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09-19-17 07:19:44 PM

Jul - TCRF - Star Fox Adventures E3 2002 prototype (5/17/02) New poll - New thread - New reply
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brian151
Banned
The administration (as well as a few users) have decided that you're creepy/weird enough that it's time to activate the sploded clause.
Laters.


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Posted on 12-31-16 07:06:17 PM Link | Quote
Originally posted by MrQuetch
It's interesting that you mention all of that, Ihad.

There's this one place in southern California that my family and I like to go to once in awhile. It's called 'Painted Canyon', and I'm not sure if anyone else here is going to believe me, but whenever I go there - I get a strong, and I mean seriously strong DP N64 vibe from it! It's like my 'drug high' for DP - it's as close to getting to DP realistically as it's ever going to get (unless devs or someone do LEAK the rom). It's better to see the place in person and hike through it - mostly a flat hike, not too many heavy slopes which is nice. Some parts even have ladders to climb that are heavily tied / tacked to rocks. I've only been so far through the area, and I plan to hike even farther miles in the future when I revisit the location. Just Google images to see what I mean.

Something that just occurred to me, if Hugo Peters has got pictures that he took from the LA E3 2000 of DP, why didn't he somehow get a copy of the game? I know that sounds super illegal, but think about it - he got to see the game on the hardware... Although we've got a taste with screenshots, music, dialogue, sound effects, and even an hour of gameplay footage... I guess that's more of a handful, but still... If Hugo had somehow got a copy during the time, we'd probably already have a rom for download. But nope, and then Miyamoto screwed Rare.

Forgive me if this sounds really dumb, but what's so special about Hugo other than all of the DP stuff? Did he work on the N64 game during the time or what? I'm just genuinely curious, I cannot find a specific answer anywhere.

By the way, if DP were to be re-made, I wouldn't mind higher resolution graphics, as long as everything else stays true to the original! That's the biggest one of all - if it's not true, I'm going to be pissed. If you think about it in the first place, SFA and all of that is pretty much unofficial cannon - it turned out to be horrible because both stories executed and jumbled into one made it that way. I personally think it's best to have DP or SF alone, not all in one! But again, if it weren't for Miyamoto, the game would be a legend by today's standards and there might have been a prequel, sequels, other installments, etc. It WOULD have been the BEST N64 game - even beating Conker, and that's saying something. Again, I don't mind Conker though. I love to play the game just for the graphics, and I'm not even very fond of the rotten jokes.


ah, you have no idea how far out of context you're taking my username...LOL...

Sounds familiar, but I'd never had heard THAT much detail of it before... I'll do that...

Illegal? yes? Likely to get caught? unknown... All one would had to have done is lift a cartridge when no one's looking. Another security flaw is that if you can't trust the guys collecting/erasing them at the end, stuff could've leaked THAT way... There's also this very real fact to consider: There's no way in HELL the Rare employees all just accepted Nintendo shoehorning Starfox in there... The developers, THEMSELVES have stated many were quite upset. There's a very real possibility at least ONE disgruntled employee has/had a secret/stolen copy or two, and hopefully has dumped the ROM. Whether they'd ever share it is unknown. (12 Tales Conker 64 was CONFIRMED to have survived, but the guy died, and since then no one knows where the game is. Hopefully safe, and hopefully NOT under lock-and-key.) Further backing this is teams were still able to spy on, and perhaps steal from each other, and it indeed happened. So, I don't imagine stealing from the company would've been *too* much harder, right?

As for Hugo Peters, he is/was in contact with Phill Tossel, one of the Rare devs who worked on DP/SFA. He's not directly affiliated with Rare, as far as we know, but he does seem to be an exceptional hacker. If he's ever stolen a ROM cartridge, I'd imagine he'd have leaked it by now. Then again, he could be playing it safe. I must admit I'd have done the same if I somehow ever got my hands on it... He has busted-open other games BESIDES DP, so what's so special is his value as both a communication liaison between Phil, and as a hacker. In short, he's basically an asset. (not saying this in any demeaning way, as his efforts are greatly appreciated) I think he also is/was making his own games.

Yeah. And what about it being 2D and still mimicking the style as much as possible?
I agree, the story that was put in SFA can best be described as running the story of DP through a shredder, burning it, and then haphazardly putting it back together with staples, paperclips, and glue... (and ofc, re-writing some parts with BS that just doesn't work...) SFA is still a legend by today's standards, at least as far as graphics are concerned. Well, what I'd want to happen is for DP to be re-made as faithfully as possible. SF would have no part, but you still can't change that SFA exists. Staying true to the original story, there will be MANY overlaps between DP and SFA. Now, Nintendo COULD go and completely re-write and re-design SFA, but then they have to do Assualt and Command. They would have to declare the original SFA , Assault, Command as not being canon. Will they? Unlikely... Or... maybe HIGHLY likely (Zero...). Command could be easier written off, it's hated by just about everyone. Anyways, there's a mess of legalities and technicalities to be sifted through if this were to be done. I'd honestly be pissed, too, if it's to be completely re-written, or ends-up forced into still tying-into Starfox. But again, it's hard to say.

At the very least, I hope either the original source code + assets + tools, or a ROM (perhaps one in every major stage of development if we could be so lucky) is leaked some day.

Now, I'm going to sift-through more pages of this thread...





brian151
Banned
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Posted on 12-31-16 08:27:29 PM Link | Quote
pages 14-23....

also:

