Register - Login
Views: 99793473
Main - Memberlist - Active users - Calendar - Wiki - IRC Chat - Online users
Ranks - Rules/FAQ - Stats - Latest Posts - Color Chart - Smilies
05-03-22 05:01:58 AM
Jul - Posts by CruisnEma
Pages: 1 2 3 4 5
CruisnEma
Member
Level: 24


Posts: 70/108
EXP: 68669
For next: 9456

Since: 02-01-12


Since last post: 2.8 years
Last activity: 57 days

Posted on 06-29-17 06:51:16 AM, in I offer 50$ to restore GIB routine in Cruis'n USA Link
Mhhh... Then the coconut function is exclusively of a coconut plant or of the Beverly Hills stage? This could create problems. Have you tried with another object in the same stage? Maybe Could explain why Unused collision function crash, 'cause need to be the right object (like deer or cow) or maybe 'cause need to be in the right stage.

However, could be a way to force the game to load in memory also textures from another rom address?

I don't know if you can follow the arcade version gameplay to put the cows, in the arcade appear in random places, are always in the right side of the street, but not always in the same points. Then I think that there is a code to load their textures in every segment of the stage, is possible?
CruisnEma
Member
Level: 24


Posts: 71/108
EXP: 68669
For next: 9456

Since: 02-01-12


Since last post: 2.8 years
Last activity: 57 days

Posted on 07-02-17 09:01:57 AM, in I offer 50$ to restore GIB routine in Cruis'n USA (last edited by CruisnEma at 07-03-17 01:28:36 PM) Link
Originally posted by BoringPerson
Have fun!

P.S. This code is very sloppy, and it will probably mess up or crash other parts of the game if you leave it on. If you can't get it to work (very possible, it's a sloppy code) then let me know and I'll put up a few gifs or something.

Well, you replaced the 3D models with other in the stage? Then is the GIB routine? I think is the right routine, for deer and cow use 2 different 3D models and textures, but if you can replace with these I think will not be a problem for you. The only problem could be find the original 3D models... But first I think the problem is set them randomly in the stage like in the arcade, and set also the cow's cry when you pass near it (prehaps you can copy the near cry from the trucks when you pass near them, also without touch them, they play the horn), the cry is into the rom is the song number 61, and have to play at the 6000 sample rate, I found it with the soundlist tool, if you want to check in the tool you have to search it in the "instruments" table and under it set the 6000 sample rate. The cow is also static, without animation.

Can you please try to put the cow in Iowa for now? Have to be in Indiana, but if you can't reach Indiana in an easy way (you have to press a button combination to highlight it and not is easy at the beginning if you don't know Cruis'n USA) to test it, test if you can put it in the street with the cry and set the routine you have found with these 3D models to test the GIB, and if the 3D models are missing maybe I can ask to my cousin if could create them for me, also if I don't know how insert to the game yet.

P.S. I have a question... When you hit the deer in the arcade version appear only 1 skull and other undefined pieces, with your code appear I think 3 unit of 2 different signs, bar and the payment cabinet, you set them randomly or the routine then load this 3D models in this way? Could be a problem, have to load only 1 skull as example. XD
CruisnEma
Member
Level: 24


Posts: 72/108
EXP: 68669
For next: 9456

Since: 02-01-12


Since last post: 2.8 years
Last activity: 57 days

Posted on 07-06-17 07:04:52 PM, in I offer 50$ to restore GIB routine in Cruis'n USA Link
Originally posted by BoringPerson
(I've put both images behind spoiler tags because IMO they're kind of motion-sickness inducing if you watch too long.)


Also, you can hit the roadkill chunks and bump them around, just like in the arcade version.
Unfortunately the code is really specific and kind of shoddy—it only works at the first toll booth in Iowa. (It also sort of works at the 2nd tollbooth, but the roadkill chunks turn into different models this time, and the game may act strangely.)

(Incidentally, my earlier attempts to hack the N64 video plugin were probably pointless, so it's a good thing I gave up on that. Roadkill chunks use a model value of 00000000—I suspect that means no model at all. So if my suspicion is correct, my attempted hack would have done absolutely nothing to make roadkill chunks visible.)

Originally posted by CruisnEma
(things to try)

Unfortunately, that stuff is all beyond me right now. I wasn't kidding when I said my code was shoddy—it's good for proving that the gib routine exists, but it's not good for actually putting the cow back in the game yet.

