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05-03-22 07:04:50 PM
Jul - The Cutting Room Floor - Tomba! Unused video New poll - New thread - New reply
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Zerovii
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Posted on 02-02-16 07:20:59 PM Link | Quote
Originally posted by BMF54123
I think I actually got the item list from someone else (Tweaker?), but I also had some GS codes that let me access the unused items in-game. It's been a long time, though, and I don't think I have the codes anymore.


Crud, thank you for the help so far BMF, the sprite find for the old civ village was great! Would it be easy to get the palette data for the event/item icons at least?


Ill try to get some gs codes to modify item slots and see what I can do at least. Shouldn't be hard to find with memory viewing.
Zerovii
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Posted on 02-03-16 09:55:12 PM (last edited by Zerovii at 02-03-16 10:05:15 PM) Link | Quote
My valentine's day gift to tcrf, for providing me endless hours of reading

Today, the standalone demo arrived, Ill be dumping it later but right now my preliminary notes on the file structure

1:The area list only goes up to 15, the modified date on them is 10/9/97, a couple months before release. However all the ones beyond 00 contain just one .bin file
2:The movie folder is strikingly empty.
-100jp.str
-boy.str
-mist.str (6/30/97 modified date, looks like the area got changed around july-august then, interesting)
-op_uta.str
-tomba.str
3:there's a weird 27mb dummy.dat file in the ZZZ folder

Gonna play around with it and see.

Also I went through the item icons while at work, and there are some oddly unused ones, and other oddities like the mermaid's necklace using a mirror instead of the actual necklace icon thats in the table..

EDIT: Disappointingly, this is the same demo except it has the intro video and the 100 yr old wise man plot cutscene, still going to dump it later
Rachel Mae

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Posted on 03-17-16 10:52:31 PM Link | Quote
Any update on that dump? I'd still like to poke through it, just for funsies.

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Zerovii
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Posted on 03-18-16 07:05:11 PM (last edited by Zerovii at 03-18-16 10:18:01 PM) Link | Quote
Originally posted by BMF54123
Any update on that dump? I'd still like to poke through it, just for funsies.

the standalone or the demo? Admittedly I lost a little interest in the standalone when it seemed to just be the same as the demo, but Ill dump it later tonight.

https://www.dropbox.com/s/bfw6gb0g1o8zetq/tomba%20jp%20standalone%20demo.rar?dl=0

here we go!
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Posted on 03-19-16 02:20:00 AM (last edited by BMF54123 at 03-19-16 02:34:56 AM) Link | Quote
Thanks for the dump! I specifically wanted that one so I could look at the extra files and folders. One of them has already yielded something interesting:


z=%04x ax=%04d ay=%04d tp=%01d X


x=%05d y=%05d r0=%01d r1=%01d r2=%01d r3=%01d
spdx=%05x spdy=%05x


There are also remnants of a "SOFT DIPS" screen and more debugging text in the main executable:


jotyu=%08x end=%08x

S O F T D I P S


PL 1 SCR 2 TMP 3 DSP 4


%3d %3d %3d %3d


*


area_continue=%01d

rest work all=%02d
screen sets=%02d bg=%02d

set=%02d item=%02d em=%02d settei=%02d

tar_x=%05d

tar_y=%05d

tar_z=%05d

angle y= %05x


gpos z=%05d
scrl_x=%05d scrl_y=%05d scrl_z=%05d
rot_flag=%01d


pl_x=%05d pl_y=%05d pl_z=%05d


x0=%01d
x1=%01d
x2=%01d
x3=%03d
lim=%05d



y=%05d

anglY=%04d

X hosei=%04d



anglX=%04d

n_area_pos=%01d
n_pos_num=%01d

area_pos=%01d


pos_num=%01d



%08X


I wonder if any of this stuff can still be activated?

[EDIT]
AREA08 contains 10 files, including a TIM image! Unfortunately, it's the same as the final version (the docks around Baccus Lake).

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Zerovii
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Posted on 03-19-16 02:46:24 AM Link | Quote
Woah, nice find bmf!
Rachel Mae

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Posted on 03-19-16 04:16:47 AM (last edited by BMF54123 at 03-19-16 04:17:51 AM) Link | Quote
Unfortunately, I can't really make much more progress without a better knowledge of the game's data formats. The main thing I was looking for, a palette for the leftover Village of Civilization overlay graphics, is almost certainly gone forever since there is no TIM image for the area itself in either the demo or final game. However, there might be leftover palettes in one of the many CLUTxx.GAM files that would fit at least the villagers and room interiors, since those are (thankfully) not stored in the TIM. The problem is, I can't make heads or tails of the CLUT files; they start off with a few BGR555 palettes, separated by 00s, but after that is a bunch of weird, seemingly non-palette data that I can't figure out. (Compressed, maybe?)

