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04-24-22 10:12:02 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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Kett
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Posted on 10-30-13 09:11:02 PM Link | Quote
Ahh, you mean the time travel thing!

That was leaked a long time ago, though, it is somewhere in the retail version.
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Posted on 10-30-13 09:12:10 PM (last edited by Hugo_Peters at 10-30-13 09:13:07 PM) Link | Quote
Originally posted by koolaidman
I pretty much had the same thought when I looked at all of this back in August, but it's crazy to even think about the possibility of everything being here. Pretty much everything needed for Dinosaur Planet seems to be here - code, art, music, etc. The only problem is that it's not in a compiled ROM like format, since as far as I know there's no mention of a potential rom header. So there's no telling how much would actually be needed to restore the game in a playable state using what we have. If anyone would be interested in doing so, the only thing I can think of is to try and disassemble DLLS.bin. I still haven't figured out if it's really filled with compiled MIPS code or not, but it seems likely that it's all MIPS. DLLS.bin should contain all the instructions/programming for various parts of the Dinosaur Planet (sound engine, various game play mechanics, physics, enemies, and possible the core engine itself). The file seems to be referencing addresses for sure, but if those addresses are pointing outside the file or what I have no idea. But you'd have to disassemble and piece together the ENTIRE game together, and your efforts might become fruitless after some point if something that DLLS.bin is looking for is missing. I'd ask someone who knows a fair amount of N64 hacking/hardware to see if it's possible though, since I'm only assuming here. Maybe someone who works with N64 emulation could tell you what's needed for a game to "work".

I would ask Phil if he remembers what the .TAB files are (tables?), since each file has an equivalent .TAB file (even the DP files) and if he remembers why these files are here in the first place. I wonder if a lot of the engine in SFA is similar to DP (besides any utilization of 3rd party things of course). Maybe the N64 version of DP was once playable alongside SFA on the Gamecube during development?

Also take a look at STORYBOARD.BIN, this file should be very interesting. It's another potential DP file, probably used for cutscenes. But I can't judge what it could actually be since there's no plaintext in the file (compressed most like, but in what format I have no idea).

BLOCKS.bin definitely has models, and it's not compressed in anything (everything is just clumped together). The model format looks exactly the same as the format SFA uses based on looking at an uncompressed version of the mod##.bin files. It looks like the file could contain all kinds of models (enemies, player, areas, etc) since the model format is the same between everything. I've seen videos of someone replacing model data from one object with another (the staff with something else), you could take some of this data and replace the model data for the staff with data from BLOCKS and see what you get.



Take a look at my prev post, if you can find the addresses DLLS.bin is refering to, alongside with the data it's asking for, we're pretty much finished I guess. It looks like a big puzzle for me, just need to fit the right pieces at the right spot (can't we just use the header of DKR? Not sure if that's the spot where it defines things like the CIC chip, but otherwise we might be able to create one using the N64 SDK?). I've sent Phil all files from the E3 demo, retail, N64 SDK and GC SDK, alongside with some other stuff, I hope he can do something with it. I guess he'll figure it out eventually, hell, he put those files on there!
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Posted on 10-30-13 10:20:27 PM (last edited by koolaidman at 10-30-13 10:25:47 PM) Link | Quote
I don't think it'd be that simple. The header needs a value for the program counter at 0x8 which may be the address of the first instruction for the game's actual code (I'm not sure about this though), two double words for two CRC numbers, and some other information that the game may/may not look at. I don't know what the address could be for the program counter value and if we can even determine it by what DLLS.bin can provide us. Then I think you'll need boot code at 0x40 that runs till 0xFFF (0x1000 is where the game code begins, something from DLLS.bin would start here). This is all coming from this. I don't know what we can do to create all this information (except for arbitrary things like the game name, cartridge ID, and country code).

But again I don't know very much about stuff like this so I don't really know what's possible and what isn't. With DLLS.bin in a disassembler, I'm not always sure what's supposed to be represented as data and what's supposed to be represented as code (if it really is MIPSR). I don't know what the first few hundred/thousand bytes of the file could actually be, either it's code, data, or some kind of file header I don't know. But code has to start somewhere in the file.
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Posted on 10-31-13 07:19:31 AM (last edited by Hugo_Peters at 10-31-13 07:55:26 AM) Link | Quote
Originally posted by koolaidman
I don't think it'd be that simple. The header needs a value for the program counter at 0x8 which may be the address of the first instruction for the game's actual code (I'm not sure about this though), two double words for two CRC numbers, and some other information that the game may/may not look at. I don't know what the address could be for the program counter value and if we can even determine it by what DLLS.bin can provide us. Then I think you'll need boot code at 0x40 that runs till 0xFFF (0x1000 is where the game code begins, something from DLLS.bin would start here). This is all coming from this. I don't know what we can do to create all this information (except for arbitrary things like the game name, cartridge ID, and country code).

