the objects), delete the 1st person models embedded in it, optionally delete the lower-resolution boxy model, and rotate the thing 90deg. along the y axis so it doesn't stand on end, then import in GE. Very simple really.

Actually, TWINE uses color images almost exclusively, even when the color image only displays black and white. Downgrading them automatically conserves anywhere from 32 to 512 bytes, and depending on formatting may also halve the filesize.

Bodies need a radical conversion to work in GE. They're designed as bobbles. They can not be imported as-is without leaving a huge gap in their gut. Also, due to image format the textures will be washed-out (16 colors max), amplified when they are reduced in size by a quarter when rendered. It would be easier to use the PC version's textures as a base and split them, additionally resizing based on a 1-1 voxel to pixel ratio. Preventing stretch and reduction is why some games such as PD have such crisp-looking characters and can get away with lowered bitdepths.

To instantly make TWINE look better, set the antialiasing flag in the VI Status register. Why they didn't use hardware antialiasing is anyone's guess when the game runs fine with it on.
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mistamontiel
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 PostPosted: Fri Aug 03, 2012 5:42 pm    Post subject: Reply with quote Back to top

zoinkity wrote:
Instantly make TWINE look better, set the antialiasing flag in the VI Status register.


Which plugin ?
 
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