post links:
http://jul.rustedlogic.net/thread.php?pid=424483#424483 [tech stuff, link to file]
http://jul.rustedlogic.net/thread.php?pid=424490#424490 [what rebirth.thp is... and filemonitor in dolphin says DP files are being loaded]
http://jul.rustedlogic.net/thread.php?pid=424516#424516 [dlls.bin talk 01, 2 executables]
http://jul.rustedlogic.net/thread.php?pid=424521#424521 [english.c.new]
http://jul.rustedlogic.net/thread.php?pid=424567#424567 [eng is only language, more tech stuff about the files]
http://jul.rustedlogic.net/thread.php?pid=424607#424607 [question about includes.bin]
http://jul.rustedlogic.net/thread.php?pid=424611#424611 [mentions timber]
http://jul.rustedlogic.net/thread.php?pid=424618#424618 [tech stuff, disassembly attempt, .bat files]
http://jul.rustedlogic.net/thread.php?pid=424628#424628 [MusyX for audio]
http://jul.rustedlogic.net/thread.php?pid=424642#424642
http://jul.rustedlogic.net/thread.php?pid=424643#424643 [disassembly 2]
http://jul.rustedlogic.net/thread.php?pid=424656#424656 [use openGL backend]
http://jul.rustedlogic.net/thread.php?pid=425022#425022 [audio breakthrough]
http://jul.rustedlogic.net/thread.php?pid=425069#425069 [hex cell textures]
http://jul.rustedlogic.net/thread.php?pid=425125#425125 [audio dl]
http://jul.rustedlogic.net/thread.php?pid=425139#425139 [follow up on hex texture]
http://jul.rustedlogic.net/thread.php?pid=425155#425155 [zlib and model data]
http://jul.rustedlogic.net/thread.php?pid=426539#426539 [cards and "ptossel"]
http://jul.rustedlogic.net/thread.php?pid=426541#426541 [more model stuff]
http://jul.rustedlogic.net/thread.php?pid=427776#427776 [a lot of tech stuff]
//end pages 1-4
http://jul.rustedlogic.net/thread.php?pid=427853#427853 [similarities between DKR and DP/SFA]
http://jul.rustedlogic.net/thread.php?pid=427892#427892 [storyboard theory]
http://jul.rustedlogic.net/thread.php?pid=427893#427893 [some GUI textures]
http://jul.rustedlogic.net/thread.php?pid=427901#427901 [ANOTHER disassembly attept]
http://jul.rustedlogic.net/thread.php?pid=427907#427907 [where textures were found]
http://jul.rustedlogic.net/thread.php?pid=427916#427916 [disassembly is a bust, again...]
http://jul.rustedlogic.net/thread.php?pid=427917#427917 [logo talk]
http://jul.rustedlogic.net/thread.php?pid=427927#427927 [where's the base address of the code in dlls.bin ? ]
http://jul.rustedlogic.net/thread.php?pid=427951#427951 [fixed dl link]
http://jul.rustedlogic.net/thread.php?pid=428042#428042 [tab files info]
http://jul.rustedlogic.net/thread.php?pid=428051#428051 [clarify storyboard theory]
http://jul.rustedlogic.net/thread.php?pid=428060#428060 [are these textures from DP?]
http://jul.rustedlogic.net/thread.php?pid=428071#428071 [tex.bin is probably from DKR]
http://jul.rustedlogic.net/thread.php?pid=428087#428087 [a bunch of textures from tex.bin]
http://jul.rustedlogic.net/thread.php?pid=428090#428090 [music stuff, thx hugo peters]
http://jul.rustedlogic.net/thread.php?pid=428097#428097 [talk about a reliable prototype source alledgedly having had an opportunity to acquire DP]
http://jul.rustedlogic.net/thread.php?pid=428103#428103 [tex.bin dump]
http://jul.rustedlogic.net/thread.php?pid=428147#428147 [MAJOR filesize discrepancy between exports and source]
http://jul.rustedlogic.net/thread.php?pid=428149#428149 [filesize issues could be from PNG compression]
http://jul.rustedlogic.net/thread.php?pid=428157#428157 [busted blocks.bin]
http://jul.rustedlogic.net/thread.php?pid=428172#428172 [model viewer]
http://jul.rustedlogic.net/thread.php?pid=428173#428173 [seems familiar]
http://jul.rustedlogic.net/thread.php?pid=428175#428175 [gameplay video discrepancies]
http://jul.rustedlogic.net/thread.php?pid=428179#428179 [matching-up MORE extracted models]
http://jul.rustedlogic.net/thread.php?pid=428187#428187 [TOOL LINK, MODEL VIEWER - XDANIEL]
http://jul.rustedlogic.net/thread.php?pid=428191#428191 [rendering talks]
http://jul.rustedlogic.net/thread.php?pid=428193#428193 [overlay a screenshot with model wireframe...PERFECTLY]
http://jul.rustedlogic.net/thread.php?pid=428194#428194 [MORE LOCATIONS FOUND]
http://jul.rustedlogic.net/thread.php?pid=428197#428197 [more speculations on stuff]
http://jul.rustedlogic.net/thread.php?pid=428342#428342 [somewhat arbitrary shading in the viewer]
http://jul.rustedlogic.net/thread.php?pid=428385#428385 [filesizes!]
http://jul.rustedlogic.net/thread.php?pid=428346#428346 [info teaser]
http://jul.rustedlogic.net/thread.php?pid=428397#428397 [UPDATED XDANIEL MODEL VIEWER]
http://jul.rustedlogic.net/thread.php?pid=428404#428404 [some files won't open]
http://jul.rustedlogic.net/thread.php?pid=428422#428422 [files in e3 version, and NOT final SFA]
http://jul.rustedlogic.net/thread.php?pid=428427#428427 [crap starfox .h4m]
http://jul.rustedlogic.net/thread.php?pid=428474#428474 [tracks.bin is probably from DKR, storyboard seems to have some headers]
http://jul.rustedlogic.net/thread.php?pid=428490#428490 [texts in MAPSINFO.bin]
http://jul.rustedlogic.net/thread.php?pid=428496#428496 [objects.bin texts]
http://jul.rustedlogic.net/thread.php?pid=428507#428507 [tilemolester on a retail file - hugo peters]
http://jul.rustedlogic.net/thread.php?pid=428544#428544 [name tidbits]
http://jul.rustedlogic.net/thread.php?pid=428546#428546 [technical audio talk]
http://jul.rustedlogic.net/thread.php?pid=428547#428547 [more name stuff]
http://jul.rustedlogic.net/thread.php?pid=428599#428599 [dlls.bin is practically useless without the main ENGINE code]
http://jul.rustedlogic.net/thread.php?pid=428601#428601 [the 'big info' revealed]
http://jul.rustedlogic.net/thread.php?pid=428680#428680 [more sound stuff]
http://jul.rustedlogic.net/thread.php?pid=428689#428689 [audio compare]
http://jul.rustedlogic.net/thread.php?pid=428695#428695 [more downloads]
