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09-22-17 04:59:31 PM

Jul - TCRF - Star Fox Adventures E3 2002 prototype (5/17/02) New poll - New thread - New reply
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koolaidman
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Posted on 08-02-13 12:04:22 PM (last edited by koolaidman at 08-07-13 02:20:19 AM) Link | Quote
Download here.

I was wondering if I should make a topic about this. This is definitely a prototype of the game and has significant differences judging by what I can see in the disc image. But I can't get it to work with Dolphin (causes a crash while trying to play the video at the title screen). I decided to make it it's own topic given the game's history.

Here are some things I noticed from looking at the game's disc image:

1.) starfox.thp is different in this game. This is the opening movie that plays when you start the game at the title screen.
2.) Movie file rebirth.thp is included in this version. No idea what it is as I couldn't get it to play in thpplay.
3.) "crap starfox.h4m", zero idea what video this could be. Can't seem to figure out how to play it using the H4M player GCM
4.) BLOCKS.bin, not included in the final version, is a big file and I have no idea what it's here for. There are some references to mod files within.
5.) MUSIC.bin, this doesn't exist in the final either. It's a decently sized file too. I can't find any strings inside.
6.) DLLS.bin, this was referenced in the final version but not included. It exists in this version, and it appears to be something for debugging (it has some strings for debugging various gameplay things). It looks this must be a remnant to one of the mechanics from Dinosaur Planet where you had to watch over 'Kyte':


kyte has enterd an invalid state.... In Seq .... Enable Dis %i . cleaning Up Kyte ..sideCommandEnable error, command number too high.... Removing Distract .kyte startup warning, flight group is zero...Initialising On Flight Group %i . .. Starting On Flight Group %i . .... Kyte Start on anon valid node .error in setting up the curve network...curve %d, flightGroup %d, dir %d....1.) Same as last frame..2.) psuedonode..3.) After psuedonode....4.) Staying on the flight group %i .....setting the flight group to %d..5.) Used route finding..6.) Next node of standard type (flightGroup %d).....7.) Staying on flight Group (even though invalid)...8.) Just taking any old curve...kyte error!, unable to find next curve node from %d!....Extract route failed....Route finding, start %d finish %d...routeFindNode error: couldn't find route between %d %d, return val %d...Node exists in curve network, that isn't Kyte AI, from curvenode %d..... Found Perch ... Found Perch ... Perching %f ...vel %f dir %f ... CURVES MOVE | CURVES MOVE ... Trams .Performing Kyte action .Performing Kyte action . PERCH ::: READ KYTTE PERCH COMMAND .... .. Timer Reset .... LocK Activated ....clearing up.....


In fact the file has zero references to Star Fox and contains a lot of references to Dinosaur Planet. Also has some dialog snippets.

7.) "linklevel" folder exists in the final but has no files, there are files in this version however. It appears to be a map, but I don't know what it could be.
8.) "frontend" is the same deal as "linklevel". So is "musyxbin" which someone on 64DD mentioned before.
9.) There's a copy of "swaphol".
10.) They planned something "exclusive" that you could do at E3:


General Pepper here.....The head honchos at Nintendo....have set up an exclusive....E3 mission for you..Fly down to ThornTail Hollow....where your sidekick dinosaur....Tricky will be waiting for you..Take a good look around and.remember to have fun!!..Pepper out


Although, now that I realize. Some of this stuff has been referenced before on 64DD (http://64dd.net/modules/newbb/viewtopic.php?viewmode=flat&topic_id=856&forum=4). But the guy never once stated where he got this information from. Now we know, and hopefully people who are more competent and willing to share information can take a look.

I want to share the stand alone game but my internet's pretty crappy. The image of the game appears to have files to make it a complete game. This was actually included as part of the playable demos from the Multi Game Demo Disc from July 2002, but no one mentioned it until now. I would post a download link but you can find the demo disc somewhere on the internet. But if it's really needed I'll try to throw it up somewhere...
Aeonic Butterfly
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Posted on 08-02-13 01:47:49 PM Link | Quote
I didn't even know this existed. I am really excited, though, because Dinosaur Planet is a game I wanted really bad way back in the "We're not moving it to GCN" days, though I was quite pleased with SFA.
koolaidman
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Posted on 08-02-13 07:02:27 PM (last edited by koolaidman at 08-02-13 07:31:54 PM) Link | Quote
http://www.mediafire.com/watch/gzq9f3sjony5a51/rebirth.mp4

This was what rebirth.thp was. Very short trailer for that weird Rebirth tech demo that Nintendo did. I don't think I ever saw this version of the trailer though. I don't know what 'crap starfox.h4m' could be though since I'm having a tough time trying to get it to play. You can download it here if you want to take a crack at it:

http://www.mediafire.com/download/dm26jn16bjxdsp7/crap_starfox.h4m

Also, I didn't know this but SubDrag already added support in N64SoundTools for AMBIENT, MUSIC, and SFX.bin. I think they just contain samples though. The sequence data for the music might be elsewhere, like in AUDIO or TRACKS.

EDIT: Just for the sake of making sure which files aren't used, I used Dolphin's file monitor to see which files are accessed. I managed to get a little farther in Interpreter. This is what is loaded by the time you get to the title screen and select to play Thorntail Hallow from the game select screen.