If anyone wants to take a crack at figuring out the format, here's an example file: CLUT06.GAM

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Zerovii
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Posted on 03-20-16 12:09:25 AM Link | Quote
Im not even sure where to begin on trying to find that out, but Im glad that one did have some stuff in it. I should start up a proto page for the demo if nothing else thanks to that timer function and the demo videos.
Zerovii
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Posted on 03-29-16 06:52:17 PM Link | Quote
Well, I hate being useless, so after a while in poking through psx dev documents, I decided to throw the file into a disassembler and Im planning on running a debug emulator to figure out what is calling the file.

Im definitely curious about this game, and I think this might be a good learning experience. I mean that file has to do with the specific area somehow, and I can always base it off an area that actually works.

Worse comes to worse Ill build a bin without the file and see what it breaks.
Zerovii
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Posted on 04-06-16 05:28:09 PM Link | Quote
This is more general musing if anything, and probably common knowledge, so it may not make sense as Im still learning how to do this.

I spent too long just looking about for any examples similar to .gam from other disassembly projects and trying to poke around understanding how to use Linux to prod the file rather than starting in the right area.

So, if it's BGR555, it must be 15-bit direct mode, so if it is a texture, it lays out as:
S B B G G R R
where S controls the transparency (document says "pixel is semi transparent or not")
if it's the frame buffer:
M B B G G R R

Now, CLUT itself has multiple modes. In the psx documentation I found. CLUT is defined as such

"The CLUT is a the table where the colors are stored for the image data in the CLUT modes. The pixels of those images are used as indexes to this table. The CLUT is arranged in the frame buffer as a 256x1 image for the 8bit CLUT mode, and a 16x1 image for the 4bit CLUT mode. Each pixel as a 16 bit value, the first 15 used of a 15 bit color, and the 16th used for semi-transparency. The CLUT data can be arranged in the frame buffer at X multiples of 16 (X=0,16,32,48,etc) and anywhere in the Y range of 0-511. More than one CLUT can be prepared but only one can be used for each primitive."

As I type and read this, I realize there's a lot more to go over
SuperLolMine

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Posted on 10-23-16 07:24:06 AM Link | Quote
Originally posted by Zerovii
Well, I hate being useless, so after a while in poking through psx dev documents, I decided to throw the file into a disassembler and Im planning on running a debug emulator to figure out what is calling the file.

Im definitely curious about this game, and I think this might be a good learning experience. I mean that file has to do with the specific area somehow, and I can always base it off an area that actually works.

Worse comes to worse Ill build a bin without the file and see what it breaks.


Ive seen in a 97' magazine that photo of the Iron city,its a PLAYING area,not fmv of purification,because there are tombi character running on central tower! Its possible to pick this BETA iso in developement????? The beta have tombi with green hairs from the beginning.I can't submit a photo because my Lumia 535 s'camera is broken
puddinpops
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Posted on 10-24-16 02:00:58 AM Link | Quote
Still would be neat to get that lost level working again. It seems the data is still there. Probably will require someone with very intimate knowledge of the hardware to have to code things back into a working order, though.
SuperLolMine

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Posted on 10-24-16 04:41:20 AM (last edited by SuperLolMine at 10-24-16 11:01:00 AM) Link | Quote
Originally posted by puddinpops
Still would be neat to get that lost level working again. It seems the data is still there. Probably will require someone with very intimate knowledge of the hardware to have to code things back into a working order, though.


I know that the BETA have this level working without computer knowledge! Have a 97' magazine with the image of tombi in central tower,so how we can get that IN-developement demo that contains a working iron city?

EDIT:How can you open TIM images??? With a program???
Zerovii
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Posted on 10-24-16 02:10:01 PM (last edited by Zerovii at 10-24-16 02:12:57 PM) Link | Quote
Originally posted by puddinpops
Still would be neat to get that lost level working again. It seems the data is still there. Probably will require someone with very intimate knowledge of the hardware to have to code things back into a working order, though.


Believe me that this project hasn't fallen off for me, but my studying of psx architecture is a snail's pace at best. This project did kinda fall off for me while I learned more about programming through more modern languages admittedly.
I definitely want to tear this game apart, and I've been working on understanding it little by little. Ive gotten a bit bored of mmorpgs so maybe I'll invest more effort into it now.

I'd love to be that psx knowledge guy, I love a lot of the games from the console and being able to figure out what makes them tick would be a nice talent.

@SuperLolMine
Can you find the images/videos of this? I would be interested in seeing these magazine scans/video. We know it was a playable area at one point because older sprites were found earlier in the topic so it did exist at one point so I don't doubt it.

It would definitely be an earlier alpha seeing as the sprite format got changed between old VoC existing and the current gameedit:I don't know anything ignore that, late beta places tomba with pink hair but phoenix mtn/haunted mansion being in early design phases judging from the demo video.

