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04-21-18 04:52:28 AM

Jul - The Cutting Room Floor - Star Fox Adventures E3 2002 prototype (5/17/02) New poll - New thread - New reply
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2Tie

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Posted on 08-06-13 11:54:44 PM (last edited by 2Tie at 08-07-13 12:00:41 AM) Link | Quote
Me, my bro, and my friend were working at the assembly for dlls.bin, and it is chocked full of "If 0 == 0 throw soft exception", or using an example from the assembly, teq $0, $0, 0x013 (the first occurrence of it in the code). the 0x013 is supposed to just be ignored by the hardware, though the software can see it. 0x013 is only the first hex used, as the next line is tge $0, $0, 0x015. The hardware would also throw a soft exception, as 0 is greater or equal to 0, and ignore the 0x015 afterwards. Nearly every time teq or tge is used, a hex code follows, the lowest of which being 0x000, I'm not sure what the highest is just yet. My idea is that the software uses these functions to write debug messages, a la printing to the console. The messages themselves would be the strings already found earlier (That link again), offset by the hex after the command. Tomorrow after work, I'll copy the assembly, replacing the error-throwing lines with the debug messages they correlate to, unless somebody starts that sooner.
...Ironically, Rare's own debugging will help us make quicker sense of this file...

TL;DR: The DLLS.BIN file is actually commented already, I just have to put the comments in the right spots in the file before I can start to make sense of all it's doing
koolaidman
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Posted on 08-07-13 02:07:14 AM Link | Quote
Originally posted by 2Tie
Me, my bro, and my friend were working at the assembly for dlls.bin, and it is chocked full of "If 0 == 0 throw soft exception", or using an example from the assembly, teq $0, $0, 0x013 (the first occurrence of it in the code). the 0x013 is supposed to just be ignored by the hardware, though the software can see it. 0x013 is only the first hex used, as the next line is tge $0, $0, 0x015. The hardware would also throw a soft exception, as 0 is greater or equal to 0, and ignore the 0x015 afterwards. Nearly every time teq or tge is used, a hex code follows, the lowest of which being 0x000, I'm not sure what the highest is just yet. My idea is that the software uses these functions to write debug messages, a la printing to the console. The messages themselves would be the strings already found earlier (That link again), offset by the hex after the command. Tomorrow after work, I'll copy the assembly, replacing the error-throwing lines with the debug messages they correlate to, unless somebody starts that sooner.
...Ironically, Rare's own debugging will help us make quicker sense of this file...

TL;DR: The DLLS.BIN file is actually commented already, I just have to put the comments in the right spots in the file before I can start to make sense of all it's doing


Nice, keep us posted. I had a feeling that the debug strings in the file were meant for a console rather than in game. I don't know if the N64 had it's own official way of reporting things like the Gamecube can with OSREPORT, so they would've probably had to have made their own console to debug from.

Also, I submitted an issue report to Dolphin's Google Code to see if maybe it can get fixed. But chances are unlikely since I doubt they'll care. But once they get it fixed it'll be easier to check for differences.
omega59
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Posted on 08-07-13 02:17:15 AM Link | Quote
I have a bunch of different versions of Dolphin, want to get me a ROM and I'll try out all of my special and standard ones?
koolaidman
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Posted on 08-07-13 02:21:52 AM Link | Quote
Originally posted by omega59
I have a bunch of different versions of Dolphin, want to get me a ROM and I'll try out all of my special and standard ones?


I actually threw up the link in the OP. Here it is again in case you missed it.

I tried Dolphin 3.5, 3.0, and even 2.0 and I still get similar issues. The dual core isn't much of an issue for me, but the bad pixel shader stuff definitely is.
omega59
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Posted on 08-07-13 02:31:07 AM Link | Quote
Since I'm late night browsing on my 3DS, I'll try it tomorrow. I think a few games did this for me, and I've got a few obscure versions of Dolphin that are optimized for only one game each (like Harry Potter and The Chamber of Secrets for instance). And yeah, I guess I didn't see that in your wall of text, but to be fair, I'm pretty tired.
Kett
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Posted on 08-07-13 09:26:38 AM Link | Quote
I keep getting the Pixel Shader error once I get into gameplay.

