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05-03-22 11:15:01 PM
Jul - The Cutting Room Floor - Star Fox Adventures E3 2002 prototype (5/17/02) New poll - New thread - New reply
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Hugo_Peters

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Posted on 11-24-13 09:08:13 AM (last edited by Hugo_Peters at 11-24-13 09:31:46 AM) Link | Quote
Originally posted by Joe
Wouldn't it be possible to compile the MusyX player for PC and run it that way instead of relying on a Gamecube?

Err.. you can just run it using an emulator like Dolphin.... though sound quality is better on an actual GameCube.

And I don't think it would be easy to get MusyX running natively on a PC as the file format is build for the GC's audio system, plus there is no source code for MusyX, just the GC libraries.

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Kak

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Posted on 11-24-13 09:34:24 AM Link | Quote
Originally posted by Hugo_Peters
Originally posted by Joe
Wouldn't it be possible to compile the MusyX player for PC and run it that way instead of relying on a Gamecube?

Err.. you can just run it using an emulator like Dolphin.... though sound quality is better on an actual GameCube.

And I don't think it would be easy to get MusyX running natively on a PC as the file format is build for the GC's audio system, plus there is no source code for MusyX, just the GC libraries.
So that closes the possibility of a PC port seeing the light of the day?

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Hugo_Peters

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Posted on 11-24-13 09:54:43 AM (last edited by Hugo_Peters at 11-24-13 09:58:40 AM) Link | Quote
Originally posted by Kak64
Originally posted by Hugo_Peters
Originally posted by Joe
Wouldn't it be possible to compile the MusyX player for PC and run it that way instead of relying on a Gamecube?

Err.. you can just run it using an emulator like Dolphin.... though sound quality is better on an actual GameCube.

And I don't think it would be easy to get MusyX running natively on a PC as the file format is build for the GC's audio system, plus there is no source code for MusyX, just the GC libraries.
So that closes the possibility of a PC port seeing the light of the day?

Why would one need a PC port if you can emulate it or play it native on a GameCube (or even a Wii)? You can pick up a GameCube for $10 and a modchip for like $15...

Though, once I recorded the songs off of my GameCube they'll be available in .mp3 format...

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TwilightGintoki
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Posted on 11-24-13 07:00:06 PM Link | Quote
I'm not sure if this is worth mentioning or not but:

I've noticed that in the map folders which were removed from the retail game (Copy of swaphol, linklevel, cloudtreasure, etc.)
The ZLB compressed files (MODELS.bin, TEX0.bin and TEX1.bin) are all compressed as IZO files instead.

Would this be worth looking into?
Hugo_Peters

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Posted on 11-25-13 01:34:10 PM Link | Quote
Had a good conversation with Phil, will be asking him more soon.


Here's the "interview":


http://hugo-peters.tumblr.com/post/68065729966/answers-from-phil-1


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Kak

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Posted on 11-25-13 02:03:27 PM Link | Quote
Originally posted by Hugo_Peters
Had a good conversation with Phil, will be asking him more soon.


Here's the "interview":


http://hugo-peters.tumblr.com/post/68065729966/answers-from-phil-1


Short interview, but still it gives an insight on what some of the files contain.

Nice one!

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Hugo_Peters

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Posted on 11-25-13 02:04:39 PM Link | Quote
Originally posted by Kak64
Originally posted by Hugo_Peters
Had a good conversation with Phil, will be asking him more soon.


Here's the "interview":


http://hugo-peters.tumblr.com/post/68065729966/answers-from-phil-1


Short interview, but still it gives an insight on what some of the files contain.

Nice one!

Thanks! Yeah we did a lot of chatting in between about other stuff, and he didn't have a lot of time.

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einstein95
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Posted on 11-25-13 05:02:59 PM Link | Quote
Le interesting...




