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09-19-18 11:07:02 AM
0 users currently in The Cutting Room Floor. | 7 guests

Jul - The Cutting Room Floor - Star Fox Adventures E3 2002 prototype (5/17/02)
  
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Finality
Posts: 1/1
Hey guys, nice thread.
Bit of a noob here- Has nobody run across a way to get past the Arwing stages? I haven't seen any posts indicating how if even if anybody's managed to get the levels working (darkicemines, etc.).

I've been collecting the Krazoa Spirits. So far I've gotten three (Test of Observation- of course. Test of Combat- Works. Test of Fear- Quite broken but gives spirit; fixes Lightfoot Village loading for... reasons?). Unfortunately, the Test of Strength crashes the game, and I haven't figured out why. Of course the (test?) with scales at Krazoa Palace isn't possible to finish, it seems (bou CAN kill him, but he respawns in 30~ish seconds).

Just like I haven't figured out why rescuing queen cloudrunner causes a trigger just beyond the well to make a "DING!" noise and freezes the game- Weird.

Seems to me that some of the issues aren't the game being beta/incomplete and is just flags and stuff not being thrown from -not- going to the places locked out by Arwing missions that always dump to main menu.

To the person that mentioned the three buttons on the wall in the Krazoa Palace- those trigger the fans in the main... Fan room. XD I don't think they're a puzzle or anything, I think it's a cheap way for them to trigger the fans in play testing to get to the different floors.

(The fox-krystal meeting on the roof just isn't the same without the jazzy music and voice acting. lol)

Also, are the worms in the SnowHorn Wastes the N64 models? They do a lot of damage and the particles are odd O.o I don't think I saw anyone mention them.

Been playing on real hardware VS emulator (way less glitches) + the levitate cheat you guys posted. ;3

Anyways, keep up the great work. =D
Hugo_Peters
Posts: 139/139
Originally posted by puddinpops
Did that fake cart on eBay get you interested again?

Glad to know you're still looking into this. Looking forward to future developments!


Hah yeah... I feel dumb for not immediately seeing the guy literally taped two N64 carts together... jeez...

So I wanted to show off a short teaser of a big thing I'm working on...............................






"what is this?" you ask

...animations!



(yes I made a thing to animate the eye movement + eyelid textures... looked a bit dead otherwise...)


This is a small preview of what's to come though... expect some DP related animation news soon

To get to this I had to reverse some assembly from SFA itself which was a cool learning process (thx to revel8n and dragonbane0 for answering my dumbass questions)
And thx again to revel8n for his amazing Dolphin IDA debugging work (https://github.com/revel8n/dolphindbg and https://github.com/revel8n/dolphin/tree/remote-debugging)
2Tie
Posts: 1078/1079
always exciting to see more from you, Hugo
puddinpops
Posts: 84/85
Did that fake cart on eBay get you interested again?

Glad to know you're still looking into this. Looking forward to future developments!
Hugo_Peters
Posts: 138/139
Alrighty, I thought it was about time for an update, I've been quietly working on some new things and I'll be revealing more as I polish stuff up... but here's for a start:

There's one environment model (mod) in the files that is unlike any of the other files... I reversed its format which was also completely unlike anything else on the disc, and definitely a remnant of N64 DP as it was never even ported to the GameCube format... must be a level cut during DP development...

I found a level which I never thought I'd see: Diamond Bay:











A pretty large level actually, and from what we know it was cut pretty early on in DP as well... interesting that it still made its way onto the kiosk disc...


And for another model:


This one was supposed to be used in the Ocean Force Point Temple (or the desert level in DP)


There's a lot more stuff coming soon, so stay tuned 8)
MrQuetch
Posts: 41/41
I'm not sure if anyone has come across this. But, I learned what sound library David Wise used for his production in Dinosaur Planet. He used a fairly realistic orchestral library created by Peter Siedleczek. It appears that Peter is most known for this library, and it's quite amazing that he still sells his work today. I can only imagine what differences there were with Peter's library during the time of DP and now. I imagine the quality has got much better. Unless... The audio files were as good back then as they are now - other than being compressed to fit into a small amount of memory.

Something that I've been wondering now. Why did people decided to recreate the soundfont for DP when they could've used Peter's library for the actual instrumental sounds? We may not be able to have exactly remastered music, but I'm sure we could listen to the original music in a much clearer format. Just an idea.