I (somewhat) fixed this issue by changing the Backend option in Graphic Settings to OpenGL, I still get the error but it appears in a time range from 5 seconds to 3 minutes, the Ice cave race not even giving me an error once.

Short: Change the Backend to OpenGL and it should be playable.

I hope, this helps. °^°
omega59
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Posted on 08-08-13 02:02:29 AM Link | Quote
Originally posted by Kett
I keep getting the Pixel Shader error once I get into gameplay.

I (somewhat) fixed this issue by changing the Backend option in Graphic Settings to OpenGL, I still get the error but it appears in a time range from 5 seconds to 3 minutes, the Ice cave race not even giving me an error once.

Short: Change the Backend to OpenGL and it should be playable.

I hope, this helps. °^°

Well, I guess this is your answer. I haven't actually played Star Fox Adventures (I heard it was really bad, so I don't want to invest time in it...), so good luck. I'll be looking at your finds.
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Posted on 08-08-13 07:02:05 AM Link | Quote
Originally posted by omega59
I heard it was really bad

Understatement of the decade! Abhorrently awful game. Surprised they released it at all.
omega59
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Posted on 08-08-13 06:45:55 PM Link | Quote
Originally posted by trap15
Originally posted by omega59
I heard it was really bad

Understatement of the decade! Abhorrently awful game. Surprised they released it at all.

I've played Superman 64 before, gave it to a friend, along with E.T. and Sonic '06. I'm a horrible friend, aren't I?
2Tie

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Posted on 08-08-13 07:39:49 PM Link | Quote
I honestly don't mind Sonic '06 to be honest.
(When I can play it, that is.)
Starfox Adventures, i liked from a pure gameplay aspect, but it reaallly falls short on being a starfox game... Or at least having a reasonable plot...
ON TOPIC: ...still replacing comments...
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Posted on 08-09-13 12:45:36 PM Link | Quote
Originally posted by koolaidman
Sure, is this what you mean? Here's the hex dump for sub_210000:


00210000 27 BD 00 20 3C 1C 00 00 37 9C 00 00 00 00 00 00 '+. <...7£......
00210010 27 BD FF 78 AF B1 00 2C 00 80 88 25 AF BF 00 34 '+ x»¦.,.Çê%»+.4
...
00210560 92 04 00 0B A2 04 00 0C 8F BF 00 34 8F B0 00 28 Æ...ó...Å+.4Ŧ.(
00210570 8F B1 00 2C 03 E0 00 08 27 BD 00 88 AF A4 00 00 Ŧ.,.a..'+.ê»ñ..


This all looks like MIPS code.


And here's for loc_6C (00 00 72 38):


00000068 00 00 03 20 00 00 72 38 00 00 73 80 00 00 76 A4 ... ..r8..sÇ..vñ

This looks like it could be a header of some sort.
trap15
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Posted on 08-09-13 05:26:33 PM Link | Quote
That stuff at $68 looks like offsets into the file in big endian. Maybe a symbol table of some sort? (!)
Aeonic Butterfly
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Posted on 08-14-13 02:13:53 PM Link | Quote
Originally posted by trap15
Originally posted by omega59
I heard it was really bad

Understatement of the decade! Abhorrently awful game. Surprised they released it at all.


On the contrary, I quite enjoyed it. Sure, there were a couple of frustrating parts (Something about barrels and lava levels), and the pretty music, and graphics were quite pretty for the time. It still wasn't a Starfox game by any means, but I've played way worse.
koolaidman
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Posted on 08-17-13 03:37:16 AM (last edited by koolaidman at 08-18-13 03:45:07 AM) Link | Quote
Here's a nice surprise for everyone

I found the sequencing data used in the old versions of the game (possibly everything is from Dinosaur Planet here, not sure yet though). I was even able to convert the sequencing data I found to MIDI!