0x00002B43 0x00000012 Krazoa Spirit One.
0x00002B56 0x0000001B Collected on DarkIce Mines.
0x00002B72 0x00000044 (Or maybe not, I don't know. I'm just making this up as I go along.)
0x00002BB7 0x0000000F Krazoa Spirit 2
0x00002BC7 0x0000000F Krazoa Spirit 3
0x00002BD7 0x0000000F Krazoa Spirit 4
0x00002BE7 0x0000000F Krazoa Spirit 5
0x00002BF7 0x0000000F Krazoa Spirit 6



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Hugo_Peters

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Posted on 11-25-13 05:13:11 PM Link | Quote
Originally posted by einstein95
Le interesting...




0x00002B43 0x00000012 Krazoa Spirit One.
0x00002B56 0x0000001B Collected on DarkIce Mines.
0x00002B72 0x00000044 (Or maybe not, I don't know. I'm just making this up as I go along.)
0x00002BB7 0x0000000F Krazoa Spirit 2
0x00002BC7 0x0000000F Krazoa Spirit 3
0x00002BD7 0x0000000F Krazoa Spirit 4
0x00002BE7 0x0000000F Krazoa Spirit 5
0x00002BF7 0x0000000F Krazoa Spirit 6



Would be helpful is you actually told us what this is, and why it's interesting.

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einstein95
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Posted on 11-25-13 05:34:46 PM Link | Quote
Originally posted by Hugo_Peters
Originally posted by einstein95
Le interesting...




0x00002B43 0x00000012 Krazoa Spirit One.
0x00002B56 0x0000001B Collected on DarkIce Mines.
0x00002B72 0x00000044 (Or maybe not, I don't know. I'm just making this up as I go along.)
0x00002BB7 0x0000000F Krazoa Spirit 2
0x00002BC7 0x0000000F Krazoa Spirit 3
0x00002BD7 0x0000000F Krazoa Spirit 4
0x00002BE7 0x0000000F Krazoa Spirit 5
0x00002BF7 0x0000000F Krazoa Spirit 6



Would be helpful is you actually told us what this is, and why it's interesting.


gametext\Communicator\English.bin

Specifically the bit where he's "just making this up as [he goes] along"

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Hugo_Peters

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Posted on 11-25-13 06:01:44 PM (last edited by Hugo_Peters at 11-27-13 07:53:42 PM) Link | Quote
WARNING! WARNING! HUGO'S POSSIBLE BIG FIND FUNTIME INCOMING!
I dunno. That's the best I could do.

[Warning, I was super excited when I wrote this. ]

I posted this on my blog yesterday. I found out that the default.dol file located in the E3 disc is actually not the file that gets booted, it's a different file that for some reason GC Tool cannot read (we'll call this file bootldr.dol from now on ^^) EDIT: I now know why: for some strange reason, the SFA E3 disc first defines the FST (filesystem) of the disc, and THEN the main application, where in normal GCM files the main application comes as the first entry after the header. Can be easily fixed using FSTFIX.

*cough* sidenote for those who don't know: a .dol file is a GameCube executable which holds all code required to run a game, which includes main executables, libraries, main gameplay, engine, etc. etc. */cough*

A different program though was able to extract it, and I did some more research and I have (maybe?) big news.

Phil told me yesterday that "Kyte was removed because Krystal was removed as a playable character.". Makes sense, right? (Interview here: http://hugo-peters.tumblr.com/post/68065729966/answers-from-phil-1)

It even more makes sense that there's no reference at all to Kyte in bootldr.dol, but there are to Tricky, which also makes sense as he's still in the game. Switching over to default.dol (the unused application). Default.dol has a lot of references to Kyte.





Now, tadaadadadaaaa, in good 'ol DLLS.bin there's this text:


Wait a sec lemme see that in close up side by side high def ultra widescreen.

Left = DLLS.bin; Right = Default.dol


As you can clearly see, the text is ALMOST the same!!

So what is our conclusion today? Default.dol on the E3 disc of SFA might just has a very early version of SFA that would probably more be like a port of DP for the GameCube, as there are references to the GC compiler (which I used as well, CodeWarrior), specific GameCube functions, MusyX (audio engine for GC (note: N64 as well)) and more proof. It would be like, DLLS.bin, with the main executable, but then for the GameCube. Hinthint. Might that just be why the .BIN files of DP were still on the disc?