32:44:335 Src\FileMonitor.cpp:100 W[FileMon]: 33 kB audio/data/Sfx.bin
32:44:337 Src\FileMonitor.cpp:100 W[FileMon]: 11 kB audio/data/Streams.bin
32:44:346 Src\FileMonitor.cpp:100 W[FileMon]: 65 kB audio/starfoxm.poo
32:44:348 Src\FileMonitor.cpp:100 W[FileMon]: 7 kB audio/starfoxm.pro
32:44:354 Src\FileMonitor.cpp:100 W[FileMon]: 46 kB audio/starfoxm.sdi
32:44:437 Src\FileMonitor.cpp:100 W[FileMon]: 6,096 kB audio/starfoxm.sam
32:45:662 Src\FileMonitor.cpp:100 W[FileMon]: 61 kB audio/starfoxs.poo
32:45:663 Src\FileMonitor.cpp:100 W[FileMon]: 23 kB audio/starfoxs.pro
32:45:679 Src\FileMonitor.cpp:100 W[FileMon]: 58 kB audio/starfoxs.sdi
32:45:796 Src\FileMonitor.cpp:100 W[FileMon]: 8,872 kB audio/starfoxs.sam
32:47:947 Src\FileMonitor.cpp:100 W[FileMon]: 1,337 kB audio/midi.wad
32:48:133 Src\FileMonitor.cpp:100 W[FileMon]: 2 kB CAMACTIO.bin
32:48:148 Src\FileMonitor.cpp:100 W[FileMon]: 40 kB LACTIONS.bin
32:48:148 Src\FileMonitor.cpp:100 W[FileMon]: 2 kB OBJSEQ2C.tab
32:48:164 Src\FileMonitor.cpp:100 W[FileMon]: 22 kB FONTS.bin
32:48:165 Src\FileMonitor.cpp:100 W[FileMon]: 69 kB GAMETEXT.bin
32:48:181 Src\FileMonitor.cpp:100 W[FileMon]: 20 kB GAMETEXT.tab
32:48:181 Src\FileMonitor.cpp:100 W[FileMon]: 0 kB globalma.bin
32:48:181 Src\FileMonitor.cpp:100 W[FileMon]: 0 kB TABLES.bin
32:48:182 Src\FileMonitor.cpp:100 W[FileMon]: 0 kB TABLES.tab
32:48:182 Src\FileMonitor.cpp:100 W[FileMon]: 0 kB SCREENS.tab
32:48:182 Src\FileMonitor.cpp:100 W[FileMon]: 2 kB WARPTAB.bin
32:48:298 Src\FileMonitor.cpp:100 W[FileMon]: 516 kB MAPS.bin
32:48:298 Src\FileMonitor.cpp:100 W[FileMon]: 3 kB MAPS.tab
32:48:298 Src\FileMonitor.cpp:100 W[FileMon]: 3 kB MAPINFO.bin
32:48:299 Src\FileMonitor.cpp:100 W[FileMon]: 6 kB TEXTABLE.bin
32:48:299 Src\FileMonitor.cpp:100 W[FileMon]: 0 kB TRKBLK.tab
32:48:381 Src\FileMonitor.cpp:100 W[FileMon]: 345 kB HITS.bin
32:48:381 Src\FileMonitor.cpp:100 W[FileMon]: 6 kB HITS.tab
32:48:382 Src\FileMonitor.cpp:100 W[FileMon]: 3 kB MODELIND.bin
32:48:382 Src\FileMonitor.cpp:100 W[FileMon]: 2 kB MODANIM.TAB
32:48:398 Src\FileMonitor.cpp:100 W[FileMon]: 10 kB MODANIM.BIN
32:48:398 Src\FileMonitor.cpp:100 W[FileMon]: 5 kB AMAP.TAB
32:48:448 Src\FileMonitor.cpp:100 W[FileMon]: 200 kB AMAP.BIN
32:48:448 Src\FileMonitor.cpp:100 W[FileMon]: 13 kB BITTABLE.bin
32:48:448 Src\FileMonitor.cpp:100 W[FileMon]: 51 kB WEAPONDA.bin
32:48:449 Src\FileMonitor.cpp:100 W[FileMon]: 0 kB VOXOBJ.tab
32:48:464 Src\FileMonitor.cpp:100 W[FileMon]: 7 kB MODLINES.bin
32:48:465 Src\FileMonitor.cpp:100 W[FileMon]: 0 kB MODLINES.tab
32:48:465 Src\FileMonitor.cpp:100 W[FileMon]: 6 kB SAVEGAME.bin
32:48:465 Src\FileMonitor.cpp:100 W[FileMon]: 0 kB SAVEGAME.tab
32:48:465 Src\FileMonitor.cpp:100 W[FileMon]: 27 kB OBJSEQ.bin
32:48:465 Src\FileMonitor.cpp:100 W[FileMon]: 2 kB OBJSEQ.tab
32:48:466 Src\FileMonitor.cpp:100 W[FileMon]: 6 kB OBJECTS.tab
32:48:548 Src\FileMonitor.cpp:100 W[FileMon]: 342 kB OBJECTS.bin
32:48:548 Src\FileMonitor.cpp:100 W[FileMon]: 4 kB OBJINDEX.bin
32:48:549 Src\FileMonitor.cpp:100 W[FileMon]: 9 kB OBJEVENT.bin
32:48:564 Src\FileMonitor.cpp:100 W[FileMon]: 24 kB OBJHITS.bin
32:48:648 Src\FileMonitor.cpp:100 W[FileMon]: 367 kB TEXPRE.bin
32:48:649 Src\FileMonitor.cpp:100 W[FileMon]: 0 kB TEXPRE.tab
32:48:765 Src\FileMonitor.cpp:100 W[FileMon]: 924 kB PREANIM.BIN
32:48:865 Src\FileMonitor.cpp:100 W[FileMon]: 10 kB PREANIM.TAB
32:48:882 Src\FileMonitor.cpp:100 W[FileMon]: 98 kB ENVFXACT.bin
32:48:965 Src\FileMonitor.cpp:100 W[FileMon]: 291 kB animtest/TEX0.bin
32:48:966 Src\FileMonitor.cpp:100 W[FileMon]: 3 kB animtest/TEX0.tab
32:49:020 Src\FileMonitor.cpp:100 W[FileMon]: 189 kB gametext/FrontEnd/English.bin
32:49:165 Src\FileMonitor.cpp:100 W[FileMon]: 924 kB gamefront/TEX1.bin
32:49:282 Src\FileMonitor.cpp:100 W[FileMon]: 9 kB gamefront/TEX1.tab
32:49:398 Src\FileMonitor.cpp:100 W[FileMon]: 440 kB gamefront/TEX0.bin
32:49:415 Src\FileMonitor.cpp:100 W[FileMon]: 3 kB gamefront/TEX0.tab
32:49:549 Src\FileMonitor.cpp:100 W[FileMon]: 1,558 kB gamefront/ANIM.BIN
32:49:815 Src\FileMonitor.cpp:100 W[FileMon]: 10 kB gamefront/ANIM.TAB
32:49:949 Src\FileMonitor.cpp:100 W[FileMon]: 515 kB gamefront/MODELS.bin
32:49:965 Src\FileMonitor.cpp:100 W[FileMon]: 5 kB gamefront/MODELS.tab
32:49:982 Src\FileMonitor.cpp:100 W[FileMon]: 6 kB gamefront/mod62.tab
32:49:999 Src\FileMonitor.cpp:100 W[FileMon]: 61 kB gamefront/mod62.zlb.bin
32:50:015 Src\FileMonitor.cpp:100 W[FileMon]: 6 kB gamefront/VOXMAP.tab
32:50:032 Src\FileMonitor.cpp:100 W[FileMon]: 3 kB warlock/VOXMAP.bin
32:50:049 Src\FileMonitor.cpp:100 W[FileMon]: 22 kB gamefront/ANIMCURV.tab
32:50:066 Src\FileMonitor.cpp:100 W[FileMon]: 27 kB gamefront/ANIMCURV.bin
32:50:255 Src\FileMonitor.cpp:100 W[FileMon]: 92,869 kB starfox.thp
32:50:346 Src\PerfQuery.cpp:46 E[Video]: Flushed query buffer early!
32:50:422 Src\PerfQuery.cpp:46 E[Video]: Flushed query buffer early!
32:50:472 Src\PerfQuery.cpp:46 E[Video]: Flushed query buffer early!
32:50:476 Src\PerfQuery.cpp:46 E[Video]: Flushed query buffer early!
33:31:216 Src\FileMonitor.cpp:100 W[FileMon]: 2,340 kB swaphol/TEX1.bin
33:31:650 Src\FileMonitor.cpp:100 W[FileMon]: 9 kB swaphol/TEX1.tab
33:31:767 Src\FileMonitor.cpp:100 W[FileMon]: 446 kB swaphol/TEX0.bin
33:31:783 Src\FileMonitor.cpp:100 W[FileMon]: 3 kB swaphol/TEX0.tab
33:31:917 Src\FileMonitor.cpp:100 W[FileMon]: 1,309 kB swaphol/ANIM.BIN
33:32:117 Src\FileMonitor.cpp:100 W[FileMon]: 10 kB swaphol/ANIM.TAB
33:32:250 Src\FileMonitor.cpp:100 W[FileMon]: 671 kB swaphol/MODELS.bin
33:32:300 Src\FileMonitor.cpp:100 W[FileMon]: 5 kB swaphol/MODELS.tab
33:32:317 Src\FileMonitor.cpp:100 W[FileMon]: 1 kB swaphol/mod13.tab
33:32:384 Src\FileMonitor.cpp:100 W[FileMon]: 261 kB swaphol/mod13.zlb.bin
33:32:401 Src\FileMonitor.cpp:100 W[FileMon]: 6 kB swaphol/VOXMAP.tab
33:32:417 Src\FileMonitor.cpp:100 W[FileMon]: 50 kB swaphol/VOXMAP.bin
33:32:434 Src\FileMonitor.cpp:100 W[FileMon]: 22 kB swaphol/ANIMCURV.tab
33:32:501 Src\FileMonitor.cpp:100 W[FileMon]: 256 kB swaphol/ANIMCURV.bin
33:32:822 Src\HW\DVDInterface.cpp:877 W[DVD]: (Audio) Stream subcmd = e1000000 offset = 2a820000 length=001a0000
33:32:823 Src\HW\DVDInterface.cpp:877 W[DVD]: (Audio) Stream subcmd = e1000000 offset = 00000000 length=00000000
33:33:100 Src\FileMonitor.cpp:100 W[FileMon]: 188 kB gametext/SwapHol/English.bin

Rena

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Posted on 08-03-13 12:13:54 AM Link | Quote
DLL often means Dynamically Linked Library, i.e. a chunk of code that gets loaded by another program at runtime. It makes sense if they're only present in a prototype, they'd likely be debug versions, and it's possible the final version would still be able to load and use that file if there's still references to it.
koolaidman
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Posted on 08-03-13 05:37:21 PM (last edited by koolaidman at 08-03-13 08:12:11 PM) Link | Quote
Originally posted by Rena
DLL often means Dynamically Linked Library, i.e. a chunk of code that gets loaded by another program at runtime. It makes sense if they're only present in a prototype, they'd likely be debug versions, and it's possible the final version would still be able to load and use that file if there's still references to it.