http://jul.rustedlogic.net/thread.php?pid=428767#428767 [from DKR sequel? (img broken)]
http://jul.rustedlogic.net/thread.php?pid=428786#428786 [conker similarirty speculaion, and yes, probably DKR sequel]
http://jul.rustedlogic.net/thread.php?pid=428791#428791 [can't compile the game again, and it's NOT related to Conker. DEFINITELY related to DKR]
http://jul.rustedlogic.net/thread.php?pid=428813#428813 [unzipping a ROM with 7zip]
http://jul.rustedlogic.net/thread.php?pid=428825#428825 [devs (were stupid to) include ip headers]
http://jul.rustedlogic.net/thread.php?pid=428845#428845 [MOAR SOUND STUFF + DL]
http://jul.rustedlogic.net/thread.php?pid=428850#428850 [sound bugs]
http://jul.rustedlogic.net/thread.php?pid=428897#428897 [more music dl, link temp]
http://jul.rustedlogic.net/thread.php?pid=428915#428915 [and more sound stuff]
http://jul.rustedlogic.net/thread.php?pid=428930#428930 [more..]
http://jul.rustedlogic.net/thread.php?pid=428933#428933 [.....]
http://jul.rustedlogic.net/thread.php?pid=429006#429006 [.............]
http://jul.rustedlogic.net/thread.php?pid=429034#429034 [torrent for sound/music]
http://jul.rustedlogic.net/thread.php?pid=429049#429049 [MusyX success]
http://jul.rustedlogic.net/thread.php?pid=429089#429089 [a VERY bad idea]
//end pages 5-13
http://jul.rustedlogic.net/thread.php?pid=429121#429121 [VERY bad idea, indeed]
http://jul.rustedlogic.net/thread.php?pid=429130#429130 [KCat audio tools src, broke link]
http://jul.rustedlogic.net/thread.php?pid=429151#429151 [another compression system]
http://jul.rustedlogic.net/thread.php?pid=429171#429171 [interview with Phil Tossel]
http://jul.rustedlogic.net/thread.php?pid=429180#429180 [from gametext.bin]
http://jul.rustedlogic.net/thread.php?pid=429182#429182 [default.dol refers to Kyte, a LOT]
http://jul.rustedlogic.net/thread.php?pid=429184#429184 [not DKR2, unused DKR]
http://jul.rustedlogic.net/thread.php?pid=429185#429185 [blocks are same size? let's put them together!]
http://jul.rustedlogic.net/thread.php?pid=429406#429406 [mpeg.bin dump]
http://jul.rustedlogic.net/thread.php?pid=429459#429459 [xdaniel model viewer udated again, link]
http://jul.rustedlogic.net/thread.php?pid=429463#429463 [bootloader dump HTML]
http://jul.rustedlogic.net/thread.php?pid=429474#429474 [kcat, surface normals]
http://jul.rustedlogic.net/thread.php?pid=429494#429494 [special dolphin version, x64]
http://jul.rustedlogic.net/thread.php?pid=429524#429524 [kcat tools link again, now with model viewer]
http://jul.rustedlogic.net/thread.php?pid=429548#429548 [models.bin]
http://jul.rustedlogic.net/thread.php?pid=429566#429566 [objects.bin ID compare models.bin output]
http://jul.rustedlogic.net/thread.php?pid=429584#429584 [tricky's ball model?]
http://jul.rustedlogic.net/thread.php?pid=429589#429589 [more technical stuff on models]
http://jul.rustedlogic.net/thread.php?pid=429703#429703 [tricky, sort of]
http://jul.rustedlogic.net/thread.php?pid=431755#431755 [attempt to boot default.dol]
http://jul.rustedlogic.net/thread.php?pid=431765#431765 [low-level cpu talk here]
http://jul.rustedlogic.net/thread.php?pid=431851#431851 [more low-level stuff]
http://jul.rustedlogic.net/thread.php?pid=431853#431853 [texure stuff again]
http://jul.rustedlogic.net/thread.php?pid=431854#431854 [tex.bin dumper - xdaniel]
http://jul.rustedlogic.net/thread.php?pid=431859#431859 [putting the blocks together]
http://jul.rustedlogic.net/thread.php?pid=431860#431860 [texture debugging]
http://jul.rustedlogic.net/thread.php?pid=431875#431875 [textures are...FUN]
http://jul.rustedlogic.net/thread.php?pid=431981#431981 [another map...]
http://jul.rustedlogic.net/thread.php?pid=431982#431982 [hugo peters audio tool]
http://jul.rustedlogic.net/thread.php?pid=432028#432028 [hugo peters talks about loading and compression]
http://jul.rustedlogic.net/thread.php?pid=432031#432031 [tab/bin exporter -hugo peters]
http://jul.rustedlogic.net/thread.php?pid=432040#432040 [MusyX player v 2]
http://jul.rustedlogic.net/thread.php?pid=432062#432062 [xdaniel tools again]
http://jul.rustedlogic.net/thread.php?pid=432103#432103 [more dumps and tools - hugo peters]
http://jul.rustedlogic.net/thread.php?pid=432152#432152 [thorntail hollow map]
http://jul.rustedlogic.net/thread.php?pid=432346#432346 [if only a copy from 2001 or earlier...]
http://jul.rustedlogic.net/thread.php?pid=432386#432386 [warlock mountain]
http://jul.rustedlogic.net/thread.php?pid=432578#432578 [kyte's command - hugo peters]
http://jul.rustedlogic.net/thread.php?pid=432597#432597 [dl kyte's command]
http://jul.rustedlogic.net/thread.php?pid=432614#432614 [compare screenshots with textures]
http://jul.rustedlogic.net/thread.php?pid=432620#432620 [version 1.1 of kyte's command]
http://jul.rustedlogic.net/thread.php?pid=432630#432630 [link to list of levels]
http://jul.rustedlogic.net/thread.php?pid=432718#432718 [warlock]
http://jul.rustedlogic.net/thread.php?pid=432742#432742 [more texture compare to screenshots]
http://jul.rustedlogic.net/thread.php?pid=432781#432781 [various previews of models with textures]
http://jul.rustedlogic.net/thread.php?pid=432783#432783 [they're from a portfolio]
http://jul.rustedlogic.net/thread.php?pid=432790#432790 [more screen / texture compare]
http://jul.rustedlogic.net/thread.php?pid=432819#432819 [n64 references]
http://jul.rustedlogic.net/thread.php?pid=432889#432889 [concept arts]
http://jul.rustedlogic.net/thread.php?pid=433561#433561 [fixing a dead ROM dl link again]
http://jul.rustedlogic.net/thread.php?pid=434382#434382 [a tumblr about dp > sfa]
http://jul.rustedlogic.net/thread.php?pid=434706#434706 [more sound stuff]
http://jul.rustedlogic.net/thread.php?pid=435299#435299 [AR CODES]
http://jul.rustedlogic.net/thread.php?pid=435499#435499 [more codes]
//end pages 14 - 23