But again I don't know very much about stuff like this so I don't really know what's possible and what isn't. With DLLS.bin in a disassembler, I'm not always sure what's supposed to be represented as data and what's supposed to be represented as code (if it really is MIPSR). I don't know what the first few hundred/thousand bytes of the file could actually be, either it's code, data, or some kind of file header I don't know. But code has to start somewhere in the file.

(It would make sense that STORYBOARD.bin contains cutscene data, as the size of ANIM.bin doesn't seem to fit all cutscene data like face animations, etc.)

I asked Phil what happened to the ECTS cartridges, who knows... It's a good idea to find someone who knows a lot about N64 stuff (maybe Phil as well?). The DLLS.bin file seems to be MIPS indeed, not sure how that works, but there are a lot of references to .c files, though, compiled, it might be MIPS. Going to do more tests today, try things out like swapping textures with Diddy Kong Racing and more. DKR seems to have some sort of protection though, as changing the RARE copyright text will causes the game to not load. Replacing the N64 logo object with the Rare logo will make it disappear completely, though there is some green behind it? Not sure.

[EDIT] Thanks for that link, going to do some comparisons between the explanation and DLLS.bin. Check if offsets match for various stuff? And maybe try disassembling the file in IDA and see if we can find the ?MIPS? codes mentioned in the file?
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Posted on 10-31-13 08:57:45 AM (last edited by einstein95 at 10-31-13 09:28:53 AM) Link | Quote
Can someone tell me if this is used in the demo?



It'd be stretched horizontally so it'd look like:



EDIT: Now, these require a bit of squinting, as I couldn't get them any clearer.

Sabre's Adventure...


Krystal's Adventure...

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Posted on 10-31-13 11:07:05 AM (last edited by Hugo_Peters at 10-31-13 11:45:01 AM) Link | Quote
Originally posted by einstein95
Can someone tell me if this is used in the demo?



It'd be stretched horizontally so it'd look like:



EDIT: Now, these require a bit of squinting, as I couldn't get them any clearer.

Sabre's Adventure...


Krystal's Adventure...

Did you find that in one of the TEX#.bin files? Looks quite compressed to me...
I did recognize the Krystal's Adventure text, http://www.youtube.com/watch?v=cOVBRJToVDY at 09:17.

(BTW, I (finally) made a Tumblr page, I will be posting the smaller finds / less interesting stuff for getting the game back working on there as well, work in progress stuff as well, before I post it here as a summary, http://hugo-peters.tumblr.com/ so we can keep this topic clean)

[EDIT] Yup, seems to match with the one of the video!
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Posted on 10-31-13 02:19:43 PM Link | Quote
I succeeded in opening the DLLS.bin file as MIPS, take a look:

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Posted on 10-31-13 03:05:05 PM Link | Quote
That doesn't look like anything even close to valid code.

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Posted on 10-31-13 03:25:36 PM Link | Quote
Originally posted by divine
That doesn't look like anything even close to valid code.

Looks like good code to me, but I don't know MIPS at all xD
It's an N64 MIPS disassembler though, not sure if it's different from normal MIPS.
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Posted on 10-31-13 03:47:09 PM Link | Quote
Originally posted by Hugo_Peters

Did you find that in one of the TEX#.bin files? Looks quite compressed to me...
I did recognize the Krystal's Adventure text, http://www.youtube.com/watch?v=cOVBRJToVDY at 09:17.

(BTW, I (finally) made a Tumblr page, I will be posting the smaller finds / less interesting stuff for getting the game back working on there as well, work in progress stuff as well, before I post it here as a summary, http://hugo-peters.tumblr.com/ so we can keep this topic clean)

[EDIT] Yup, seems to match with the one of the video!


Nope. splashScreen.BIN and SCREENS.BIN respectively.

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Posted on 10-31-13 03:51:03 PM Link | Quote
Originally posted by einstein95
Originally posted by Hugo_Peters

Did you find that in one of the TEX#.bin files? Looks quite compressed to me...
I did recognize the Krystal's Adventure text, http://www.youtube.com/watch?v=cOVBRJToVDY at 09:17.

(BTW, I (finally) made a Tumblr page, I will be posting the smaller finds / less interesting stuff for getting the game back working on there as well, work in progress stuff as well, before I post it here as a summary, http://hugo-peters.tumblr.com/ so we can keep this topic clean)

[EDIT] Yup, seems to match with the one of the video!