You're right. But there are some things that I noticed.

There are two executables in this version, one that's used in the game image and one that's left in the file system. The one in the file system appears to be a debug version of the executable used in the game. I attempted to load the debug executable by replacing the one that's used with the debug one with gcr. I ran the game with Dolphin and noticed that the game was using OSREPORT to display some debugging logs. However, the executable tried to look for starfox.poo starfox.pro starfox.sdi starfox.sam in /audio which doesn't exist in that directory (but does exist in musyxbin). So I moved those files to the proper place, rebuilt the GCM, and ran the game again. Unfortunately it seemed to hang somewhere after loading some of the files into memory. Check out the console log here. The error is "49:04:680 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: GXInitTexObj: width too large in "GXTexture.c" on line 512.". I don't know what it exactly means or how to fix it, though. I'm not sure if DLLS.bin would've loaded if this error hadn't occurred.

The debug executable seems to have more references to DLLS.bin, like loading different "DLLs" from it. However, one thing I noticed was that DLLS.bin and the debug executable share a lot of the same strings for specific things (like the hover bike racing stuff, etc). I threw both the 'retail' and the debug executable in IDA Pro and noticed that there were a lot of strings that didn't seem like they were being referenced by any function even in the debug executable. Obviously DLLS.bin contains code in itself, but I'm not sure what processor instruction set it's using. I tried PPC with IDA Pro and it didn't seem to work at all (it treated everything as data rather than code). Then I used mipsr (which I think is what IDA Pro's N64 loader uses) and it seemed to work, it didn't confuse what appeared to be data with code to me. But I know that without the base address for the file, the code would probably not make any sense. So I just used IDA Pro to try and manually get all the strings from the file. Like I said before, nothing seems to jump out and say either or not the file is meant for N64 or GC systems. But someone else should take a look and see if there's anything interesting.

Here are the strings I managed to pull out from DLLS.bin.

You can download DLLS.bin here if you wanna check it out for yourself.

Also, here's the download link the stand alone gcm of the demo.

EDIT: From a file called 'out'. Lists some files with times, some from 1999:


-rw-r--r-- 1 ptossell user 159352 Jul 28 19:04 AMAP.BIN
-rw-r--r-- 1 ptossell user 1232408 Jul 28 13:05 AMBIENT.bin
-rwxr-xr-x 1 ptossell user 2899648 Jul 28 19:01 ANIM.BIN
-rw-r----- 1 ptossell user 140768 Jan 6 1999 ANIM.bin
-rw-r--r-- 1 ptossell user 586588 Jun 20 21:46 ANIMCURVES.bin
-rwxr-xr-x 1 ptossell user 1252380 Jul 28 13:05 AUDIO.bin
-rw-r--r-- 1 ptossell user 6684 Jul 27 21:01 BITTABLE.bin
-rw-r--r-- 1 ptossell user 48 Jan 6 1999 BLKEXTRA.bin
-rw-r--r-- 1 ptossell user 5722870 Jul 27 22:13 BLOCKS.bin
-rw-r----- 1 ptossell user 0 Aug 6 16:50 CACHEFONTSTAB.bin
-rw-r----- 1 ptossell user 0 Aug 6 16:50 CACHEFONTSTEX.bin
-rw-r--r-- 1 ptossell user 2048 Jul 27 22:13 CAMACTIONS.bin
-rw-r--r-- 1 ptossell user 2848 Sep 2 1999 CAMANIMS.bin
-rw-r--r-- 1 ptossell user 2449616 Aug 7 20:52 DLLS.bin
-rw-r--r-- 1 ptossell user 1936 Aug 7 20:52 DLLSIMPORTTAB.bin
-rw-r--r-- 1 ptossell user 98304 Aug 7 20:52 ENVFXACTIONS.bin
-rw-r----- 1 ptossell user 13444 Aug 6 16:50 FONTS.bin
-rwxr-xr-x 1 ptossell user 2 Feb 23 1999 FRONT.bin
-rw-r----- 1 ptossell user 11104 Jan 6 1999 FRONTTEXT.bin
-rw-r----- 1 ptossell user 33656 Aug 7 19:59 GAMETEXT.bin
-rw-r----- 1 ptossell user 148968 Jul 27 22:13 HITS.bin
-rw-r--r-- 1 ptossell user 14272 Feb 24 1999 INCLUDE.bin
-rwxr-xr-x 1 ptossell user 2 Jul 22 1999 INSTRUMENTS.bin
-rw-r--r-- 1 ptossell user 0 Sep 27 1999 KRYSTALHELP.bin
-rw-r--r-- 1 ptossell user 40960 Jul 27 22:13 LACTIONS.bin
-rwxr-xr-x 1 ptossell user 1632 Mar 21 1999 LEVELNAMES.bin
-rwxr-xr-x 1 ptossell user 1856 Mar 21 1999 LEVELS.bin
-rw-r--r-- 1 ptossell user 2880 Jul 27 22:13 MAPINFO.bin
-rw-r--r-- 1 ptossell user 565328 Jul 27 22:13 MAPS.bin
-rw-r--r-- 1 ptossell user 8500 Jul 28 19:04 MODANIM.BIN
-rw-r--r-- 1 ptossell user 1954 Jul 28 19:04 MODELIND.bin
-rw-r--r-- 1 ptossell user 1748616 Jul 28 19:04 MODELS.bin
-rw-r--r-- 1 ptossell user 4472 Jul 28 13:54 MODLINES.bin
-rw-r--r-- 1 ptossell user 0 Aug 7 20:16 MPEG.bin
-rw-r--r-- 1 ptossell user 5759112 Jul 28 13:05 MUSIC.bin
-rw-r----- 1 ptossell user 16384 Jul 28 14:01 MUSICACTIONS.bin
-rw-r--r-- 1 ptossell user 744 Jan 6 1999 NEWANIM.BIN
-rw-r--r-- 1 ptossell user 202556 Jul 28 13:54 OBJECTS.bin
-rw-r----- 1 ptossell user 2784 Jul 28 13:54 OBJEVENTS.bin
-rw-r--r-- 1 ptossell user 19120 Jan 6 1999 OBJFSAS.bin
-rw-r--r-- 1 ptossell user 0 Jul 27 22:12 OBJGROUPS.bin
-rw-r----- 1 ptossell user 15792 Jul 28 13:54 OBJHITS.bin
-rwxr-xr-x 1 ptossell user 2406 Jul 28 13:54 OBJINDEX.bin
-rw-r--r-- 1 ptossell user 18536 Jul 28 13:54 OBJSEQ.bin
-rwxr-xr-x 1 ptossell user 0 Feb 23 1999 PAL.bin
-rw-r--r-- 1 ptossell user 1896 Feb 22 1999 PARTICLES.bin
-rw-r----- 1 ptossell user 2 Feb 23 1999 PARTSPRITES.bin
-rw-r--r-- 1 ptossell user 45248 Jul 28 13:54 SAVEGAMES.bin
-rw-r----- 1 ptossell user 2764896 Aug 7 20:34 SCREENS.bin
-rw-r--r-- 1 ptossell user 6914120 Jul 28 13:05 SFX.bin
-rw-r----- 1 ptossell user 8192 Jul 28 13:05 SFXACTIONS.bin
-rw-r--r-- 1 ptossell user 2576 Sep 15 1999 SFXEVENTS.bin
-rw-r----- 1 ptossell user 8448 Jul 10 00:17 SKYANIM.bin
-rwxr-xr-x 1 ptossell user 528 Aug 7 20:34 SPRITES.bin
-rw-r--r-- 1 ptossell user 258 Aug 7 20:34 SPRTABLE.bin
-rw-r--r-- 1 ptossell user 794292 Mar 22 1999 STORYBOARD.bin
-rw-r--r-- 1 ptossell user 720 Jul 27 20:57 TABLES.bin
-rwxr-xr-x 1 ptossell user 2249728 Jan 6 1999 TEX.bin
-rw-r--r-- 1 ptossell user 2562160 Aug 7 20:34 TEX0.bin
-rw-r--r-- 1 ptossell user 6291048 Jul 27 21:37 TEX1.bin
-rw-r--r-- 1 ptossell user 2544 Aug 7 20:34 TEXTABLE.bin
-rw-r--r-- 1 ptossell user 0 Sep 27 1999 TIMBERHELP.bin
-rwxr-xr-x 1 ptossell user 54544 Jan 6 1999 TRACKS.bin
-rw-r----- 1 ptossell user 19200 Feb 22 1999 TRIGGERS.bin
-rw-r----- 1 ptossell user 434400 Aug 7 20:24 VOXMAP.bin
-rw-r--r-- 1 ptossell user 0 Jul 28 13:54 VOXOBJ.bin
-rw-r--r-- 1 ptossell user 1392 Jul 27 22:13 WARPTAB.bin
-rw-r--r-- 1 ptossell user 11544 Jul 28 13:54 WEAPONDATA.bin
-rw-r----- 1 ptossell user 28 Jan 6 1999 WEATHERTEX.bin