this is my entire list of hopefully relevant links thus far
Posting here in case something happens to that file, I would be unbelievably pissed if I lose another text document chalk full of information...

I think tomorrow I'll try to go through the remainder of the posts...
Hugo_Peters

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Posted on 01-01-17 08:22:03 AM (last edited by Hugo_Peters at 01-01-17 08:23:19 AM) Link | Quote
Haha, no I don't have a rom of DP, I do remember I got a picture of the booth from Phil, but I was 4 when it was being shown at E3, so no I wasn't there

I'm a communication / hacking asset? Guys I'm lead programmer on this:
https://www.youtube.com/watch?v=CXBGa5J9VbI (yes there's some hints to DP in there)

I'm still looking over this thread from time to time
brian151
Banned
The administration (as well as a few users) have decided that you're creepy/weird enough that it's time to activate the sploded clause.
Laters.


Level: NaN


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Posted on 01-01-17 03:36:40 PM Link | Quote
Originally posted by Hugo_Peters
Haha, no I don't have a rom of DP, I do remember I got a picture of the booth from Phil, but I was 4 when it was being shown at E3, so no I wasn't there

I'm a communication / hacking asset? Guys I'm lead programmer on this:
https://www.youtube.com/watch?v=CXBGa5J9VbI (yes there's some hints to DP in there)

I'm still looking over this thread from time to time


I think I mentioned the part about you making your own games.