Just FYI: Quote from Phil:
"The thing is there was never a version of DP that ran on GC, at least in its N64 format. The crossover to GC and Starfox came at basically the same time
So we were updating assets and code at the same time
Porting the code across and so on"

So if this is all true what I'm saying then this "other" version of the game would probably already be ?kinda? like Star Fox Adventures, or at least have references to Star Fox in it, WHICH MAKES SENSE BECAUSE IN MPEG.BIN IT'S ACTUALLY FOX WHO SPEAKS FROM TIME TO TIME, JUST AS IN GAMETEXT.BIN, INSTEAD OF SABRE.

So yeah. There you have it. Now we just need to get default.dol to load instead of the included DOL which isn't as easy as it sounds. I'm currently trying to rebuild this ISO (with the normal files in it) just as a proof of concept.

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Kak

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Posted on 11-25-13 06:25:10 PM Link | Quote
mmh.. this whole thing is starting to get really interesting...

Let's see how far we can go!

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Posted on 11-25-13 06:40:20 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?

...



Sorry to be replying/quoting a older post here. Been following this thread seance the start. I did a little research on these textures and sadly no, they are not from/for DKR 2, but instead they are unused textures from DKR as seen in this Youtube video here: http://www.youtube.com/watch?v=OSIDVpAOW7M well actually more or less just the planets which you can see towards the end. Hope this helps a bit!
2Tie

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Posted on 11-25-13 07:14:23 PM Link | Quote

Blocks were the landscape. The landscape was cut up into 640x640 unit volumes in x/z (variable in y). Block extra was used to store any additional block related info.


Every block is 640x640? That means all of the Blocks we can see in the viewer are all (roughly) the same size, eh? Knowing they don't need scaling now, I'm rather interested in exporting some "groups" and assembling the levels, woo~

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omega59
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Posted on 11-26-13 03:55:22 AM Link | Quote
Originally posted by Hugo_Peters
WARNING! WARNING! HUGO'S POSSIBLE BIG FIND FUNTIME INCOMING!
I dunno. That's the best I could do.

I posted this on my blog yesterday. I found out that the default.dol file located in the E3 disc is actually not the file that gets booted, it's a different file that for some reason GC Tool cannot read (we'll call this file bootldr.dol from now on ^^).

*cough* sidenote for those who don't know: a .dol file is a GameCube executable which holds all code required to run a game, which includes main executables, libraries, main gameplay, engine, etc. etc. */cough*

A different program though was able to extract it, and I did some more research and I have (maybe?) big news.

Phil told me yesterday that "Kyte was removed because Krystal was removed as a playable character.". Makes sense, right? (Interview here: http://hugo-peters.tumblr.com/post/68065729966/answers-from-phil-1)

It even more makes sense that there's no reference at all to Kyte in bootldr.dol, but there are to Tricky, which also makes sense as he's still in the game. Switching over to default.dol (the unused application). Default.dol has a lot of references to Kyte.





Now, tadaadadadaaaa, in good 'ol DLLS.bin there's this text:


Wait a sec lemme see that in close up side by side high def ultra widescreen.

Left = DLLS.bin; Right = Default.dol


As you can clearly see, the text is ALMOST the same!!

So what is our conclusion today? Default.dol on the E3 disc of SFA might just has a very early version of SFA that would probably more be like a port of DP for the GameCube, as there are references to the GC compiler (which I used as well, CodeWarrior), specific GameCube functions, MusyX (audio engine for GC (note: N64 as well)) and more proof. It would be like, DLLS.bin, with the main executable, but then for the GameCube. Hinthint. Might that just be why the .BIN files of DP were still on the disc?