einstein95
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Posted on 08-03-13 09:57:41 PM Link | Quote
from gametext\boot\english.c.new:



/*----------------------------------------------------------------------*
Project: Starfox Adventures on Dinosuar Planet - For GameCube
File: D:/binary/gametext/Boot/English.c.new
Copyright 2001 Rare Ltd. All rights reserved.

These coded instructions, statements, and computer programs contain
proprietary information of Rare Ltd, and are protected by Federal
copyright law. They may not be disclosed to third parties or copied
or duplicated in any form, in whole or in part, without the prior
written consent of Rare Ltd.

This file is machine generated, edits will be lost!
*----------------------------------------------------------------------*/



There's one for each language, and note the misspelling of "Dinosaur".
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Posted on 08-04-13 03:18:08 AM (last edited by omega59 at 08-04-13 03:21:28 AM) Link | Quote
I know there's a few special Dolphin versions hanging around, why not try the version that only works for Harry Potter and the Chamber of Secrets? I can't put up a DL link since I'm not on my computer, but try various custom Dolphin versions until it works. Either that or load it on a Homebrewed Wii.

Ugh... I've got the 2003 demo disk... physically. Nothing interesting on it though. So close, so very close, I could've distributed it if I had a lucky break myself. Good finds by the way.
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Posted on 08-05-13 04:20:25 AM Link | Quote
Does this change language on a Japanese system, as with the US final?
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Posted on 08-05-13 02:02:21 PM Link | Quote
Okay, finally someone who has not slept since my discovery. I thanked you for your excellent work. You can find more things.
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Posted on 08-05-13 02:51:36 PM (last edited by koolaidman at 08-05-13 03:00:35 PM) Link | Quote
Originally posted by Eon
Does this change language on a Japanese system, as with the US final?

As far as I know English is the only language in this build. I changed the regions of the disc image and the language was still English.

Also I figured out a way to get the game to load in Dolphin. Play in Single Core mode and untick Use Panic Handlers. I got dual core to work sometimes, but I don’t know what I did. But Single Core seems to be a safe bet. However, you’re going to want to delete all the .txt files that are generated from the shader errors under the User/Dump directory or else your hard drive will be filled within the hour. The game has always been slow, so you should be fine if you don't mind shoddy performance.

Here are some things I noticed while playing the game for a little bit (prepare for a big post).

The title screen graphics are a little bit different.
Demo vs Final

When you create a new game save, the game will ask if you want to play either the full game (start from the beginning), Thorntail Hallow, Ice Mountain, or one of the Arwing missions (I don’t know which one it is though).

When you start the game from the beginning, one thing I noticed was that the prelude text doesn’t appear. It could be an emulation bug though. Everyone still speaks in that pseudo language.

Now for some more Dinosaur Planet stuff:
TEX.bin contains textures from Dinosaur Planet. The file isn’t compressed and you can view everything raw with something like Tile Molester, without the correct palettes of course. The first few 1000 bytes might have some information about the textures. If you want to check out the file for yourself, you can grab it here.

As I said before the audio for Dinosaur Planet still exists in this version. I converted the audio using N64 Sound Tool so that you can listen to them. Note though, most don’t play at the correct frequency rate. I included the original files in case you want to take a crack at it.

SFX.bin – Contains the SFX and voice clips for the cut scenes. Had to half the sample rate so that you can actually listen to most of the clips.
MUSIC.bin – Contains instrument samples for the music. Should be mostly right.
AMBIENT.bin – Contains ambient sounds for the environment.

LEVELNAMES.bin contain level names for Dinosaur Planet. Not sure if the formatting is correct since it wasn’t a plain text file:

Front End2
Front End2
Front End2
Japanese Front End
Front End
Front End
Japanese animtest
animtest
animtest
Japanese Dragon Rock
Dragon Rock
Dragon Rock
Japanese Yeti
Mountain Yeti
Mountain Yeti
Mountain Japanese
Force Point 1
Force Point 1
Force Point 1
Japanese Snowball Mines
Snowball Mines
Snowball Mines
Japanese Test Room
Test Room
Test Room
Japanese Discovery Falls
Discovery Falls
Discovery Falls
Japanese SwapStone Hollow
SwapStone Hollow
SwapStone Hollow
Japanese Golden Plains
Golden Plains
Golden Plains
Japanese Northern Wastes
Northern Wastes
Northern Wastes
Japanese Warlock Mountain
Warlock Mountain
Warlock Mountain
Japanese Ice Mountain 2
Ice Mountain 2
Ice Mountain 2
Japanese CloudRunner Fortress
CloudRunner Fortress
CloudRunner Fortress
Japanese Intro Sequence
Intro Sequence
Intro Sequence
Intro Sequence
SwapStone Hollow 2
SwapStone Hollow 2
SwapStone Hollow 2
Japanese Walled City
Walled City
Walled City
Japanese SwapStone Circle
SwapStone Circle
SwapStone Circle
Japanese CloudRunner Fortress - Treasure
CloudRunner Fortress - Treasure
CloudRunner Fortress - Treasure
Japanese CloudRunner Fortress - Dungeon
CloudRunner Fortress - Dungeon
CloudRunner Fortress - Dungeon
Japanese CloudRunner Fortress - TrapRooms
CloudRunner Fortress - TrapRooms
CloudRunner Fortress - TrapRooms
Japanese Moon Mountain Pass
Moon Mountain Pass
Moon Mountain Pass
Japanese Krazoa Shrine
Krazoa Shrine
Krazoa Shrine
Japanese Krazoa Hall
Krazoa Hall
Krazoa Hall
Japanese snowmines
snowmines
snowmines
Japanese NewIceMt1
NewIceMt1
NewIceMt1
Japanese NewIceMt2
NewIceMt2
NewIceMt2
Japanese NewIceMt3
NewIceMt3
NewIceMt3
Japanese


INCLUDE.bin contains object, module, level, and maybe flag names for Dinosaur Planet. Note some of the names in the list like DLL_EEPROM and TXT_GAMEBOY. The DLL names seem to correlate somewhat with the order of the strings that I extracted from DLLS.bin.