Do you still have the master files/code for that Warlock thing you were working on, btw?

You've made some of the most significant progress here concerning booting the E3 disk, and cracking the texture formats.
brian151
Banned
The administration (as well as a few users) have decided that you're creepy/weird enough that it's time to activate the sploded clause.
Laters.


Level: NaN


Posts: 63/-249
EXP: NaN
For next: 0

Since: 08-09-16
From: USA

Since last post: 48 days
Last activity: 21 days

Posted on 01-01-17 06:58:57 PM Link | Quote
post links:
http://jul.rustedlogic.net/thread.php?pid=424483#424483 [tech stuff, link to file]
http://jul.rustedlogic.net/thread.php?pid=424490#424490 [what rebirth.thp is... and filemonitor in dolphin says DP files are being loaded]
http://jul.rustedlogic.net/thread.php?pid=424516#424516 [dlls.bin talk 01, 2 executables]
http://jul.rustedlogic.net/thread.php?pid=424521#424521 [english.c.new]
http://jul.rustedlogic.net/thread.php?pid=424567#424567 [eng is only language, more tech stuff about the files]
http://jul.rustedlogic.net/thread.php?pid=424607#424607 [question about includes.bin]
http://jul.rustedlogic.net/thread.php?pid=424611#424611 [mentions timber]
http://jul.rustedlogic.net/thread.php?pid=424618#424618 [tech stuff, disassembly attempt, .bat files]
http://jul.rustedlogic.net/thread.php?pid=424628#424628 [MusyX for audio]
http://jul.rustedlogic.net/thread.php?pid=424642#424642
http://jul.rustedlogic.net/thread.php?pid=424643#424643 [disassembly 2]
http://jul.rustedlogic.net/thread.php?pid=424656#424656 [use openGL backend]
http://jul.rustedlogic.net/thread.php?pid=425022#425022 [audio breakthrough]
http://jul.rustedlogic.net/thread.php?pid=425069#425069 [hex cell textures]
http://jul.rustedlogic.net/thread.php?pid=425125#425125 [audio dl]
http://jul.rustedlogic.net/thread.php?pid=425139#425139 [follow up on hex texture]
http://jul.rustedlogic.net/thread.php?pid=425155#425155 [zlib and model data]
http://jul.rustedlogic.net/thread.php?pid=426539#426539 [cards and "ptossel"]
http://jul.rustedlogic.net/thread.php?pid=426541#426541 [more model stuff]
http://jul.rustedlogic.net/thread.php?pid=427776#427776 [a lot of tech stuff]
//end pages 1-4
http://jul.rustedlogic.net/thread.php?pid=427853#427853 [similarities between DKR and DP/SFA]
http://jul.rustedlogic.net/thread.php?pid=427892#427892 [storyboard theory]
http://jul.rustedlogic.net/thread.php?pid=427893#427893 [some GUI textures]
http://jul.rustedlogic.net/thread.php?pid=427901#427901 [ANOTHER disassembly attept]
http://jul.rustedlogic.net/thread.php?pid=427907#427907 [where textures were found]
http://jul.rustedlogic.net/thread.php?pid=427916#427916 [disassembly is a bust, again...]
http://jul.rustedlogic.net/thread.php?pid=427917#427917 [logo talk]
http://jul.rustedlogic.net/thread.php?pid=427927#427927 [where's the base address of the code in dlls.bin ? ]
http://jul.rustedlogic.net/thread.php?pid=427951#427951 [fixed dl link]
http://jul.rustedlogic.net/thread.php?pid=428042#428042 [tab files info]
http://jul.rustedlogic.net/thread.php?pid=428051#428051 [clarify storyboard theory]
http://jul.rustedlogic.net/thread.php?pid=428060#428060 [are these textures from DP?]
http://jul.rustedlogic.net/thread.php?pid=428071#428071 [tex.bin is probably from DKR]
http://jul.rustedlogic.net/thread.php?pid=428087#428087 [a bunch of textures from tex.bin]
http://jul.rustedlogic.net/thread.php?pid=428090#428090 [music stuff, thx hugo peters]
http://jul.rustedlogic.net/thread.php?pid=428097#428097 [talk about a reliable prototype source alledgedly having had an opportunity to acquire DP]
http://jul.rustedlogic.net/thread.php?pid=428103#428103 [tex.bin dump]
http://jul.rustedlogic.net/thread.php?pid=428147#428147 [MAJOR filesize discrepancy between exports and source]
http://jul.rustedlogic.net/thread.php?pid=428149#428149 [filesize issues could be from PNG compression]
http://jul.rustedlogic.net/thread.php?pid=428157#428157 [busted blocks.bin]
http://jul.rustedlogic.net/thread.php?pid=428172#428172 [model viewer]
http://jul.rustedlogic.net/thread.php?pid=428173#428173 [seems familiar]
http://jul.rustedlogic.net/thread.php?pid=428175#428175 [gameplay video discrepancies]
http://jul.rustedlogic.net/thread.php?pid=428179#428179 [matching-up MORE extracted models]
http://jul.rustedlogic.net/thread.php?pid=428187#428187 [TOOL LINK, MODEL VIEWER - XDANIEL]
http://jul.rustedlogic.net/thread.php?pid=428191#428191 [rendering talks]
http://jul.rustedlogic.net/thread.php?pid=428193#428193 [overlay a screenshot with model wireframe...PERFECTLY]
http://jul.rustedlogic.net/thread.php?pid=428194#428194 [MORE LOCATIONS FOUND]
http://jul.rustedlogic.net/thread.php?pid=428197#428197 [more speculations on stuff]
http://jul.rustedlogic.net/thread.php?pid=428342#428342 [somewhat arbitrary shading in the viewer]
http://jul.rustedlogic.net/thread.php?pid=428385#428385 [filesizes!]
http://jul.rustedlogic.net/thread.php?pid=428346#428346 [info teaser]
http://jul.rustedlogic.net/thread.php?pid=428397#428397 [UPDATED XDANIEL MODEL VIEWER]
http://jul.rustedlogic.net/thread.php?pid=428404#428404 [some files won't open]
http://jul.rustedlogic.net/thread.php?pid=428422#428422 [files in e3 version, and NOT final SFA]
http://jul.rustedlogic.net/thread.php?pid=428427#428427 [crap starfox .h4m]
http://jul.rustedlogic.net/thread.php?pid=428474#428474 [tracks.bin is probably from DKR, storyboard seems to have some headers]
http://jul.rustedlogic.net/thread.php?pid=428490#428490 [texts in MAPSINFO.bin]
http://jul.rustedlogic.net/thread.php?pid=428496#428496 [objects.bin texts]
http://jul.rustedlogic.net/thread.php?pid=428507#428507 [tilemolester on a retail file - hugo peters]
http://jul.rustedlogic.net/thread.php?pid=428544#428544 [name tidbits]
http://jul.rustedlogic.net/thread.php?pid=428546#428546 [technical audio talk]
http://jul.rustedlogic.net/thread.php?pid=428547#428547 [more name stuff]
http://jul.rustedlogic.net/thread.php?pid=428599#428599 [dlls.bin is practically useless without the main ENGINE code]
http://jul.rustedlogic.net/thread.php?pid=428601#428601 [the 'big info' revealed]
http://jul.rustedlogic.net/thread.php?pid=428680#428680 [more sound stuff]
http://jul.rustedlogic.net/thread.php?pid=428689#428689 [audio compare]
http://jul.rustedlogic.net/thread.php?pid=428695#428695 [more downloads]
http://jul.rustedlogic.net/thread.php?pid=428767#428767 [from DKR sequel? (img broken)]
http://jul.rustedlogic.net/thread.php?pid=428786#428786 [conker similarirty speculaion, and yes, probably DKR sequel]
http://jul.rustedlogic.net/thread.php?pid=428791#428791 [can't compile the game again, and it's NOT related to Conker. DEFINITELY related to DKR]
http://jul.rustedlogic.net/thread.php?pid=428813#428813 [unzipping a ROM with 7zip]
http://jul.rustedlogic.net/thread.php?pid=428825#428825 [devs (were stupid to) include ip headers]
http://jul.rustedlogic.net/thread.php?pid=428845#428845 [MOAR SOUND STUFF + DL]
http://jul.rustedlogic.net/thread.php?pid=428850#428850 [sound bugs]
http://jul.rustedlogic.net/thread.php?pid=428897#428897 [more music dl, link temp]
http://jul.rustedlogic.net/thread.php?pid=428915#428915 [and more sound stuff]
http://jul.rustedlogic.net/thread.php?pid=428930#428930 [more..]
http://jul.rustedlogic.net/thread.php?pid=428933#428933 [.....]
http://jul.rustedlogic.net/thread.php?pid=429006#429006 [.............]
http://jul.rustedlogic.net/thread.php?pid=429034#429034 [torrent for sound/music]
http://jul.rustedlogic.net/thread.php?pid=429049#429049 [MusyX success]
http://jul.rustedlogic.net/thread.php?pid=429089#429089 [a VERY bad idea]
//end pages 5-13
http://jul.rustedlogic.net/thread.php?pid=429121#429121 [VERY bad idea, indeed]
http://jul.rustedlogic.net/thread.php?pid=429130#429130 [KCat audio tools src, broke link]
http://jul.rustedlogic.net/thread.php?pid=429151#429151 [another compression system]
http://jul.rustedlogic.net/thread.php?pid=429171#429171 [interview with Phil Tossel]
http://jul.rustedlogic.net/thread.php?pid=429180#429180 [from gametext.bin]
http://jul.rustedlogic.net/thread.php?pid=429182#429182 [default.dol refers to Kyte, a LOT]
http://jul.rustedlogic.net/thread.php?pid=429184#429184 [not DKR2, unused DKR]
