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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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Kode-Z Hacker

Joined: 09 Nov 2007 Posts: 1142 Location: London, England  |
Posted: Sat Jan 26, 2008 8:13 am Post subject: How can I get TWINE levels from ROM? |
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I want to make a few solo levels with levels from TWINE. How do I go about extracting TWINE levels from the rom? Is the game's compression the same as/similar to GE's? |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6177
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Posted: Sat Jan 26, 2008 8:38 am Post subject: |
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Unfortunately that's a whole new ballgame. I wanted to do the same, but the formats weren't obvious to me. I thought Zoinkity said it used the same format as Ocarina of Time, but I think we forgot about this. |
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Kode-Z Hacker

Joined: 09 Nov 2007 Posts: 1142 Location: London, England  |
Posted: Sat Jan 26, 2008 8:48 am Post subject: |
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Are there any games other than Rare's than could possibly use the same format? |
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1731
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Posted: Sun Jan 27, 2008 12:35 pm Post subject: |
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Rare used a variation on an existing ucode to construct the display lists. At the least, you'd have to modify all the existing blocks to use Rare's own image call commands. These C0 image calls are really fake commands, expanded when the object is loaded into memory.
Although it does technically support embedding the images within the data blocks themselves, do *not* do this. There's a glitch when the object is fired upon. They made no concession for when a value is not immediately located in the image directory. Instead, it reloads the entire model to get the texture value, can't handle the fact that it is an offset and not an ID, jumps to some ridiculous address as a result, and crashes the game - on console at least. Similiar glitch as mirrored weapons, though you probbaly wouldn't guess it. It's a recall issue.
Anyway, I did totally forgot about the TWINE conversion ;*) They keep everything in this silly constructed structs. Pulled all the textures for the hedge maze stage though. It uses the same display list structure as Zelda, meaning that you have to change all the vertex load and draw commands since it allows more than 16 at a time. Other than that, most of it converts easily.
-well, that's not true really. Lighting is completely wrong and some commands aren't expected, plus you have to build clipping and light maps, portal it by hand most likely because they probably did that stupid. Oh! -and ignore that most of TWINE's stages suck royally ;*)
Say, I don't think I ever finished the mask of truth either... Dang. That stupid thing was what revealed the texture impact glitch. _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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ColdshadowX Secret Agent


Joined: 15 Apr 2007 Posts: 281 Location: Boston, MA  |
Posted: Sun Jan 27, 2008 5:51 pm Post subject: |
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Well I tried porting Turok Rage Wars textures and level parts into Goldeneye.
The file ext seems to have some weird combo it says ".kaix" for multiplayer levels and it says ".giba" for solo
It is very odd. I cannot find a good converter for them so sadly I lost hope for my Turok/GE project
TWINE is another story. If it uses the same file as OoT does than it should be able to be ported into the editor hopefully but totaly messed up _________________ "I don't know how and I don't know when but my keys have found a way to lock my out agian." - Bishop Allen "Little Black Ache" |
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