The sequencing data is stored in AUDIO.bin. I sent an e-mail to SubDrag who might add support for it in N64 MIDI Tool, so let me just quote from that e-mail:

(note some of this information is probably wrong)

Basically what I did was this. Knowing that Diddy Kong Racing and the old Dinosaur Planet should be somewhat similar in certain aspects, and by judging from the debugging strings I found, the audio engine should be somewhat similar to each other. To find out for sure, I wanted to compare data from Dinosaur Planet with raw data that can be extracted from Diddy Kong Racing. For sequencing data in Diddy Kong Racing, I noticed that each sequence data has a header of 000000440000, and the end of the sequence is terminated by FF2F. So with this knowledge, I looked into some of the files that were included in Star Fox Adventures. TRACKS.bin contained nothing (in fact it seems compressed, it's probably a relic from Diddy Kong Racing), and the files you got your sample data from only contained the CTL/TBL (in that order).

So that left AUDIO.bin. The file seems to start with pointers/addresses of some kind, and then at 0xE37C the first sequence data is found. Judging by a quick search with the header value in my Hex Editor, there's 149 pieces of sequencing data in the file. Some perhaps belong to things other than music like ambient sound or sound effects that take advantage of mod or pitch shift.

So as a test I took data from 0xF434 and copied until 0xFBD7 and saved what I copied to a raw file. I took the raw file, opened up Diddy Kong Racing in N64 Midi Tool, went to 00A869B0:000032E8 (since I guess this is the largest sequence of data in the game?), and imported the raw file I created into the rom. Then I exported the data to MIDI, loaded the midi up in FL Studio and...check out the midi file.

The track seems to be based on this song:
https://www.youtube.com/watch?v=ORTHS0Dnb0c&list=PLDA22110536CBFC17


Download what I just got converted here and see for yourself. Like I said, there's more sequencing data to rip. But hopefully SubDrag can streamline the process to make it easier to get everything out.

We can easily get the music out of Dinosaur Planet now. If we can't implement the data that we have in another game and play it that way, what we can do is extract all the sequencing data and convert each to MIDI. Then extract and convert the samples in MUSIC.bin to wavs with the correct loop point, rate, and root key. Then create a quick soundfont with the samples by each program number (in the converted midi for example, Patch 22 are samples with instrument hex number 15 like BANK_00_INSTR_0015_SND_0000 (since there is no MIDI patch 0) which are string samples). Then take the MIDI, chug it into a DAW (like FL Studio), apply your sound font, make sure everything sounds right with some tuning (note that some channels have patch changes in the same channel, so make sure to take care of those), then convert. It's a little bit of work, but it's do-able.

EDIT: Here's another tune. Sound familiar? It's from this.

EDIT2: I'm currently making a quick soundfont. Should take a day or so.

EDIT3: Another surprise, MPEG.BIN isn't actually compressed at all. If you rename it to .MPEG and play it, you'll get 1 hour and 20 minutes of voice audio! Thanks to SubDrag for this find. You can download it here.

EDIT4: Music restoration project has begun. Making nice progress.

First 10 songs made very quickly. Used FL Studio 11 and a custom made soundfont, just added reverb and altered the volume here and there. Samples are from the files that came with the Star Fox Adventures prototype. I'll share the soundfont once I've tested every song with it, but it should be useable if it's able to produce these:



1.) http://www.mediafire.com/listen/lm1o3d1qf2i8d88/02_-_track_1_-_00000002_0000E444.mp3

2.) http://www.mediafire.com/listen/qc17to3bin5rmdn/03_-_track_2_-_00000003_0000F434.mp3

3.) http://www.mediafire.com/listen/znwl8ih7uxr2esx/04_-_track_3_-_00000004_0000FBD8.mp3

4.) http://www.mediafire.com/listen/512byefjq7w26ds/05_-_track_4_-_00000005_0001214C.mp3
5.) http://www.mediafire.com/listen/v0ve98vs8grhb42/06_-_track_5_-_00000006_00012F08.mp3

6.) http://www.mediafire.com/listen/a32mchbmzzkivez/07_-_track_6_-_00000007_000141B0.mp3