http://jul.rustedlogic.net/thread.php?pid=429185#429185 [blocks are same size? let's put them together!]
http://jul.rustedlogic.net/thread.php?pid=429406#429406 [mpeg.bin dump]
http://jul.rustedlogic.net/thread.php?pid=429459#429459 [xdaniel model viewer udated again, link]
http://jul.rustedlogic.net/thread.php?pid=429463#429463 [bootloader dump HTML]
http://jul.rustedlogic.net/thread.php?pid=429474#429474 [kcat, surface normals]
http://jul.rustedlogic.net/thread.php?pid=429494#429494 [special dolphin version, x64]
http://jul.rustedlogic.net/thread.php?pid=429524#429524 [kcat tools link again, now with model viewer]
http://jul.rustedlogic.net/thread.php?pid=429548#429548 [models.bin]
http://jul.rustedlogic.net/thread.php?pid=429566#429566 [objects.bin ID compare models.bin output]
http://jul.rustedlogic.net/thread.php?pid=429584#429584 [tricky's ball model?]
http://jul.rustedlogic.net/thread.php?pid=429589#429589 [more technical stuff on models]
http://jul.rustedlogic.net/thread.php?pid=429703#429703 [tricky, sort of]
http://jul.rustedlogic.net/thread.php?pid=431755#431755 [attempt to boot default.dol]
http://jul.rustedlogic.net/thread.php?pid=431765#431765 [low-level cpu talk here]
http://jul.rustedlogic.net/thread.php?pid=431851#431851 [more low-level stuff]
http://jul.rustedlogic.net/thread.php?pid=431853#431853 [texure stuff again]
http://jul.rustedlogic.net/thread.php?pid=431854#431854 [tex.bin dumper - xdaniel]
http://jul.rustedlogic.net/thread.php?pid=431859#431859 [putting the blocks together]
http://jul.rustedlogic.net/thread.php?pid=431860#431860 [texture debugging]
http://jul.rustedlogic.net/thread.php?pid=431875#431875 [textures are...FUN]
http://jul.rustedlogic.net/thread.php?pid=431981#431981 [another map...]
http://jul.rustedlogic.net/thread.php?pid=431982#431982 [hugo peters audio tool]
http://jul.rustedlogic.net/thread.php?pid=432028#432028 [hugo peters talks about loading and compression]
http://jul.rustedlogic.net/thread.php?pid=432031#432031 [tab/bin exporter -hugo peters]
http://jul.rustedlogic.net/thread.php?pid=432040#432040 [MusyX player v 2]
http://jul.rustedlogic.net/thread.php?pid=432062#432062 [xdaniel tools again]
http://jul.rustedlogic.net/thread.php?pid=432103#432103 [more dumps and tools - hugo peters]
http://jul.rustedlogic.net/thread.php?pid=432152#432152 [thorntail hollow map]
http://jul.rustedlogic.net/thread.php?pid=432346#432346 [if only a copy from 2001 or earlier...]
http://jul.rustedlogic.net/thread.php?pid=432386#432386 [warlock mountain]
http://jul.rustedlogic.net/thread.php?pid=432578#432578 [kyte's command - hugo peters]
http://jul.rustedlogic.net/thread.php?pid=432597#432597 [dl kyte's command]
http://jul.rustedlogic.net/thread.php?pid=432614#432614 [compare screenshots with textures]
http://jul.rustedlogic.net/thread.php?pid=432620#432620 [version 1.1 of kyte's command]
http://jul.rustedlogic.net/thread.php?pid=432630#432630 [link to list of levels]
http://jul.rustedlogic.net/thread.php?pid=432718#432718 [warlock]
http://jul.rustedlogic.net/thread.php?pid=432742#432742 [more texture compare to screenshots]
http://jul.rustedlogic.net/thread.php?pid=432781#432781 [various previews of models with textures]
http://jul.rustedlogic.net/thread.php?pid=432783#432783 [they're from a portfolio]
http://jul.rustedlogic.net/thread.php?pid=432790#432790 [more screen / texture compare]
http://jul.rustedlogic.net/thread.php?pid=432819#432819 [n64 references]
http://jul.rustedlogic.net/thread.php?pid=432889#432889 [concept arts]
http://jul.rustedlogic.net/thread.php?pid=433561#433561 [fixing a dead ROM dl link again]
http://jul.rustedlogic.net/thread.php?pid=434382#434382 [a tumblr about dp > sfa]
http://jul.rustedlogic.net/thread.php?pid=434706#434706 [more sound stuff]
http://jul.rustedlogic.net/thread.php?pid=435299#435299 [AR CODES]
http://jul.rustedlogic.net/thread.php?pid=435499#435499 [more codes]
//end pages 14 - 23
http://jul.rustedlogic.net/thread.php?pid=435553#435553 [port retail codes to demo?]
http://jul.rustedlogic.net/thread.php?pid=435562#435562 [maybe...]
http://jul.rustedlogic.net/thread.php?pid=435572#435572 [another few codes]
http://jul.rustedlogic.net/thread.php?pid=435583#435583 [code bugs, anda list document]
http://jul.rustedlogic.net/thread.php?pid=435606#435606 [more codes and stuff]
http://jul.rustedlogic.net/thread.php?pid=435617#435617 [ a funny code]
http://jul.rustedlogic.net/thread.php?pid=435714#435714 [more codes]
http://jul.rustedlogic.net/thread.php?pid=435896#435896 [tried hacking objects.bin - kCat]
http://jul.rustedlogic.net/thread.php?pid=435899#435899 [talk on models format]
http://jul.rustedlogic.net/thread.php?pid=435904#435904 [optimal dophin emulation again]
http://jul.rustedlogic.net/thread.php?pid=435909#435909 [more discussionon models]
http://jul.rustedlogic.net/thread.php?pid=436732#436732
http://jul.rustedlogic.net/thread.php?pid=436905#436905 [strange models]
http://jul.rustedlogic.net/thread.php?pid=436919#436919 [models listing]
http://jul.rustedlogic.net/thread.php?pid=437601#437601 [tracks.bin]
http://jul.rustedlogic.net/thread.php?pid=437602#437602 [dump of tracks.bin]
http://jul.rustedlogic.net/thread.php?pid=437605#437605 [tex.bin dump]
http://jul.rustedlogic.net/thread.php?pid=437611#437611 [other texture files: DB_]
http://jul.rustedlogic.net/thread.php?pid=437633#437633 [another unknown model, from desert]
http://jul.rustedlogic.net/thread.php?pid=437669#437669 [another model]
http://jul.rustedlogic.net/thread.php?pid=437670#437670 [part of a map]
http://jul.rustedlogic.net/thread.php?pid=437673#437673 [ a force point temple?]
http://jul.rustedlogic.net/thread.php?pid=437853#437853 [comparing one hour video with trailer]
http://jul.rustedlogic.net/thread.php?pid=437863#437863 [more screenshots]
http://jul.rustedlogic.net/thread.php?pid=437865#437865 [concep art]
http://jul.rustedlogic.net/thread.php?pid=438162#438162 [archived DP site]
http://jul.rustedlogic.net/thread.php?pid=438192#438192 [dolphin again]
http://jul.rustedlogic.net/thread.php?pid=438221#438221 [rom link 3]
http://jul.rustedlogic.net/thread.php?pid=438310#438310 [screenshot]
http://jul.rustedlogic.net/thread.php?pid=438389#438389 [e3 2001 pics]
http://jul.rustedlogic.net/thread.php?pid=438403#438403 [evolution screenshots]
http://jul.rustedlogic.net/thread.php?pid=438467#438467 [nintendo is best bet for getting DP leaked]
http://jul.rustedlogic.net/thread.php?pid=438469#438469 [trademarks]
http://jul.rustedlogic.net/thread.php?pid=438828#438828 [new items]
http://jul.rustedlogic.net/thread.php?pid=438943#438943 [weird door]
http://jul.rustedlogic.net/thread.php?pid=439004#439004 [more textures]
http://jul.rustedlogic.net/thread.php?pid=439069#439069 [mpeg.bin dump again]
http://jul.rustedlogic.net/thread.php?pid=439138#439138 [source code to adventures model ripper]
http://jul.rustedlogic.net/thread.php?pid=439360#439360 [kcat tools again]
http://jul.rustedlogic.net/thread.php?pid=439635#439635 [lighting/anim in demo]
http://jul.rustedlogic.net/thread.php?pid=439657#439657 [box art]
http://jul.rustedlogic.net/thread.php?pid=439954#439954 [gilgamesh tumblr]
http://jul.rustedlogic.net/thread.php?pid=440032#440032 [sounds]
http://jul.rustedlogic.net/thread.php?pid=440289#440289 [reddit stuff]
http://jul.rustedlogic.net/thread.php?pid=440333#440333 [tim stamper tweets/teases]
http://jul.rustedlogic.net/thread.php?pid=440404#440404 [dp shirt]
http://jul.rustedlogic.net/thread.php?pid=442301#442301 [screens again]
http://jul.rustedlogic.net/thread.php?pid=442410#442410 [another tool - 2tie]
http://jul.rustedlogic.net/thread.php?pid=442434#442434 [discussing the butchered models]
http://jul.rustedlogic.net/thread.php?pid=442463#442463 [models have flag bits]
http://jul.rustedlogic.net/thread.php?pid=442704#442704 [2tie tool updated]
http://jul.rustedlogic.net/thread.php?pid=442800#442800 [fyeah dino planet creator]
http://jul.rustedlogic.net/thread.php?pid=444408#444408 [open source implementation of MusyX]
http://jul.rustedlogic.net/thread.php?pid=445318#445318 [root models.bin SFA, not DP]
http://jul.rustedlogic.net/thread.php?pid=446119#446119 [the tcrf needs work...]
http://jul.rustedlogic.net/thread.php?pid=446287#446287 [kyte's command 1.1 BACK]
//end pages 24-36