OBJ_AnimCamera
OBJ_AnimControl
OBJ_Beachtree
OBJ_BellFlower
OBJ_BellRoot
OBJ_BigDino
OBJ_BoneDust
OBJ_Boulder
OBJ_Butterfly
OBJ_ButterflyBait
OBJ_CampFire
OBJ_Cannon
OBJ_CannonBall
OBJ_CloudRunnerControl
OBJ_Cloudrunner
OBJ_ClubSharpClaw
OBJ_CrystalDoor
OBJ_CrystalDoor2
OBJ_CrystalDoor3
OBJ_CrystalDoor4
OBJ_CrystalSwitch
OBJ_Deantree
OBJ_DigHole
OBJ_DockPoint
OBJ_DummyObject
OBJ_Duster
OBJ_Dynamite
OBJ_EffectBox
OBJ_EnergisePoint
OBJ_EnergyGem1
OBJ_EnergyGem2
OBJ_EnergyGem3
OBJ_EnergyGem4
OBJ_EnergyGem5
OBJ_EnergyGem6
OBJ_ExplodingWall
OBJ_FieldGun
OBJ_FirePole
OBJ_Fish
OBJ_Frog
OBJ_Galleon
OBJ_Geyser
OBJ_GroundQuake
OBJ_GrumpyMammoth
OBJ_GuardPass
OBJ_IceBarrier
OBJ_IceBerg1
OBJ_Icetree1
OBJ_Icicle
OBJ_InfoPoint
OBJ_InvHit
OBJ_ItemRing
OBJ_Krazoa
OBJ_Krystal
OBJ_KrystalLimb
OBJ_Kyte
OBJ_KyteLimb
OBJ_KyteStimulus
OBJ_MamSquirt
OBJ_Mammoth
OBJ_MammothCart
OBJ_MammothChain
OBJ_MammothFood
OBJ_MammothHouseDoor
OBJ_Mushroom
OBJ_N64logo
OBJ_NWtree1
OBJ_NWtree1Base
OBJ_NWtree2
OBJ_NWtree3
OBJ_NWtree4
OBJ_NastyTrain
OBJ_Nutter
OBJ_ObjCreator
OBJ_Override
OBJ_PadLock
OBJ_PadlockKey
OBJ_PineCone
OBJ_ProjectileSpell
OBJ_Propeller
OBJ_PushPull
OBJ_Rarelogo
OBJ_RestartPoint
OBJ_RiverFlow
OBJ_RobotAnimPatrol
OBJ_RobotBeam
OBJ_RobotBeamLight
OBJ_RobotPatrol
OBJ_Rope1
OBJ_RopeNode
OBJ_SMBoulder
OBJ_SMBridgeKey
OBJ_SMFruit
OBJ_SMHut
OBJ_SMmineDoorL
OBJ_SMmineDoorR
OBJ_ScalesGalleon
OBJ_SecretPoint
OBJ_SharpClawLimb
OBJ_Shipeye
OBJ_Shipspike
OBJ_Sidekick1
OBJ_Sidekick1Stimulus
OBJ_SnowPile
OBJ_SnowSlideSharpy
OBJ_SnowWorm
OBJ_SnowWormLimb
OBJ_Snowball
OBJ_SpaceShip
OBJ_SphereTest
OBJ_SquirtMammoth
OBJ_StaticCamera
OBJ_SunBeam
OBJ_Swapstone
OBJ_Tentacle
OBJ_ThornTail
OBJ_Timber
OBJ_TimberLimb
OBJ_TreeBaddie
OBJ_Trex1
OBJ_TrickyLimb
OBJ_TriggerArea
OBJ_TriggerBits
OBJ_TriggerButton
OBJ_TriggerComm
OBJ_TriggerPlane
OBJ_TriggerPlaneComm
OBJ_TriggerPlaneRace
OBJ_TriggerPoint
OBJ_TriggerSetup
OBJ_TriggerTime
OBJ_VentPoint
OBJ_WalkCamera
OBJ_WallTorch
OBJ_WarpPoint
OBJ_WeaponUp
OBJ_XmasTree
OBJ_animator
OBJ_axe
OBJ_carpet
OBJ_checkpoint4
OBJ_club
OBJ_curve
OBJ_fire
OBJ_generalscales
OBJ_leverswitch
OBJ_log
OBJ_nwbigrock
OBJ_prswitch
OBJ_raft
OBJ_rgbalight
OBJ_setuppoint
OBJ_sledge
OBJ_staff
OBJ_steggy
OBJ_swapstone
OBJ_swapstone2
OBJ_sword
OBJ_texscroll
OBJ_texscroll2
OBJ_trackAnim
OBJ_weaponpoint
OBJ_xyzpoint
CNT_AINODE
CNT_ANIM
CNT_ANIMBAIT
CNT_ANIMCONTROL
CNT_ANIMMODEL
CNT_ANIMNODE
CNT_ANIMOBJECT
CNT_ANIMTRACK
CNT_BADDIE
CNT_BELLFLOWER
CNT_BELLROOT
CNT_BOULDER
CNT_BUTTERFLY
CNT_CAMPFIRE
CNT_CANNON
CNT_CANNONBALL
CNT_CHECKPT
CNT_CLOUDRUNNER
CNT_COLLECTABLE
CNT_CRYSTAL_SWITCH
CNT_CURVE
CNT_DEFAULT
CNT_DIGHOLE
CNT_DOCKPOINT
CNT_EFFECTBOX
CNT_FISH
CNT_FROG
CNT_GENDOOR
CNT_GENERIC
CNT_GENSWITCH
CNT_GLOBAL_TEXSCROLL
CNT_GLOBAL_TEXSCROLL2
CNT_GROUNDQUAKE
CNT_ICICLE
CNT_INFOPOINT
CNT_INVHIT
CNT_LEVCONTROL
CNT_MAIN
CNT_MAXTYPES
CNT_MODEL
CNT_MUSHROOM
CNT_OBJCREATOR
CNT_PUSHPULL
CNT_RAFT
CNT_RGBALIGHT
CNT_RIVERFLOW
CNT_ROBOTPATROL
CNT_ROPE
CNT_ROPENODE
CNT_SECRETPOINT
CNT_SEQTRIGGER
CNT_SETUP
CNT_SHARPSLIDE
CNT_SIDEKICK
CNT_SIDEKICKSTIMULUS
CNT_SIDESETUP
CNT_SLEDGE
CNT_SNOWBALL
CNT_SPRITE_ANIM
CNT_SQUIRTMAM
CNT_STATICCAM
CNT_SWAPSTONE
CNT_TRIGAREA
CNT_TRIGBITS
CNT_TRIGBUTTON
CNT_TRIGCOMM
CNT_TRIGGER
CNT_TRIGPLANE
CNT_TRIGPLCOMM
CNT_TRIGPLRACE
CNT_TRIGPOINT
CNT_TRIGSETUP
CNT_TRIGTIME
CNT_WALKCAM
CNT_WARPPOINT
CNT_WEAPON
CNT_WEAPONPOINT
DLL_AMSEQ
DLL_AMSFX
DLL_ANIM
DLL_CHKPOINTS
DLL_CMDMENU
DLL_CURVES
DLL_EEPROM
DLL_EXPGFX
DLL_F_CHARSELECT
DLL_F_GAMESELECT
DLL_F_OPTIONS
DLL_F_PAKNOTES
DLL_F_RAREWARE
DLL_F_STARTPAGE
DLL_F_STARTPAGE2
DLL_F_STARTUP
DLL_GAMETEXT
DLL_INSTRUMENTS
DLL_MENU
DLL_MODANIMEFLASH1
DLL_MODANIMESPARK1
DLL_MODANIMESPARK2
DLL_MODCAMPFIRE1
DLL_MODCAMPFIRE2
DLL_MODCAMPFIRE3
DLL_MODCAMPFIRE4
DLL_MODCRYSTALTUBEIN1
DLL_MODCRYSTALTUBEIN2
DLL_MODCRYSTALTUBEOUT
DLL_MODDEATHTUBEIN
DLL_MODDEATHTUBEOUT
DLL_MODDUMMY
DLL_MODFIREPOLE
DLL_MODGFX
DLL_MODKRYSTALSHIELD1
DLL_MODLIFTTUBE1
DLL_MODLOCKON1
DLL_MODMAGICVAPOUR1
DLL_MODMARVEL1
DLL_MODSHOCKWAVE
DLL_MODSHOCKWAVE2
DLL_MODSPEEDSTREAK
DLL_MODTIMBSHIELD1
DLL_MODTIMBSHIELD2
DLL_MODWATERSPLASH1
DLL_NEWCAM
DLL_NEWCLOUD
DLL_NEWDAY
DLL_NEWFOG
DLL_NEWLFX
DLL_NEWSKYS
DLL_NEWSTARS
DLL_OBJFSA
DLL_PACK
DLL_PARTFX
DLL_PLUGINS
DLL_PROJGFX
DLL_RUMBLE
DLL_SCREEN
DLL_SIDEKICKS
DLL_SUBTITLES
DLL_WATERFX
BIT_CanSwapToKrystal
BIT_CanSwapToTimber
BIT_Galleon1
BIT_Language
BIT_Magic_FireSpell
BIT_Magic_ProjSpell
BIT_NW_BoulderX
BIT_NW_BoulderZ
BIT_NW_CrystalScent
BIT_NW_DoneSeq_
BIT_NW_Krystal1
BIT_NW_Krystal2
BIT_NW_Krystal3
BIT_NW_Krystal4
BIT_NW_ProjSpell
BIT_NW_SharpClaw1
BIT_NW_SharpClaw2
BIT_NW_Worm1
BIT_NW_Worm2
BIT_NW_Worm3
BIT_NW_Wpoint1
BIT_NW_grumpyfed
BIT_NW_tree1
BIT_NW_tree2
BIT_NW_tree3
BIT_SH_DoneMushrooms
BIT_SH_DoneSeq_1
BIT_SH_DoneSeq_2
BIT_SH_DoneSeq_3
BIT_SH_DoneSeq_4
BIT_SH_RiverWait
BIT_SH_RockyAwake
BIT_SH_Scent1
BIT_SH_WindSwitch
BIT_SM_BridgeKeyVis
BIT_SM_DrawBridge
BIT_SM_FeedCartMam
BIT_SM_FireLit
BIT_SM_FreedMammoth1
BIT_SM_GotBridgeKey
BIT_SM_GotKey1
BIT_SM_GotPassKey1
BIT_SM_IceBarrier1
BIT_SM_Kickedout
BIT_SM_ShotRocks
BIT_SM_ShotShed1
BIT_SM_ShotShed2
BIT_SM_ShotShed3
BIT_SM_TreeBridge
BIT_SM_UsedPassKey1
TXT_CHARSELECT
TXT_DIEMENU
TXT_DIEOPT1
TXT_DIEOPT2
TXT_GAMEBOY
TXT_GAMESELECT
TXT_HELP
TXT_LANGUAGE1
TXT_LANGUAGE2
TXT_LANGUAGE3
TXT_LANGUAGE4
TXT_MAXGROUPS
TXT_MAXLANGUAGES
TXT_MULTIPLAYER
TXT_NEWGAME
TXT_NOCONTROLLER
TXT_OPTIONS
TXT_OPTIONSMENU
TXT_PAKCANCEL
TXT_PAKDELETE
TXT_PAKDELETENOTE
TXT_PAKEXIT
TXT_PAKFILENAME
TXT_PAKFREEPAGES
TXT_PAKNOTE
TXT_PAKNOTES
TXT_PAKSIZE
TXT_PAKTITLE
TXT_PAUSEMENU
TXT_PRESSSTART
TXT_RAREWARE
TXT_STARTGAME
TXT_STARTMENU
TXT_STARTPAGE
TXT_SUBTITLES
TXT_SWAPMENU
TXT_TIMBER
FSA_KRYSTAL
FSA_KYTE
FSA_SHARPCLAW
FSA_SNOWWORM
FSA_SWAPSTONE
FSA_THORNTAIL
FSA_TIMBER
FSA_TRICKY
LEV_CloudRunner_Fortress
LEV_CloudRunner_Fortress___
LEV_CloudRunner_Fortress___
LEV_CloudRunner_Fortress___
LEV_Discovery_Falls
LEV_Dragon_Rock
LEV_Force_Point_1
LEV_Front_End
LEV_Front_End2
LEV_Golden_Plains
LEV_Ice_Mountain_2
LEV_Intro_Sequence
LEV_Krazoa_Hall
LEV_Krazoa_Shrine
LEV_Moon_Mountain_Pass
LEV_Northern_Wastes
LEV_Snowball_Mines
LEV_SwapStone_Circle
LEV_SwapStone_Hollow
LEV_SwapStone_Hollow_2
LEV_Test_Room
LEV_Walled_City
LEV_Warlock_Mountain
LEV_Yeti_Mountain
LEV_animtest
LEV_snowmines
TAB_BlueVioletPurple
TAB_Disco
TAB_GreyScale
TAB_HotTopLava
TAB_RedOrangeYellow
TAB_RedScale
TAB_animfogs
TAB_cheatcodes
TAB_gemenergy
TAB_growth_ages
TAB_growth_scales
TAB_growth_vanims
TAB_jumpy
TAB_lightflash
TAB_magicranges
TAB_obey
TAB_objranges
TAB_redlightflicker
TAB_rumble_data
TAB_scrollingtextures
TAB_skcommand_triglev
TAB_start_levels
TAB_weaponstable