Just FYI: Quote from Phil:
"The thing is there was never a version of DP that ran on GC, at least in its N64 format. The crossover to GC and Starfox came at basically the same time
So we were updating assets and code at the same time
Porting the code across and so on"

So if this is all true what I'm saying then this "other" version of the game would probably already be ?kinda? like Star Fox Adventures, or at least have references to Star Fox in it, WHICH MAKES SENSE BECAUSE IN MPEG.BIN IT'S ACTUALLY FOX WHO SPEAKS FROM TIME TO TIME, JUST AS IN GAMETEXT.BIN, INSTEAD OF SABRE.

So yeah. There you have it. Now we just need to get default.dol to load instead of the included DOL which isn't as easy as it sounds. I'm currently trying to rebuild this ISO (with the normal files in it) just as a proof of concept.

I'm liking this. I'm liking this and it's a learning experience, or something like that. I'm not sure what to call it. These findings are getting awesome though. Good job!
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Posted on 12-01-13 04:01:22 PM (last edited by Hugo_Peters at 12-01-13 04:01:53 PM) Link | Quote
Finally got to write a program that extracts all 1196 voice clips from MPEG.bin! So here you go!

https://mega.co.nz/#!fQ0UVIxb!CkP_lxFJtTQCWXmHSGwmohy1hp1jRhapQHhTDEqmlp8

[not so creative idea] Convert them to normal wav's, then convert them to .adp files using the Dolphin SDK and swap them out for SFA's [/not so creative idea]

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Kak

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Posted on 12-01-13 04:46:08 PM Link | Quote
Cool!

For curiosity, was it harder to make the MusyX player or this voice clip extractor?

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Hugo_Peters

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Posted on 12-01-13 04:50:48 PM Link | Quote
Originally posted by Kak64
Cool!

For curiosity, was it harder to make the MusyX player or this voice clip extractor?

MusyX player was way, way harder. Took about two full weeks to make that one, this took like 20 minutes. What should be noted as well is that the MusyX player was done in C++ while the extractor was made in GameMaker (which I still use and love to this day because of its efficiency, also the development team behind it is the original GTA dev team!) GameMaker's language (GML) is close to C++ though it requires less setup, it's a perfect prototyping tool!

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Kak

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Posted on 12-01-13 05:46:08 PM Link | Quote
Originally posted by Hugo_Peters
Originally posted by Kak64
Cool!

For curiosity, was it harder to make the MusyX player or this voice clip extractor?

MusyX player was way, way harder. Took about two full weeks to make that one, this took like 20 minutes. What should be noted as well is that the MusyX player was done in C++ while the extractor was made in GameMaker (which I still use and love to this day because of its efficiency, also the development team behind it is the original GTA dev team!) GameMaker's language (GML) is close to C++ though it requires less setup, it's a perfect prototyping tool!
That's quite quick!

Also, it feels quite wierd you chose GML to program the extractor. Still, it works and that's what's important.

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Posted on 12-01-13 06:36:01 PM (last edited by Hugo_Peters at 12-01-13 06:36:37 PM) Link | Quote
Originally posted by Kak64
Originally posted by Hugo_Peters
Originally posted by Kak64
Cool!

For curiosity, was it harder to make the MusyX player or this voice clip extractor?

MusyX player was way, way harder. Took about two full weeks to make that one, this took like 20 minutes. What should be noted as well is that the MusyX player was done in C++ while the extractor was made in GameMaker (which I still use and love to this day because of its efficiency, also the development team behind it is the original GTA dev team!) GameMaker's language (GML) is close to C++ though it requires less setup, it's a perfect prototyping tool!
That's quite quick!

Also, it feels quite wierd you chose GML to program the extractor. Still, it works and that's what's important.

Very true. Every time I mention GameMaker I feel quite ashamed. Because of its name and the amount of shitty games that have been made with it its reputation is really low, though it really can be used to make good games... or at least good looking ones (*cough*forexampletheleveleditorImadeforanothergameI'mcurrentlydeveloping...http://www.youtube.com/watch?v=GRY_fWdbp-Myesthiswasmadeingamemakerlol*cough*)

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


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