phase 1 - indexing posts : done
gilgamesh
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Posted on 01-01-17 07:09:07 PM (last edited by gilgamesh at 01-02-17 08:13:45 AM) Link | Quote
As mentioned by KCat in this old post:

https://jul.rustedlogic.net/thread.php?pid=437611#437611

DB_TEXTURES file contains small textures. SubDrag has extracted them in * .bmp format, but there are some misplaced pixels. Anyone can fix this problem?



https://dl.dropboxusercontent.com/u/24767225/dbtexturerip.zip

Looking carefully at the textures, I suggest that they are intended for a kind of circuit, as for Pro-Am64.


brian151
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Posted on 01-01-17 07:40:37 PM Link | Quote
Originally posted by gilgamesh
As mentioned by KCat in this old post:

https://jul.rustedlogic.net/thread.php?pid=437611#437611

DB_TEXTURES file contains small textures. SubDrag has extracted them in * .bmp format, but there are some misplaced pixels. Anyone can fix this problem?

https://1drv.ms/u/s!At5UFPlAfd_VzyQYHeyllxXSCy47

Looking carefully at the textures, I suggest that they are intended for a kind of circuit, as for Pro-Am64.





Firstly, gotta say that download link was annoying...

secondly, could this be in any way similar to the "corruption" hugo peters encountered when he first created Kyte's Command?

That's my only guess...
2Tie

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Posted on 01-02-17 02:16:37 PM Link | Quote
just looks like starting offset of the images is five or six pixels late, causing the rightmost pixels to be shoved to the left of the next row.
brian151
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Posted on 01-02-17 02:46:46 PM Link | Quote
Originally posted by 2Tie
just looks like starting offset of the images is five or six pixels late, causing the rightmost pixels to be shoved to the left of the next row.


Hmm, Rare and their formats...

On a somewhat unrelated note, project64's texture dumper actually doesn't dump some of the textures from Bad Fur Day correctly... (and I'd guess it's a Rare formatting issue, since why else would the textures extract the wrong way?) Oddly, they render in-game quite well.

I almost wonder, hypothetically speaking we ever see a DP ROM (even if it's broken, I'd think we could get the filesystem at least) , will it be easier to bust the 'official' DP ROM, or harder? My theory is we'd know the ins and outs of most the formats, or will we be surprised by more weird-ass shit? LOL...

Anyways, Now that I think of it, what you're saying actually makes sense. (ain't I a n00b with hacking...but that's why I'm not writing any tools for this game!) But that raises the question on where/what is the data for correcting this?

2Tie

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Posted on 01-02-17 03:07:52 PM Link | Quote
the images in DB_TEXTURES are in the same formats as the DKR leftover images, just with a shorter offset to the start of the picture data (as KCat states in the post), and without a .tab file. i just added support for those files to Dinofox Viewer.
MrQuetch
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Posted on 01-02-17 04:06:42 PM Link | Quote
If I remember correctly, the last time I used the 1964 emulator, I was able to rip textures with corrected offsets from games - including Conker's Bad Fur Day, even with the models! But that was a few years ago, and I'm afraid my computer doesn't have those files anymore - I had to restart my OS awhile back (around half a year ago).

Right now in C, I'm trying to program a N64 Primitive Creator that will be used for newer users who want to develop for the system. It's a bit tough right now, but I'm going to pull through C like a man.

As for those textures, they don't look like they're from DP. Although, I googled images the other day, and I did stumble upon some of those textures which I think Hugo posted. Unfortunately, it's not much, and some of it looks like it's from SFA, but the point is - we've got some N64 textures!

Isn't it interesting that for a texture to be created for the N64, you have to use unsigned integers with an array? Once that's been set, then using parenthesis, you input for EVERY single pixel a hex code representing a color with commas to separate every pixel. Then using predefined macros for the N64, you can get any texture from powers of 2 to show up correctly. If you use a 32 x 32, you'll need to use a padding of 5. If it's 16, then it's 4. I personally don't understand the numbers, but they are special ones, and doing so causes the different texture sizes to render properly on the N64 hardware. It's really strange, but it's very cool at the same time.
MrQuetch
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Posted on 01-02-17 04:11:18 PM Link | Quote
What's also really cool is that the N64 supported textures in true color! However, if an image was ever bigger than or equal to 64 x 64, the format for that image had to be 16-bit. But, it doesn't look to bad. If you think about it, the N64 was all about supply and demand - it all depended on what was important, and having those aspects stand out. For example, the emotion in Conker was very important, so Conker uses multiple textures for his eyes, and his mouth I'm assuming uses a few translated matrices just to show expression - his head contained quite a bit of geometry. And his tail - I cannot forget, I'm assuming the programming for that was similar to Fox and Krystal in SFA.
MrQuetch
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Posted on 01-02-17 04:12:24 PM Link | Quote
It's cool because his tail is programmed to show 'emotion'. And depending on where Conker is in relation to his tail, it acts accordingly.
divingkataetheweirdo

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Posted on 01-02-17 05:16:15 PM Link | Quote
I'd like to point this out about DB_TEXTURES.bin: That file predates Diddy Kong Racing, even Pro AM 64 with animal characters. It's most likely for a very early racing prototype, dating back to late 95/early 96. Note the human textures that are in there.

I do have to wonder how much of that file is in DKR though, given that the SFA E3 2002 prototype also has DKR assets in it.

On that note, the ending is in the SFA E3 2002 prototype and appears to be mostly/completely the same as the final version.

As for the wiki page for the prototype, I've gotten some more things in there like mission texts and leftover graphics from the E3 2001 and SpaceWorld 2001 demos. There's still plenty more to do, though.
brian151
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Posted on 01-02-17 06:01:49 PM Link | Quote
Originally posted by divingkataetheweirdo
I'd like to point this out about DB_TEXTURES.bin: That file predates Diddy Kong Racing, even Pro AM 64 with animal characters. It's most likely for a very early racing prototype, dating back to late 95/early 96. Note the human textures that are in there.

I do have to wonder how much of that file is in DKR though, given that the SFA E3 2002 prototype also has DKR assets in it.

On that note, the ending is in the SFA E3 2002 prototype and appears to be mostly/completely the same as the final version.

As for the wiki page for the prototype, I've gotten some more things in there like mission texts and leftover graphics from the E3 2001 and SpaceWorld 2001 demos. There's still plenty more to do, though.


What amazes me is how little they actually clean stuff out....

Especially for a company so shrouded in secrecy, it's almost like they WANT this stuff to be found...
I don't think a lot of games tended to have SO MUCH unused content from previous versions and/or projects. It's crazy! I wonder just how much we COULD find on an even earlier build of SFA? Well, we can keep hoping. I find it very hard to believe absolutely no one has come-forward with a copy, or at least made one. And as often as Nintendo leaks stuff, I'm kinda surprised someone, there hasn't leaked it. Wonder if their copies of stuff are under EXTREME lock and key? Well, guess we'll see what happens...