Now for something different:

Gametext requested is not there..Have you xdiffed gametext.spec with the sequence guy's gametext.spec?.This message is very long,.designed to annoy you.If you want this message to go then get the correct gametext.Look, .......pretty buttons..Still here?..I would of thought that you would have reset the subtitles by now...GO AWAY!!.............

I actually saw this in the final’s GAMETEXT.bin too but I thought it was worth mentioning. GAMETEXT.bin also contains some Dinosaur Planet strings but it’s a mixture of that and StarFox.
Now for something REALLY different:

HI, I'M TT.. .YOU CAN ASK ME.ABOUT YOUR GAME.STATUS OR SELECT.MY TIME TRIAL MODE.TO PRACTICE A.LEVEL.. .I CAN ALSO SAVE.YOUR BEST GHOSTS.

From Diddy Kong Racing. FRONTTEXT.bin seems to have nothing but Diddy Kong Racing strings in different languages.
Now time for some misc things. This is from animtest.seq:

$kry_collect_hold
$krystal_takeoutlantern
$sabre_giveit
$sabre_mindread
$sabre_mindobject
$sabre_portalSpell
$sabre_putawayobject
$dim_play_truth_horn
$krystal_snuffit
$kry_heatExhaustion
$krystal_takeoutlantern_short
$krystal_deathbydrowning
$communicator_in
$krystal_playcloudcall
$cf_PickUpillusionKey
$hologram_blast
$hologram_reverse
$hologram_blast_super
$kry_collect_hold
$krystal_takeoutlantern
$sabre_giveit
$sabre_mindread
$sabre_mindobject
$sabre_portalSpell
$sabre_putawayobject
$dim_play_truth_horn
$krystal_snuffit
$kry_heatExhaustion
$krystal_takeoutlantern_short
$krystal_deathbydrowning
$communicator_in
$krystal_playcloudcall
$cf_PickUpillusionKey
$hologram_blast
$hologram_reverse
$hologram_blast_super
$end.