To be honest, I'm not sure what I'm going to do from here on out. It's not very clear what I need to do next. I also want to get back to hacking another game I was working on, but I don't want to drop this entirely. I'll need some time to think about this (and just to take a break in general and get recharged).

Originally posted by CruisnEma
P.S. I have a question... When you hit the deer in the arcade version appear only 1 skull and other undefined pieces, with your code appear I think 3 unit of 2 different signs, bar and the payment cabinet, you set them randomly or the routine then load this 3D models in this way? Could be a problem, have to load only 1 skull as example. XD

When I run into that orange-and-white roadblock sign, the values for the roadkill chunk models are read from four places in memory:
address:value:model:
80045410:00000000no model
80045420:00000000no model
80045430:00000000no model
80045440:00000000no model

As you see, all four of these places normally have a value of 00000000, which is why the roadkill chunks are invisible.

This is what the code changes them to:
address:value:model:
80045410:8015 8FC4stop sign
80045420:8015 8D5Cred bar
80045430:8015 8E58orange-and-white sign
80045440:8015 8DCCblue pillar

(Incidentally, those same values will become other models later in the stage, so this isn't a reliable way to mod the game.)

Using the addresses above, the game creates roadkill chunks in this order. (I 'm only showing the last two digits of each address):
10 20 20 30 40 10
10 20 20 30 40 10
10 20 20 30 40 10

So that's a total of 18 roadkill chunks: in our case, I think it's 6 stop signs, 6 red bars, 3 orange-and-white signs, and 3 blue pillars. I don't see just 1 of anything that would correspond to the skull.

However, notice the final 10 is underlined. For some reason (if I'm understanding it correctly), all the roadkill chunks until that point are created in a single frame, but that final chunk is created on the next frame. This is pure speculation right now, but maybe the last one is meant to be a skull. If that isn't the answer, then I don't know, maybe they changed it for the N64 version. Or maybe there's something else going on.

So wait, does the cow have a skull when it gibs, or is that only the deer?





Yeah, but the cow's skull is obviously different.

Then however when I thought that could be the pieces after the spinning I thought correctly. XD Yeah, is the GIB routine, is sure. Is great that is however existing, in Cruis'n World is fully working also if hidden, in Exotica if you hit an animal over the limits it only spin you around and bounce itself, recycling palms effect. But for Exotica is different, was ported in only 8 months, too things are unported.

Now the issues could be that have to load the sprites and the 3D model assigned to the track segment?

However you think that the 3D models and the textures couldn't be in the rom? If not, you could extract one random 3D model from the rom (and if you could re-insert into will be better)? I could pass it to my cousin to remade the needing models, he needs of N64 3D models, to see how many poligons are in the N64 models. Maybe couldn't be very faithful but without the original from the arcade one is the only way.

P.S. Please, don't quit the project, I trust in you, Cruis'n USA will be completed and will be beathiful.

Cruis'n World and Exotica have to spend too time to fix, not are only censored, but also too different and too things are missing. Cruis'n USA need only of restoring the censorship.
CruisnEma
Member
Level: 24


Posts: 73/108
EXP: 68669
For next: 9456

Since: 02-01-12


Since last post: 2.8 years
Last activity: 57 days

Posted on 07-07-17 03:43:54 PM, in I offer 50$ to restore GIB routine in Cruis'n USA (last edited by CruisnEma at 07-07-17 03:44:15 PM) Link
Only the trophy girl was censored, and I already did it years ago, and works perfectly also in the VC channel. XD XD XD

https://www.youtube.com/watch?v=5tLGSoB1m0c
CruisnEma
Member
Level: 24


Posts: 74/108
EXP: 68669
For next: 9456

Since: 02-01-12


Since last post: 2.8 years
Last activity: 57 days

Posted on 07-07-17 10:34:06 PM, in The Semi-Official TCRF Progress Topic Link
Someone know how extract textures or 3D models from Cruis'n USA, a Midaway game, from the arcade version?
CruisnEma
Member
Level: 24


Posts: 75/108
EXP: 68669
For next: 9456

Since: 02-01-12


Since last post: 2.8 years
Last activity: 57 days

Posted on 07-08-17 12:50:17 PM, in I offer 50$ to restore GIB routine in Cruis'n USA Link
Mhh, I don't know if the routine could exists in the N64 rom, but I know that the crowd at the finish line is every time different and SubDrag changed the Cruis'n World trophy girl function for me, adding the random texture loading to load every time a different costume for the trophy girl, he said via a sort of timer, maybe the timer that reads the elapsed race time.