I will not post the information, lest I tick someone off, I looked into one of the claims of a copy existing... (I honestly fully expect it to be a hoax, so... my hopes wouldn't be dashed if I definitively PROVED it) I can't get much other than a vague description of an alleged [former?] Rare Employee... Supposedly it's more the words of his friend than him. I don;t know if anyone saw a post on the fyeah DP tumblr? I was browsing a while ago and found claims of a secret cartridge/copy existing. Anyways, I don't recall finding any followup to this, so I contacted the guy (sometime pre-dating or right after me joining here) on Deviantart. However, he seems to be concerned about others' privacy and won't make any effort to try getting me contact details. Or so, that's what he claims. My thoughts are moreso he's stone-walling, but I can't confirm or deny this. I did mention that he should leave it to OTHERS to decide whether they want someone to contact them or not. This seems to have had no effect, and he's pretty much refused to even reply to my messages. I just sent one last night and no reply. My note tracker says it's read, so I do not expect anything further. Anyways, IDK if anyone ever confirmed or busted this story. I know I searched for any follow-ups to it, but to no avail. My honest opinion it probably is false. The secondary is it's indeed legit, but there's insufficient information to track-down an actual lead. Unless anyone has further information, that's all I can/will publicly state about this matter. Given his complete unwillingness to allow me to try contacting his supposed friend or this supposed Rare employee (I think I'd need to go through his friend to do so...), I won't mention any more specific details. I also asked in my last note if I'm even allowed to mention the very little bit of information he has given... (assuming it's even true...) So, yeah, there's that... Whether this is true or not, I'm more annoyed by the fact I CAN'T actually PROVE without a shadow of a doubt it's EITHER. Anyone else have better information? I contacted the admin of the fyeah DP tumblr, but I'm guessing they're more active on Tumblr than here... /:

That's all... for now
I do have more to brush-up on concerning some other replies, but I'm already stalling helping my mom make dinner as-is...
Nicem3m3
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Posted on 01-02-17 08:13:48 PM Link | Quote
Yeah I can't hold this off longer; you're going a bit deep here dude, if someone doesn't want to give you their contact details out of privacy and you keep messaging them, no shit they won't reply.
As for cleaning the contents of the disc, this was without intention obviously. Rare was under immense time pressure to finish SFA and the codebase is a direct port from N64 to Gamecube. So that means stuff relies on other stuff relies on other stuff, too much work to figure out what is being used and not, so they don't clean up - it's perfectly normal in the industry... time is money.
Honestly you talking about programming sounds like a kid holding an iPad for the first time. Your texture data is pointing to some memory location, this can either be an array which you define inline, or some resource pointer. No way anyone would define textures as an array, that's retarded, even the N64 had file I/O, or at least pointers to static memory locations within the ROM of the resources.

Now, would you please cease your attempt at writing a book about "Can somebody leak the rom, why isn't some employee doing it, wtf is with them, I have a dream." in every single post? It makes reading this thread a chore.

Thanks, cheerie.
BMF54123

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Posted on 01-02-17 09:04:21 PM (last edited by BMF54123 at 01-02-17 09:04:54 PM) Link | Quote
Gonna nip this in the bud now: if this thread turns into a flamewar, I WILL close it, and people WILL be banned. Don't test me.

If someone doesn't want to give out information, they are under absolutely no obligation to. Full stop.

Carry on...
brian151
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Posted on 01-02-17 09:19:41 PM Link | Quote
Originally posted by Nicem3m3
Yeah I can't hold this off longer; you're going a bit deep here dude, if someone doesn't want to give you their contact details out of privacy and you keep messaging them, no shit they won't reply.
As for cleaning the contents of the disc, this was without intention obviously. Rare was under immense time pressure to finish SFA and the codebase is a direct port from N64 to Gamecube. So that means stuff relies on other stuff relies on other stuff, too much work to figure out what is being used and not, so they don't clean up - it's perfectly normal in the industry... time is money.
Honestly you talking about programming sounds like a kid holding an iPad for the first time. Your texture data is pointing to some memory location, this can either be an array which you define inline, or some resource pointer. No way anyone would define textures as an array, that's retarded, even the N64 had file I/O, or at least pointers to static memory locations within the ROM of the resources.

Now, would you please cease your attempt at writing a book about "Can somebody leak the rom, why isn't some employee doing it, wtf is with them, I have a dream." in every single post? It makes reading this thread a chore.

Thanks, cheerie.


Denying someone ELSE's contact details without asking them is unethical and shady, so no...I'm not going too deep... I also offered to release some of my least sensitive ones. Again, DENIED... Also, you talk about business... stonewalling like that is a GREAT way to interfere with someone's business. Rest assured, if I were to find-out that someone were refusing to share my information without ASKING me about it, or telling me someone's interested, you bet your ass I'll be pissed, and there will be some consequences...

It is normal, but that's still a LOT of content to forget to purge. Rushed or not, you should be keeping better organization, especially if you're a company so obsessed about keeping secrets.

I'd like to know WHERE in the hell you get off assuming I DEMAND a rare dev to cough the ROM up. What I AM is completely SHOCKED someone HASN'T. There was a lot of hype built-up for that game, and hype continues to build as people realize what SFA almost was, and perhaps shoul've been all along. The fans were pissed, Most of Rare were generally unhappy, The story and Gameplay suffered. This is all motive for anyone and ANYONE who possibly can get their hands on a copy to do so, and perhaps leak/finish/whatever it. I'm sorry, but I find it hard to believe that absolutely NO one would've thought to do something like this. My one gripe if they did in fact pitch the "broken" dev ROM is that was completely and utterly a STUPID thing to do without trying to back-up and/or verify its contents, first. (Or at least, far as I'm aware, this was NOT done) Obviously anyone who might have a copy feels like they're walking on hot coals because of trademarks and copyrights. (although some of which are quite questionable, including the fact some have expired) Obviously, I have a dream, shared by the collective fanbase... I'm not going to, nor am I able to force someone to do something, but that is NO excuse for people to invent lame excuses to do literally NOTHING to actually help/inform when I asked for information. Likewise it stands to reason why tell anyone you may/may not have a lead if you're going to prevent anyone and EVERYONE from actually trying to get that information from you or your sources? There's a difference between protecting privacy and stone-walling.

That last one is a bit uncalled for. Although yes, generally textures are stored in some file on disk. Also, you seem to be mixing-up who wrote what, because I have yet to get into n64 programming, if ever. You also seem to forget how many tools are presently MIA or exclusive to certain operating systems.

Really not impressed...
But if all I do is rant, maybe i should just give-up trying to be what little help I can...



brian151
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Posted on 01-02-17 09:22:16 PM Link | Quote
Originally posted by 2Tie
the images in DB_TEXTURES are in the same formats as the DKR leftover images, just with a shorter offset to the start of the picture data (as KCat states in the post), and without a .tab file. i just added support for those files to Dinofox Viewer.


I'll add that to the list of stuff, thanks...
brian151
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Posted on 01-02-17 09:24:09 PM Link | Quote
Originally posted by divingkataetheweirdo
I'd like to point this out about DB_TEXTURES.bin: That file predates Diddy Kong Racing, even Pro AM 64 with animal characters. It's most likely for a very early racing prototype, dating back to late 95/early 96. Note the human textures that are in there.

I do have to wonder how much of that file is in DKR though, given that the SFA E3 2002 prototype also has DKR assets in it.

On that note, the ending is in the SFA E3 2002 prototype and appears to be mostly/completely the same as the final version.

As for the wiki page for the prototype, I've gotten some more things in there like mission texts and leftover graphics from the E3 2001 and SpaceWorld 2001 demos. There's still plenty more to do, though.


That's interesting

yeah...

alright...

congratz on that progress...
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Rusted Logic

Acmlmboard - commit 2f1bc75 [2017-08-27]
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