Nope. splashScreen.BIN and SCREENS.BIN respectively.

Ah, that would make sense, as the splashScreen.BIN isn't a DP file! Kinda strange they used an image for this, could've done easier with a font? Maybe they were planning to use much more like these images but they weren't made yet (like all of the WIP text screen seen in the 1 hour demo, that would also explain why the total size of everything isn't as big as the cartridge would've been...)
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Posted on 10-31-13 06:12:58 PM Link | Quote
Originally posted by Hugo_Peters
Originally posted by divine
That doesn't look like anything even close to valid code.

Looks like good code to me, but I don't know MIPS at all xD
It's an N64 MIPS disassembler though, not sure if it's different from normal MIPS.


Notice that there are several instructions that don't get disassembled to valid instructions (where the "?"s are). The rest of the "code" is just doing a lot of nonsense, like at 0x01198184, an instruction which stores the result of 0 * 0 into a read-only register (and the rest of the instructions don't make any more sense than that).

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Posted on 10-31-13 06:38:21 PM (last edited by einstein95 at 10-31-13 06:38:53 PM) Link | Quote
Originally posted by Hugo_Peters

Ah, that would make sense, as the splashScreen.BIN isn't a DP file! Kinda strange they used an image for this, could've done easier with a font? Maybe they were planning to use much more like these images but they weren't made yet (like all of the WIP text screen seen in the 1 hour demo, that would also explain why the total size of everything isn't as big as the cartridge would've been...)

Except... by the time of the demo, it was just known as Star Fox Adventures. It was last known as Star Fox Adventures: Dinosaur Planet exactly one year before the demo. (source)
Found the correct logo (ugh, jpg) on the internet:


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Posted on 10-31-13 10:52:14 PM (last edited by koolaidman at 10-31-13 11:06:49 PM) Link | Quote
We'd need to figure out the base/loading address for DLLS.bin in order to disassemble it properly (I think). As I said earlier, there's a list of 599 addresses in DLLSIMPO.BIN and DLLSIMPORTTAB.BIN (both files are 1:1 the same). The lowest address the list has is 80000300, the highest address in the list is 80101BE0 with a difference of 1018E0. INCLUDE.bin contains symbol names for maybe 446 various flags, functions, objects, actions, etc in alphabetical order. I don't know if I mentioned this earlier, but every symbol name in INCLUDE.bin has one byte immediately before the first character of the name with a random value associated for each one, anyone know what it could be? One thing I didn't mention before is that the included default.dol on the root of the disc image (the one with those shared strings from DLLS.bin) loaded both DLLS.tab and DLLSIMPO.bin before the game crashed at start up. I don't know if the game was going to or was trying to load DLLS.bin at that point though, the error that OSReport stated as I said before was:




49:04:680 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: GXInitTexObj: width too large in "GXTexture.c" on line 512.
49:04:680 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:
49:04:681 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: Address: Back Chain LR Save
49:04:681 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x803b3f18: 0x803b3fa8 0x80009aa8
49:04:681 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x803b3fa8: 0x803b4020 0x80025d18
49:04:682 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x803b4020: 0x803b4060 0x800a5734
49:04:682 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x803b4060: 0x803b40c0 0x800a4dac
49:04:683 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x803b40c0: 0x803b40d8 0x80077c14
49:04:683 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x803b40d8: 0x803b40f0 0x800779fc
49:04:683 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x803b40f0: 0x803b4100 0x800a47e8
49:04:684 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x803b4100: 0x803b4110 0x8018fc54
49:04:684 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x803b4110: 0x803b4160 0x80077e58
49:04:684 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x803b4160: 0x803b4170 0x80077cec
49:04:685 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x803b4170: 0xffffffff 0x800031ec

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Posted on 11-01-13 02:43:40 AM Link | Quote
Someone better give a new DL link if we're looking for more people to look into this thing, the current one in the OP is dead.
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Posted on 11-01-13 09:04:30 AM (last edited by Hugo_Peters at 11-01-13 01:57:04 PM) Link | Quote
Originally posted by puddinpops
Someone better give a new DL link if we're looking for more people to look into this thing, the current one in the OP is dead.

I will try to reupload it today, though I don't think there's much more to find without Phil's help.