This is from mod6.tex:

$ASSET_MTEX 1092 textures\TLwood24.rgb.bin 1472
$ASSET_MTEX 866 textures\MMProcktotemple.rgb.bin 2848
$ASSET_MTEX 1091 textures\TLearth0.rgb.bin 800
$ASSET_MTEX 1090 textures\TL2grass3.rgb.bin 2848
$ASSET_MTEX 600 textures\GCSHfirtreek2.rgba.bin 174848
$ASSET_MTEX 774 textures\GCtreebarktex.rgb.bin 21952
$ASSET_MTEX 606 textures\GCSHraspberryleaf.rgba.bin 43744
$ASSET_MTEX 436 textures\Fernstem.rgb.bin 11040
$ASSET_MTEX 437 textures\Fernstem2.rgb.bin 11040
$ASSET_MTEX 2891 textures\water.rgba.bin 768
$ASSET_MTEX 226 textures\DFwaterfallnew3.rgba.bin 2816
$ASSET_MTEX 820 textures\KPicek.rgb.bin 800
$ASSET_MTEX 2353 textures\nwsnokr.rgb.bin 2848
$ASSET_MTEX 223 textures\DFrope1.rgb.bin 800
$ASSET_MTEX 1051 textures\STdoorframe.rgb.bin 1472
$end.

This is from mod36.tex:

$ASSET_MTEX 286 textures\DIMlavawallboss.rgb.bin 2848
$ASSET_MTEX 239 textures\DIMBOSScrkflr01.rgb.bin 800
$ASSET_MTEX 238 textures\DIM3wfall.rgba.bin 2816
$ASSET_MTEX 237 textures\DIM3gloop.rgba.bin 2816
$ASSET_MTEX 2652 textures\snosprk.rgb.bin 2848
$end.


NEWANIM.bin:


$SECTION_COUNT 5
$LENGTH 6240
$SECTION 0 160 9830 -9830 0 0 0 0
$SECTION 160 320 9830 -9830 11140 0 0 9472
$SECTION 800 2560 16384 -16384 4587 0 0 12288
$SECTION 3200 5600 16384 -16384 4587 0 0 13568
$SECTION 0 5920 13000 -13000 0 379 10 17664
ÿ $SECTION_COUNT 5
$LENGTH 6240
$SECTION 0 160 9830 -9830 0 0 0 0
$SECTION 160 320 9830 -9830 11140 0 0 9472
$SECTION 800 2560 16384 -16384 4587 0 0 12288
$SECTION 3200 5600 16384 -16384 4587 0 0 13568
$SECTION 0 5920 13000 -13000 0 379 10 17664
ÿ $SECTION_COUNT 5
$LENGTH 6240
$SECTION 0 160 9830 -9830 0 0 0 0
$SECTION 160 320 9830 -9830 11140 0 0 9472
$SECTION 800 2560 16384 -16384 4587 0 0 12288
$SECTION 3200 5600 16384 -16384 4587 0 0 13568
$SECTION 0 5920 13000 -13000 0 379 10 17664
ÿ

2Tie

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Posted on 08-05-13 08:51:17 PM Link | Quote
Wows, this is quite amazing! As someone who's currently making a DP fangame, these findings are truly wonderful... Here's to more discoveries, and maybe one day having a DP rom... (hey, I can dream too, can't I? )
Rena

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Posted on 08-05-13 11:40:12 PM Link | Quote
Interesting, so the engine is probably based on that of Diddy Kong Racing. IIRC Jet Force Gemini is too, having leftover strings and even an entire level from DKR. That also explains some of the names like OBJ_N64logo and OBJ_Timber.

Originally posted by koolaidman
Obviously DLLS.bin contains code in itself, but I'm not sure what processor instruction set it's using. I tried PPC with IDA Pro and it didn't seem to work at all (it treated everything as data rather than code). Then I used mipsr (which I think is what IDA Pro's N64 loader uses) and it seemed to work, it didn't confuse what appeared to be data with code to me. But I know that without the base address for the file, the code would probably not make any sense. So I just used IDA Pro to try and manually get all the strings from the file. Like I said before, nothing seems to jump out and say either or not the file is meant for N64 or GC systems. But someone else should take a look and see if there's anything interesting.
I'd expect it to be Gamecube code, but it could be compressed or obfuscated in some way. It could also possibly be script bytecode. Maybe post some samples?

Eon

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Posted on 08-06-13 12:56:25 AM (last edited by Eon at 08-06-13 12:59:14 AM) Link | Quote
Originally posted by koolaidman
Originally posted by Eon
Does this change language on a Japanese system, as with the US final?

As far as I know English is the only language in this build. I changed the regions of the disc image and the language was still English.


Oh well. Good to know. "Force Console to NTSC-J" is what I used.
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Posted on 08-06-13 06:22:10 AM (last edited by dan at 08-06-13 06:31:05 AM) Link | Quote
Oh my... Good work. .


" INCLUDE.bin contains object, module, level, and maybe flag names for Dinosaur Planet. Note some of the names in the list like DLL_EEPROM and TXT_GAMEBOY. The DLL names seem to correlate somewhat with the order of the strings that I extracted from DLLS.bin. "

Really sleepy right now. Are these just text strings, or assets ?
2Tie

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Posted on 08-06-13 08:32:02 AM (last edited by 2Tie at 08-06-13 09:30:25 AM) Link | Quote
Yes dan, those would be just text strings in INCLUDE.bin.

Edit: Looking over these strings... These files mention Timber, which seeing as he isn't mentioned in the .bin's in retail SFA, makes me think the include.bin is either a pretty old one, or that those BITs were never updated...
Also, the stuff in the pastebin helps verify and fill in gaps on the stuff Rareminion has shown.
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Posted on 08-06-13 01:33:04 PM Link | Quote
Originally posted by 2Tie
Yes dan, those would be just text strings in INCLUDE.bin.

Edit: Looking over these strings... These files mention Timber, which seeing as he isn't mentioned in the .bin's in retail SFA, makes me think the include.bin is either a pretty old one, or that those BITs were never updated...
Also, the stuff in the pastebin helps verify and fill in gaps on the stuff Rareminion has shown.


Yeah, it seems that INCLUDE.bin is actually older than DLLS.bin by maybe more than a year. The number of bytes the "out" log says for INCLUDE.bin is the same as the number of bytes the file has now. But the DLLS.bin file mentioned in the log is significantly smaller than the file that's included here. So that means that the "out" log file was generated a long time a go before this build was put together. Although some things have changed, some things haven't like TEX.BIN. I'm curious when exactly development stopped for the N64 version before it shifted to the Gamecube. I think it was present for E3 2000 wasn't it? And Starfox Adventures was there for the first time at Spaceworld the following year?

Originally posted by Rena
I'd expect it to be Gamecube code, but it could be compressed or obfuscated in some way. It could also possibly be script bytecode. Maybe post some samples?


Samples of what IDA Pro's giving me? You can check out a subroutine it thinks it managed to disassembled here. Again though, it's probably incorrect because this is assuming the base address is 00000000, which is probably unlikely.

In fact, most of the code generated seems to be incorrect. Like for example, this is what it thinks the beginning of the file is doing:


ROM:0000006C loc_6C: # DATA XREF: ROM:0006A12Co
ROM:0000006C # ROM:0006ADA8o ...
ROM:0000006C dsll $t6, $zero, 8
ROM:00000070
ROM:00000070 loc_70: # DATA XREF: ROM:001554B0o
ROM:00000070 # ROM:001C455Co ...
ROM:00000070 sll $t6, $zero, 14
ROM:00000074
ROM:00000074 loc_74: # DATA XREF: ROM:0001B1F0o
ROM:00000074 # ROM:000A7C44o ...
ROM:00000074 and $t6, $zero, $zero
ROM:00000078
ROM:00000078 loc_78: # DATA XREF: ROM:00038DB0o
ROM:00000078 # ROM:000970E4o ...
ROM:00000078 move $t6, $zero
ROM:0000007C
ROM:0000007C loc_7C: # DATA XREF: ROM:00052E40o
ROM:0000007C # ROM:000A9694o ...
ROM:0000007C mfhi $t6
ROM:00000080
ROM:00000080 loc_80: # DATA XREF: ROM:00015450o
ROM:00000080 # ROM:000174D8o ...
ROM:00000080 nop
ROM:00000084
ROM:00000084 loc_84: # DATA XREF: ROM:off_0o
ROM:00000084 # ROM:0005A544o ...
ROM:00000084 lui $gp, 0
ROM:00000088 ori $gp, 0 # DATA XREF: ROM:00038DCCo
ROM:00000088 # ROM:0003FEDCo ...