This isn't from DP, but someone made a test track using Peter's library - and I can already feel DP!

https://www.youtube.com/watch?v=1hBjyU5MIJ8

Hopefully someone out there finds use for this.
foxtribe
Posts: 56/59
Sorry, I don't have an account on assemblers or else I'd comment there but

am I the only one that thinks the triceratops in this image https://i.imgur.com/hBaubrC.jpg

looks just like tricky the triceratops from diddy kong racing?? https://static1.squarespace.com/static/5182a30de4b099d36dd6f233/t/54e6346fe4b02e8e02291449/1424372848090/?format=300w

Perhaps it's from as far back as when they were still using the DKR Tricky model. Cool!
Hugo_Peters
Posts: 137/139
Originally posted by MrQuetch
How'd the guy get footage of Hugo's program?
I'm guessing Hugo gave him permission?
Correct me if I'm wrong.

Oh... Sorry about me asking for previous information, Hugo.

I still think it sucks the game just never came out like it was meant to be originally.

Thanks for the compliments on the last page btw, I really appreciate it!

The NDA I have with Rare doesn't conflict with any of this stuff (I think?) however now that I work at a AAA studio I have to watch my stuff a bit more in general.

H4G approached me to make a video, and I gave him a build of the viewer together with info on the models and answered any questions he had (with help from kett and kokorogensou on how the models were used).

I'm looking at a proper way to release the model viewer to everyone, I'm thinking of building a webpage with all the models listed with some backstory as well as a viewer per-model (I'm currently porting my engine to OpenGL using http://kripken.github.io/emscripten-site/). Would be a nice tribute imo.

Also! I forgot to post, but you can find a dump of a whole new bunch of models right here:
https://assemblergames.com/threads/new-dinosaur-planet-finds.67250/page-2#post-961639
Halian
Posts: 418/467
Originally posted by MrQuetch
Some of the music in Dinosaur Planet has got me really interested in the music of the Mayans and the Aztecs.
The Earthwalker Temple was one of the songs that really got me into this type of music.

Someone listen to this and tell me that this was not David Wise's inspiration for some of the music in DP.

https://www.youtube.com/watch?v=_Tl7DCbClOE

When I hear these songs, I can't help but picture the various locations in DP - the music is a perfect fit.

Perhaps no one else thinks that, but I sure do.

No, I agree with you. And not just because I love the music by itself.
MrQuetch
Posts: 40/41
Some of the music in Dinosaur Planet has got me really interested in the music of the Mayans and the Aztecs.
The Earthwalker Temple was one of the songs that really got me into this type of music.

Someone listen to this and tell me that this was not David Wise's inspiration for some of the music in DP.

https://www.youtube.com/watch?v=_Tl7DCbClOE

When I hear these songs, I can't help but picture the various locations in DP - the music is a perfect fit.

Perhaps no one else thinks that, but I sure do.
2Tie
Posts: 974/1079
Originally posted by MrQuetch
How'd the guy get footage of Hugo's program?
I'm guessing Hugo gave him permission?
Correct me if I'm wrong.

Oh... Sorry about me asking for previous information, Hugo.

I still think it sucks the game just never came out like it was meant to be originally.


from how the guy talked about it i gathered that he had correspondence with hugo? especially considering hugo's the one who posted it here?
Halian
Posts: 377/467
+1 for Hard4Games.
MrQuetch
Posts: 39/41
How'd the guy get footage of Hugo's program?
I'm guessing Hugo gave him permission?
Correct me if I'm wrong.

Oh... Sorry about me asking for previous information, Hugo.

I still think it sucks the game just never came out like it was meant to be originally.
foxtribe
Posts: 55/59
Love that people are still talking about dinosaur planet in 2018. Sure is crazy how long we've been interested in a game that never came out!
Hugo_Peters
Posts: 136/139
Check out this video by Hard4Games featuring a bunch of new discoveries!

https://www.youtube.com/watch?v=tW6e3C0iSy4

I'll be posting some more (smaller stuff) soon, so keep an eye out
2Tie
Posts: 952/1079
it might be, i know ambient/music/sfx are all 22050 though
divingkataetheweirdo
Posts: 781/813
Originally posted by 2Tie
for AMBIENT.BIN, SFX.BIN, or MUSIC.BIN? by using SubDrag's N64 audio tool that's linked in that same post.

for MPEG.BIN? just open it up in audacity as raw audio (and use 22050 as the sample rate iirc)


I thought it was 11025.
2Tie
Posts: 948/1079
for AMBIENT.BIN, SFX.BIN, or MUSIC.BIN? by using SubDrag's N64 audio tool that's linked in that same post.

for MPEG.BIN? just open it up in audacity as raw audio (and use 22050 as the sample rate iirc)
froggystyle64
Posts: 3/3
how would i go about extracting the audio's .bin files?
would love to explore these.
froggystyle64
Posts: 2/3
how would i go about extracting the audio's .bin files?
would love to explore these.
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Jul - The Cutting Room Floor - Star Fox Adventures E3 2002 prototype (5/17/02)



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