Maybe could be the same thing for the Roadkill function, maybe there are track segments where an animal could appear in the track, but maybe are loaded only if the timer matches. Sometimes you can see a cow just before the finish line in Indiana, but only sometimes.

Maybe you have to put about 10 cows/deers in the tracks, but that can be loaded only if the timer matches.
Maybe would not be very faithful, we don't have the arcade source code, but would be very similar.

I don't know if the game only put a cow randomly in every point of the track only following the right side rule, but I don't think, the coordinates can't be always the same, the road have the turns.

Otherwise if you want you could search the original function, if still exists (but I don't think, however is still a surprise discover what the devs made, then could be) would be better, would be very faithful to the arcade one.

If you think that will be easy extract the textures/3D models from the arcade rom is also wonderful!
CruisnEma
Member
Level: 24


Posts: 76/108
EXP: 68669
For next: 9456

Since: 02-01-12


Since last post: 2.8 years
Last activity: 57 days

Posted on 07-14-17 03:14:04 PM, in I offer 50$ to restore GIB routine in Cruis'n USA Link
Hem, Boring, can you please fix also the D-pad left and right? 'Cause don't work fine, if with an emulator I map the analog stick with the D-pad the D-pad is very accurate, if I use the official D-pad with the WII VC channel (that can't be mapped) have hard controls and I prefer use the D-pad instead of the analog stick.

Cruis'n World didn't have the D-pad but the Not64 emulator that works very fine with World can be mapped, Cruis'n Exotica was the only game of the franchise that had a very fine D-pad.

I don't know how you could do it, if is possible copy the analog controls lef/right also with the D-pad, if isn't possible use the good left/right controls togheter with D-pad and analog stick I prefer switch them. Can you please fix them?
CruisnEma
Member
Level: 24


Posts: 77/108
EXP: 68669
For next: 9456

Since: 02-01-12


Since last post: 2.8 years
Last activity: 57 days

Posted on 08-16-17 09:56:25 PM, in I offer 50$ to restore GIB routine in Cruis'n USA Link
UP @BoringPerson where r u? XD
CruisnEma
Member
Level: 24


Posts: 78/108
EXP: 68669
For next: 9456

Since: 02-01-12


Since last post: 2.8 years
Last activity: 57 days

Posted on 08-17-17 10:06:55 AM, in I offer 50$ to restore GIB routine in Cruis'n USA (last edited by CruisnEma at 08-17-17 10:15:32 AM) Link
Ok, thank you.

However once you said that you can rip 3D models and textures from the arcade, can you help about then please?
CruisnEma
Member
Level: 24


Posts: 79/108
EXP: 68669
For next: 9456

Since: 02-01-12


Since last post: 2.8 years
Last activity: 57 days

Posted on 08-19-17 08:50:06 AM, in I offer 50$ to restore GIB routine in Cruis'n USA Link
Ok, no problem, thank you.
CruisnEma
Member
Level: 24


Posts: 80/108
EXP: 68669
For next: 9456

Since: 02-01-12


Since last post: 2.8 years
Last activity: 57 days

Posted on 12-05-17 10:07:00 AM, in Convert PSX asm codes to hex values Link
Hello, can you please help me? I have a PSX game to translate, but have the checksum32, someone told me that will be enough replace

beq r3, r2, 0x5763C

with

j 0x5763C

But I don't know how change ASM, I don't know what tool I need, if you can convert the 2 strings for me I could edit it via Hex editor, you want to help me please?
CruisnEma
Member
Level: 24


Posts: 81/108
EXP: 68669
For next: 9456

Since: 02-01-12


Since last post: 2.8 years
Last activity: 57 days

Posted on 12-05-17 04:27:59 PM, in Convert PSX asm codes to hex values Link
Solved myself, the HEX codes are

beq r3, r2, 0x5763C = 1062000A
j 0x5763C = 08015d8f
CruisnEma
Member
Level: 24


Posts: 82/108
EXP: 68669
For next: 9456

Since: 02-01-12


Since last post: 2.8 years
Last activity: 57 days

Posted on 12-15-17 11:34:25 PM, in Help to find (and replace) a PSX game picture (last edited by CruisnEma at 12-15-17 11:35:31 PM) Link
Game is european "Plucky's big adventure" (SLES_03547). I translated it 'cause in the european version italian language is missing, the translation is completed, overwriting deutch, but I replaced the deutch flag animation TIM, but before highlight it the flag is always a static deutch, 'cause is a part of a compressed background image, I mean compressed like a JPEG, I show it:


With the tools to search TIM scanning the iso in RAW mode I can't find this image, not even the character in the background, the TIM are uncompressed like quality, but this image is certainly another file type, you can see it by the picture quality, that is compressed.