I don't know any MIPS assembly, so someone else will have to look at DLLS.bin. I doubt the code is obfuscated though.

Anyway, DLLSIMPORTTAB.bin seems to have a list of addresses. But I'm not sure if they're for DLLS.bin. They would've been generated at the same time DLLS.bin was so they should go together. The debug executable loads up DLLSIMPO.bin but it's zero'd out (and just a bit smaller than DLLSIMPORTTAB.bin). I still have no idea what the .tab files are supposed to be.

Forgot to mention this before, but the game has a stray .bat file for removing .changed files and copying over .BIN files. Probably a leftover from something old:


rm AMAP.BIN.changed
rm AMAP.TAB.changed
rm AMBIENT.bin.changed
rm AMBIENT.tab.changed
rm ANIM.BIN.changed
rm ANIM.TAB.changed
cp ANIMCURVES.bin ANIMCURV.bin
rm ANIMCURVES.bin.changed
cp ANIMCURVES.tab ANIMCURV.tab
rm ANIMCURVES.tab.changed
rm AUDIO.bin.changed
rm AUDIO.tab.changed
rm BITTABLE.bin.changed
rm BLOCKS.bin.changed
rm BLOCKS.tab.changed
rm CACHEFONTSTAB.bin.changed
rm CACHEFONTSTEX.bin.changed
cp CAMACTIONS.bin CAMACTIO.bin
rm CAMACTIONS.bin.changed
rm DLLS.bin.changed
rm DLLS.tab.changed
cp DLLSIMPORTTAB.bin DLLSIMPO.bin
rm DLLSIMPORTTAB.bin.changed
cp ENVFXACTIONS.bin ENVFXACT.bin
rm ENVFXACTIONS.bin.changed
rm FONTS.bin.changed
rm GAMETEXT.bin.changed
rm GAMETEXT.tab.changed
rm HITS.bin.changed
rm HITS.tab.changed
rm LACTIONS.bin.changed
rm MAPINFO.bin.changed
rm MAPS.bin.changed
rm MAPS.tab.changed
rm MAPSETUP.ind.changed
rm MAPSETUP.tab.changed
rm MODANIM.BIN.changed
rm MODANIM.TAB.changed
rm MODELIND.bin.changed
rm MODELS.bin.changed
rm MODELS.tab.changed
rm MODLINES.bin.changed
rm MODLINES.tab.changed
rm MPEG.bin.changed
rm MPEG.tab.changed
rm MUSIC.bin.changed
rm MUSIC.tab.changed
cp MUSICACTIONS.bin MUSICACT.bin
rm MUSICACTIONS.bin.changed
rm OBJECTS.bin.changed
rm OBJECTS.tab.changed
cp OBJEVENTS.bin OBJEVENT.bin
rm OBJEVENTS.bin.changed
rm OBJHITS.bin.changed
rm OBJINDEX.bin.changed
rm OBJSEQ.bin.changed
rm OBJSEQ.tab.changed
cp OBJSEQ2CURVE.tab OBJSEQ2C.tab
rm OBJSEQ2CURVE.tab.changed
cp SAVEGAMES.bin SAVEGAME.bin
cp SAVEGAMES.tab SAVEGAME.tab
rm SAVEGAMES.bin.changed
rm SAVEGAMES.tab.changed
rm SCREENS.bin.changed
rm SCREENS.tab.changed
rm SFX.bin.changed
rm SFX.tab.changed
rm SKYANIM.bin.changed
rm SKYANIM.tab.changed
rm TABLES.bin.changed
rm TABLES.tab.changed
rm TEX0.bin.changed
rm TEX0.tab.changed
rm TEX1.bin.changed
rm TEX1.tab.changed
rm TEXTABLE.bin.changed
rm TRKBLK.tab.changed
rm VOXMAP.bin.changed
rm VOXMAP.tab.changed
rm VOXOBJ.bin.changed
rm VOXOBJ.tab.changed
rm WARPTAB.bin.changed
cp WEAPONDATA.bin WEAPONDA.bin
rm WEAPONDATA.bin.changed


STORYBOARD.bin intrigues me. DLLS.bin has a string that tells the debugger to refer to this after a string that refers to angles and camera control. This was probably used for cutscenes. "out" log refers to this file as one of the ones from 1999 and haven't been changed since then by comparing the bytes of the file that's included and the file listed in the log. But the file seems to be compressed with something perhaps, since I can't get any strings from it.

Also, I'm gonna see if I can get some of the maps loaded that seem interesting like "linklevel" and that copy of swaphol. gcr should help since I can rebuild gcm files that way.
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Posted on 08-06-13 01:39:31 PM Link | Quote
The code in that pastebin looks very much valid and correct.

This is for a GC game? Weird for there to be MIPS in there, unless it was maybe originally intended for N64?

The bit you quoted here is definitely wrong though, but I imagine that's because the beginning is probably some sort of header and not actually code.
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Posted on 08-06-13 05:59:37 PM Link | Quote
Ooh, MIPS assembly? I could get my brother to look at it when I get home, he dabbles here and there in MIPS assembly. And yes trap, Star Fox Adventures started life as Dinosaur Planet for the N64... most of this thread seems to be on finding what we can about what's left of the N64 parts ^.^;
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Posted on 08-06-13 08:21:25 PM (last edited by koolaidman at 08-06-13 08:39:44 PM) Link | Quote
Haven't gotten around to playing the game yet. I want to get the Dolphin developers to see if maybe they can see what's wrong first.

In the meanwhile, here's something.

Star Fox Adventures uses MusyX for sound and music playback. The musyxbin directory contains the output of MUCONV tool that's included in the MusyX SDK.

According to the documentation for the tool:


.proj Project data. This file contains the actual structure of
the converted project.
.pool Pool data. Contains macros and tables needed by the
converted project.
.sdir Sample directory. A file which contains a “directory”
describing all of the samples used in the project. Does
not contain sample data.
.samp Sample data.
Note that song files do not use the basename. These files use the
names assigned by their composers and have a .song extension.


These five different kinds of files are still in the folder, but for some reason someone decided to trim the last letter of each file extension. So instead of .pool, the game's version of the file is .poo for example (lol).

Also generated is a header file that allows the programmer to implement the music/sound data into the game.

All the data is "trimmed and compressed" so that it's optimized for the Gamecube automatically. They say their format is proprietary, so I don't know what format they compress it in. I have the SDK for MusyX, but I can't find anything to convert the converted data back or tools that can analyze the format (but I understand why that would normally be unnecessary, lol).

I don't know if there's a way to get everything back to a MusyX project file. It'd be nice because that way we can listen to Star Fox's music. For Dinosaur Planet's case though, I have no clue what they use for play back. According to DLLS.bin they use something called AMSEQ/AMSFX.

FWIW, the SDK comes with a converter to convert MIDI to the SONG format.
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Posted on 08-06-13 09:38:18 PM Link | Quote
Originally posted by koolaidman
You can check out a subroutine it thinks it managed to disassembled here.
That code looks pretty coherent.

In fact, most of the code generated seems to be incorrect. Like for example, this is what it thinks the beginning of the file is doing:


ROM:0000006C loc_6C: # DATA XREF: ROM:0006A12Co
ROM:0000006C # ROM:0006ADA8o ...
ROM:0000006C dsll $t6, $zero, 8
...


That looks like it's probably not code. A hex dump would be much more helpful.
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