[EDIT] Here's a new link: https://mega.co.nz/#!jU8hyR7Z!Rd6zgRbG101gp4aqgIUYKgFThbQrganfaOZeVv1faFY

[ontopic]
I think STORYBOARD.bin might contain the whole ... story, I mean, it would be the file what tells DLLS.bin what areas are accessible at what point in the game, etc.
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Posted on 11-02-13 01:52:49 PM (last edited by koolaidman at 11-02-13 02:05:01 PM) Link | Quote
Not sure what you exactly mean by "the whole story". Obviously it does have something to do with cutscenes, but I was questioning what kind of data is actually in the file. Not sure if it contains cutscene animations, compressed text, etc. DLLS does mention these strings for it though:


ROM:00187600 00000026 C triggers: unknown trigger object %d.\n                                                                              

ROM:00187628 00000022 C TRIGGER: warning Script overflow\n
ROM:0018764C 00000021 C Trigger [%d], Gamplay Vulnerable
ROM:00187670 00000037 C Trigger [%d], Music Action, Action Num [%d] Free
ROM:001876A8 00000036 C Trigger [%d], Music Action, Action Num [%d] Set
ROM:001876E0 00000042 C Trigger [%d], Sound FX, Action Num [%d],Handle Num [%d]
ROM:00187724 0000004D C Trigger [%d], Camera, Action [%d], Camera Num [%d], PassDir [%d]
ROM:00187774 0000001B C Trigger [%d], Track Sky On
ROM:00187790 0000001C C Trigger [%d], Track Sky Off
ROM:001877AC 00000021 C Trigger [%d], Track AntiAlias On
ROM:001877D0 00000022 C Trigger [%d], Track AntiAlias Off
ROM:001877F4 00000022 C Trigger [%d], Track SkyObjects On
ROM:00187818 00000023 C Trigger [%d], Track SkyObjects Off
ROM:0018783C 0000001C C Trigger [%d], Track Dome On
ROM:00187858 0000001D C Trigger [%d], Track Dome Off
ROM:00187878 00000022 C Trigger [%d], Track MrSheen On %d
ROM:0018789C 00000020 C Trigger [%d], Track MrSheen Off
ROM:001878BC 0000003E C Trigger [%d], Environment Effect, Action Num [%d], Range [%d]
ROM:001878FC 0000004D C Trigger [%d], Lighting, Action [%d], Range [%d], PassDir [%d]
ROM:0018794C 0000003C C Trigger [%d], Anim Sequence, SequenceID [%d], Activate
ROM:00187988 0000003C C Trigger [%d], Anim Sequence, SequenceID [%d], Flag = 1
ROM:001879C4 0000003C C Trigger [%d], Anim Sequence, SequenceID [%d], Flag = 0
ROM:00187A00 00000032 C Trigger [%d], Trigger, Local ID [%d]
ROM:00187A34 0000002C C Storyboard disabled, please remove trigger\n
ROM:00187A60 0000001D C Trigger [%d], LOD Model [%d]
ROM:00187A80 00000043 C Trigger [%d], Setup Point, Level [%d], SetupPoint [%d]
ROM:00187AC4 00000014 C Trigger [%d], Bits\n
ROM:00187AD8 0000001B C Trigger [%d], Object Load\n
ROM:00187AF4 0000001B C Trigger [%d], Object Free\n
ROM:00187B10 0000001D C Trigger [%d], Object Toggle\n
ROM:00187B30 00000018 C Trigger [%d], Tex Load\n
ROM:00187B48 00000018 C Trigger [%d], Tex Free\n
ROM:00187B60 00000021 C TRIGGER: warning DLL not loaded\n
ROM:00187B84 0000001D C Script [%d], Subscript [%d]\n
ROM:00187BA4 0000001B C Trigger [%d], Object Load\n
ROM:00187BC0 0000001B C Trigger [%d], Object Free\n
ROM:00187BDC 00000012 C Restart Set [%d]\n
ROM:00187BF0 00000014 C Restart Clear [%d]\n
ROM:00187C04 00000013 C Restart Goto [%d]\n
ROM:00187C18 00000012 C killing sidekick\n
ROM:00187C2C 0000000D C findobj %i \n
ROM:00187C3C 00000043 C Trigger [%d], amSfxWaterFallsSetFlags, Action [%d], PassDir [%d]



But I don't know what kind of data is inside the file.