As for the TIM images, I found a freeware psx fileviewer program that was working for a time at least for the pre-rendered backgrounds, I'll try to find it when I get home.
SuperLolMine

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Posted on 10-24-16 06:05:44 PM (last edited by SuperLolMine at 10-25-16 04:35:14 AM) Link | Quote
Originally posted by Zerovii
Originally posted by puddinpops
Still would be neat to get that lost level working again. It seems the data is still there. Probably will require someone with very intimate knowledge of the hardware to have to code things back into a working order, though.


Believe me that this project hasn't fallen off for me, but my studying of psx architecture is a snail's pace at best. This project did kinda fall off for me while I learned more about programming through more modern languages admittedly.
I definitely want to tear this game apart, and I've been working on understanding it little by little. Ive gotten a bit bored of mmorpgs so maybe I'll invest more effort into it now.

I'd love to be that psx knowledge guy, I love a lot of the games from the console and being able to figure out what makes them tick would be a nice talent.

@SuperLolMine
Can you find the images/videos of this? I would be interested in seeing these magazine scans/video. We know it was a playable area at one point because older sprites were found earlier in the topic so it did exist at one point so I don't doubt it.

It would definitely be an earlier alpha seeing as the sprite format got changed between old VoC existing and the current gameedit:I don't know anything ignore that, late beta places tomba with pink hair but phoenix mtn/haunted mansion being in early design phases judging from the demo video.

As for the TIM images, I found a freeware psx fileviewer program that was working for a time at least for the pre-rendered backgrounds, I'll try to find it when I get home.


I can't submit a photo because my Lumia 535 s'camera is broken
How we can get that BETA disc???? I'm certainly that the Beta versions have this town with tim file!
You can try PSX sdks for deylop you need a basic knowledge of c language
SuperLolMine

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Posted on 10-24-16 06:26:44 PM Link | Quote
Originally posted by SuperLolMine
Originally posted by Zerovii
Originally posted by puddinpops
Still would be neat to get that lost level working again. It seems the data is still there. Probably will require someone with very intimate knowledge of the hardware to have to code things back into a working order, though.


Believe me that this project hasn't fallen off for me, but my studying of psx architecture is a snail's pace at best. This project did kinda fall off for me while I learned more about programming through more modern languages admittedly.
I definitely want to tear this game apart, and I've been working on understanding it little by little. Ive gotten a bit bored of mmorpgs so maybe I'll invest more effort into it now.

I'd love to be that psx knowledge guy, I love a lot of the games from the console and being able to figure out what makes them tick would be a nice talent.

@SuperLolMine
Can you find the images/videos of this? I would be interested in seeing these magazine scans/video. We know it was a playable area at one point because older sprites were found earlier in the topic so it did exist at one point so I don't doubt it.

It would definitely be an earlier alpha seeing as the sprite format got changed between old VoC existing and the current gameedit:I don't know anything ignore that, late beta places tomba with pink hair but phoenix mtn/haunted mansion being in early design phases judging from the demo video.
As for the TIM images, I found a freeware psx fileviewer program that was working for a time at least for the pre-rendered backgrounds, I'll try to find it when I get home.


I can't submit a photo because my Lumia 535 s'camera is broken
How we can get that BETA disc???? I'm certainly that the Beta versions have this town with tim!
You can try PSX sdks for deylop you need a basic knowledge of c language



Here the photo: http://imgur.com/a/TqSKA

Sorry for screwed up image,my phone s'camera is broken
SuperLolMine

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Posted on 10-24-16 06:54:50 PM Link | Quote

EDIT:The magazine is including winter relases disk
puddinpops
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Posted on 10-25-16 10:13:54 AM (last edited by puddinpops at 10-25-16 10:15:51 AM) Link | Quote
Originally posted by SuperLolMine


How we can get that BETA disc???? I'm certainly that the Beta versions have this town with tim file!




Well, yeah, but I don't understand why you're asking this question. Just because we know it was previewed somewhere doesn't mean we have any more information on how to find a beta copy anywhere. What sort of answer do you want? Are you saying the magazine that previewed it also included a demo disc?

SuperLolMine

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Posted on 10-25-16 10:26:28 AM Link | Quote
Originally posted by puddinpops
Originally posted by SuperLolMine


How we can get that BETA disc???? I'm certainly that the Beta versions have this town with tim file!




Well, yeah, but I don't understand why you're asking this question. Just because we know it was previewed somewhere doesn't mean we have any more information on how to find a beta copy anywhere. What sort of answer do you want? Are you saying the magazine that previewed it also included a demo disc?

[/quote

I have a demo disc including tombi demo,you can take a look at it.
SuperLolMine

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Posted on 10-25-16 11:08:00 AM (last edited by SuperLolMine at 10-25-16 11:15:06 AM) Link | Quote
Plz reply:what program you are using for viewing tim files???