7.) http://www.mediafire.com/listen/gwvr8a3ty53k5g7/08_-_track_7_-_00000008_00014F90.mp3

8.) http://www.mediafire.com/listen/zae0c2e5z2nctna/09_-_track_8_-_00000009_00016194.mp3

9.) http://www.mediafire.com/listen/523ouwcorpwubom/0A_-_track_9_0000000A_000169E4.mp3

10.) http://www.mediafire.com/listen/14z1ldy2pbwq211/0B_-_track_10_-_0000000B_000175D0.mp3

Some of these should sound familiar, especially if you've watched last year's 50 minute gameplay video. These are still works in progress. They don't loop, they still need some work (there might be some inaccuracies on my part), but I figured I'd tease this. There's tons more to restore so stay tuned.
Celice
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Posted on 08-18-13 06:23:23 AM Link | Quote
Oh man, and I thought that 50 minute gameplay of Dinosaur Planet was amazing... sweet to hear you guys are figuring out the music stuff, and also found that hour of dialogue stuff. Looking forward to whatever else you guys can dig up!
Kett
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Posted on 08-18-13 11:55:03 AM Link | Quote
Oh my god, there is much Voice Acting in that file, I'm sure that it's more then 90%, there is even alot of Endgame stuff.

Sadly, we still don't know how it ends, but this is the biggest find since the Leaks.

Read some Endgame stuff on: http://fyeahdinosaurplanet.tumblr.com/
2Tie

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Posted on 08-18-13 12:32:23 PM Link | Quote
if SFA's backstory was explained in a single screen of text in the game, maybe the ending was too, at first?

In any case, WOW. I never thought that all of this would be found, at least this soon. Here's to finding out more?
divingkataetheweirdo

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Posted on 08-18-13 04:21:11 PM (last edited by divingkataetheweirdo at 08-18-13 08:27:23 PM) Link | Quote
Wow. I must admit this is all very interesting stuff. Roughly 80 minutes worth of vocals, textures, music, sound effects, and the like for Dinosaur Planet still survive in a released prototype of the SFA?

Moreover, I'm amazed how none of this stuff is compressed. Congrats to you guys for finding all of this.

Those have got to be the most amazing finds so far. I'm awaiting more interesting finds for this game.

EDIT:
Just noticed something weird about MPEG.bin is that 15:38 is in Dino Planet's format, but they have replaced Sabre with Fox's name.
2Tie

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Posted on 08-18-13 07:41:23 PM Link | Quote
The mpeg file is a little confusing, though, since it includes Fox in it, as well as Scarabs. I confirm that all of Shebunga's shopkeeper lines are /exactly/ the same as on the gamecube SFA. However, I also confirm that all of krystal's lines on the galleon are exactly the same as the hour video. Belina Te's lines are emphasised differently from the final release.
There's a pair of lines regarding entering Cape Claw: One line asking krystal for something shiny, and one asking for forty scarabs (note: in the final game, this is sixty).
Also regarding Shebunga, his shop lines include some unused in the final release, whereas his lines at the very end of the file are from when he was the Guardian of willow grove/blackwater canyon (which one's correct eludes me atm).
also, Rubble has two versions of his lines in there, each with a different voice actor.
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Posted on 08-19-13 09:10:21 AM (last edited by einstein95 at 08-19-13 09:28:25 PM) Link | Quote
Just some things from me:

From dnt-02.tpl:



[E] and when combined:


and this text (from FRONTTEXT.bin, MAPINFO.bin, and OBJECTS.bin (zipped):
http://www.sendspace.com/file/294se9

What should you expect? Well, in OBJECTS.bin the first three objects listed are:
DummyObject
AnimDummy
Sabre

In FRONTTEXT.bin: Proof that Dinosaur Planet would have supported the Rumble Pak and Controller Pak, as well as cheat text aka "Magic Codes".

Lastly, for MAPINFO.bin: Unused maps.



That is all from me today.
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Jul - The Cutting Room Floor - Star Fox Adventures E3 2002 prototype (5/17/02) New poll - New thread - New reply




Rusted Logic

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