Also I found something extremely useful. The .tab files are definitely 4 byte aligned "tables" of addresses for their corresponding file. This means we might be able to determine where certain pieces of data (either they be code or data) begin and end, and how many are actually in the file. For assets like models and sounds, we might be able to code something quick to split the file up. For instance, according to their .tab files:

BLOCKS.bin - 1265 models (base address: 00000000)
STORYBOARD.bin - 92 of something (base address: 00000000)
MPEG.bin - 1037 voice clips (base address: 00000000)
ANIM.bin - 2550 animations (base address: 00000000)
TEX.bin - 352 textures (base address: 00000000)

Some weird tables:
AUDIO.bin - We all know this is where sequence data for the music is stored, but there's some more information completely unrelated to audio (seems to be more for textures) that's padded onto the file at 0x11BCFC till EOF. The table for the file has 3 addresses that make sense for audio, the first address is 00000000, which is the start of a list of addresses with a base of 00000000 for the contents of the file itself. 0xE000 is the start of the actual music sequencing data, 0xB8A78 looks to be the start of the sound effect sequencing data. But whatever that information that's padded at 0x11BCFC, the address table for the file has addresses for each one. No idea what it could've been used for. Here's a snippet:



/DRkrazstatuetopr.rgb.at..N...81...(D...textures/DRlavat..N.ck.r...httr.....C..........,..90ures....ocks...0at.r....ttr...y........h......5.ures/DRrocksrepeatlighter.rg..N.tr.F...hD.......ures....usty..90lNOs....rgb...N..Ch....(...,textures/DRrustymetalsha



DLLS.bin - "DLLSIMPO" and "DLLSIMPORTTAB" already have addresses, but DLLS.bin has a few with a base address of 00000000. 0x5B, 0xAE, 0x0, 0xC6. Does anyone wanna see what this could correlate to in the file? Maybe 0xC6 is the start of the instructions while all the other addresses point to certain parts of the file's header?
(note: last entries in the .tab lists are usually null (FFFFFFFF) or zero)

I wonder if anyone can write a model viewer for these model files? The textures are a combination of RGB and RGBA.
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Posted on 11-02-13 04:59:56 PM (last edited by Hugo_Peters at 11-02-13 05:55:40 PM) Link | Quote
What I meant with "whole story" was this (had to type in a hurry, sorry for my bad explanation :A):

In my theory, DLLS.bin would be the file that tells the N64 how to do stuff, like drawing things, music playback, but also stuff like AI, player controls, Tricky (obviously), etc. etc. It would include all of the stuff that's listed in the INCLUDE.bin file and have the DLL_ prefix (some of these "files" are located on the E3 disc, some aren't, and those could be very well included in the DLLS.bin file, as it seems to consist out of multiple files as well).

STORYBOARD.bin would then be the file that tells DLLS.bin what to (for example) draw at a certain point, or what music goes with what location, or what objects are located on what level, etc. etc. It could also be the file that triggers the cutscenes, and even the cutscene controller, to tell what voice clip comes at what (relative) time offset, what music has to play and what animations are being used by what model.

Nice work on the .tab files! I found a pattern in the MPEG.bin file, and am currently trying to make my hex editor count how many of these patterns occur, so we know if the data you extracted matches the actual file.
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Posted on 11-02-13 07:43:33 PM (last edited by koolaidman at 11-02-13 07:47:02 PM) Link | Quote
Well this is interesting...







These are from TEX.bin (I used N64Rip). Sorry for the bad sizes, but the colors look correct. This doesn't resemble anything from DP AT ALL. There may be some Dinosaur Planet textures thrown around here and there, but I have no idea (it is a pretty decent sized file after all). In fact, these look a lot like something from Diddy Kong Racing. But I don't recognize any of these from Diddy Kong Racing either. Any of these familiar to anyone? Diddy Kong Racing 2?

...
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From: The Netherlands

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Posted on 11-02-13 07:51:19 PM (last edited by Hugo_Peters at 11-02-13 08:05:07 PM) Link | Quote
Originally posted by koolaidman
Well this is interesting...







These are from TEX.bin (I used N64Rip). Sorry for the bad sizes, but the colors look correct. This doesn't resemble anything from DP AT ALL. There may be some Dinosaur Planet textures thrown around here and there, but I have no idea (it is a pretty decent sized file after all). In fact, these look a lot like something from Diddy Kong Racing. But I don't recognize any of these from Diddy Kong Racing either. Any of these familiar to anyone? Diddy Kong Racing 2?

...

Wow, I don't know what to say... Have you looked at the other TEX files? What about the ones of the SFA retail disc? The TEX#.bin files are still there, though all different sizes, with TEX1 or 2 being around the same size as TEX.bin of the E3 demo...

EDIT: Are those few textures really 2 MB together? Shouldn't be more than 400 KB!?
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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

Acmlmboard - commit 47be4dc [2021-08-23]
©2000-2022 Acmlm, Xkeeper, Kaito Sinclaire, et al.

30 database queries, 6 query cache hits.
Query execution time:  0.089688 seconds
Script execution time:  0.037606 seconds
Total render time:  0.127294 seconds


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Info: Document content looks like HTML5
Info: No system identifier in emitted doctype
Tidy found 359 warnings and 0 errors!


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