I found this on web:
PSX/TIM format
< PSX
Jump to: navigation, search
Contents [hide] 
1 Introduction
2 File layout
3 Header
4 CLUT (color lookup table)
5 Image data
Introduction
A TIM file is a standard image file format for the Sony PlayStation. The file structure closely mimics the way textures are managed in the frame buffer by the GPU. TIM files are little endian-based.

File layout
A TIM file is made up of three conceptual blocks; the header, the color lookup table (CLUT) and the image data. The CLUT block and the image data block have the same basic layout and are also treated the same way when loading a TIM file into the PlayStation frame buffer. Also, the CLUT block is optional and technically does not need to be present, even when the image data consists of color indices. Such image data is assumed to refer to some color lookup table, but not necessarily one stored in the same TIM file. In almost all cases though, the CLUT is included in the same TIM file as the image data using it and can thus be assumed to be applicable.
Header
The header starts with a 'tag' byte; this value is constant for all TIM files and must be 0x10. The immediately following byte denotes the version of the file format. At present, only version '0' TIM files are known to exist.
The next 32-bit word contains specific flags denoting the basic properties of the TIM file. The BPP (Bits Per Pixel) value denotes the bit depth of the image data, according to the following values:
00 4-bit (color indices)
01 8-bit (color indices)
10 16-bit (actual colors)
11 24-bit (actual colors)
The CLP (Color Lookup table Present) flag simply denotes whether the CLUT block is present in the TIM file. This flag is typically set when BPP is 00 or 01, and cleared otherwise.

CLUT (color lookup table)
The CLUT starts with a simple 32-bit word telling the length, in bytes, of the entire CLUT block (including the header). Following that is a set of four 16-bit values telling how the CLUT data should be loaded into the frame buffer. These measurements are in frame buffer pixels, which are 16-bit. Each CLUT is stored in a rectangular portion of the frame buffer, which is typically 16 or 256 pixels wide (corresponding to 4-bit or 8-bit color indices). The rows define one or more 'palettes' which can be selected at runtime to use when drawing a color-indexed image.



The length of the CLUT data is always width × height × 2 bytes, precisely the amount of data needed to fill a rectangular area of width × height pixels in the frame buffer. Also, the x coordinate of the CLUT needs to be an even multiple of 16, but the y coordinate can be any value between 0-511. Typically they are stored directly under the front/back buffers. Each 16-bit value is interpreted as real color frame buffer pixels, which have the following format:



The red, green and blue samples behave like any RGB-defined color, but the STP (special transparency processing) bit has varying special meanings. Depending on the current transparency processing mode, it denotes if pixels of this color should be treated as transparent or not. If transparency processing is enabled, pixels of this color will be rendered transparent if the STP bit is set. A special case is black pixels (RGB 0,0,0), which by default are treated as transparent by the PlayStation unless the STP bit is set.

Image data
The image block is structurally identical to the CLUT block and is processed in exactly the same way when loaded into the frame buffer. It starts with a 32-bit word telling the length, in bytes, of the entire image block, then has 4 16-bit values containing the frame buffer positioning information. After that follows the image data, which is always width × height × 2 bytes long. It is important to realize that the image measurements are in 16-bit frame buffer pixels, which does not necessarily correspond to the size of the contained image. It may help to visualize the entire image data as a width × height array of 16-bit values, which is then interpreted differently depending on color mode (this is exactly how the PlayStation treats it). To calculate the actual image dimensions, it is thus necessary to take into account the current BPP value (bits per pixel).



The image data, while loaded straight into the frame buffer, is structured differently depending on the bit depth of the image. To a TIM file reader, the image data is parsed as a series of 16-bit values with varying interpretations. The most straight-forward interpretation is for 16-bit images (BPP = 10), in which case the image data has the same format as the frame buffer pixels themselves:



The PlayStation is also capable of handling data in 24-bit color (BPP = 11), in which case the color samples are stored as 3-byte groups. In the event that an image's width is an uneven number of pixels, the last byte is left as padding; the first pixel of a new row is always stored at the corresponding first pixel of the frame buffer row. The color samples are stored in the following order:



Apart from the two "real" color modes, the PlayStation frequently utilizes color indexed images via CLUTs (color lookup tables). Whenever an image with color index data is drawn to the screen, a reference to a CLUT is included and the color indices get replaced with the corresponding value in the table. For 8-bit indexed colors (BPP = 01), the image pixels are stored two by two in each 16-bit value as follows:



These images are used in conjuction with a 256-pixel CLUT. For less color-rich images, 4-bit index colors (BPP = 00) are also available, for use with a 16-pixel CLUT. These pixels are stored four by four in each 16-bit value:



so clut files have palettes
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Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
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