Please, can you help me to find this image and how I could replace it? The translation is over and I miss only this detail to burn it to a blank CD.
CruisnEma
Member
Level: 24


Posts: 83/108
EXP: 68669
For next: 9456

Since: 02-01-12


Since last post: 2.8 years
Last activity: 57 days

Posted on 12-22-17 10:23:14 PM, in Help to find (and replace) a PSX game picture (last edited by CruisnEma at 12-25-17 08:13:11 PM) Link
The image is a 16 bit type, NOT a TIM. I found it with the memory dump using TiledGGD, but the problem is that in the RESOURCE.rsc file is compressed, 'cause the file is an archive that use the Warthog games compression.
CruisnEma
Member
Level: 24


Posts: 84/108
EXP: 68669
For next: 9456

Since: 02-01-12


Since last post: 2.8 years
Last activity: 57 days

Posted on 01-21-18 04:30:38 PM, in THE EMPORIUM OF STUPID HACK IDEAS Link
Originally posted by Gabu
Cruisin' Canada

It will happen one day, this I swear.
You like Cruis'n franchise like me?

I have an idea of hacking Cruis'n Exotica (due to the graphic engine) to make it Cruis'n Italy, but before have to be hacked to restore all the arcade features cutted out during the N64 half-conversion.
CruisnEma
Member
Level: 24


Posts: 85/108
EXP: 68669
For next: 9456

Since: 02-01-12


Since last post: 2.8 years
Last activity: 57 days

Posted on 02-19-18 12:26:26 PM, in G/S/C the glitch pokemons aren't loaded in VRAM, help me to fix (last edited by CruisnEma at 02-19-18 12:26:50 PM) Link
I found 0xFC ????? pic pointers in Crystal, is between Celebi and the egg:



But the problem is that it's sprite isn't loaded in VRAM when a battle starts or when the pic is called from the pokepic script. The VRAM keep the land tileset resources or the charmap if you before had read a text message, checked with a debugger.

And the same thing happen to the next ????? forms, 0xFE and 0xFF and 0x00. The 0x00 Missingno called ????? like the previous is the last in the mons's names table, then the 0x00 is the pokémon number 256. I found their base stats structure after the end of the pokémons names.

There is a way to force the game to load in VRAM an assigned pic like indicated in the pointers? If I assign FFFFFF pointer to a Celebi load a glitched pic, but however load a pic:



If I set something else to the MissingN°. pointer instead don't update the VRAM, is the reason why load the land tilemap resources when a ????? have to appear.

There is a way to fix this? I found the pointer... Then is missing only the pic loading in VRAM... Please help me!
CruisnEma
Member
Level: 24


Posts: 86/108
EXP: 68669
For next: 9456

Since: 02-01-12


Since last post: 2.8 years
Last activity: 57 days

Posted on 02-19-18 05:20:44 PM, in G/S/C the glitch pokemons aren't loaded in VRAM, help me to fix (last edited by CruisnEma at 02-19-18 05:41:30 PM) Link
Originally posted by Sanqui
Basically, the routine GetMonFrontpic calls IsAPokemon which quickly determines that the Pokémon species values isn't valid, so it never loads the pic. The easiest fix if you're actually implementing these Pokémon is to replace the IsAPokemon routine with simply and a; ret.
Oh thank you.

And is the same thing also for the loading in the pokepic script to see a pokemon pic via script (like when you choose a pokemon in the lab clicking to the ball you can see it's image in grayscale) and then I have only to change it to GetMonFrontPic. Thank you, Now I try to search it to the rom, I need to do the hack via HEX editing 'cause the project is almost finished, I can't use the assembly for this.

-EDIT- Incredible, works! Thank you, I tried for years to fix this, very thanks! I have only a last question... Unfortunately I need of 2 slots and I have to use also the next bytes after the egg, I don't know what are the next, can you tell me what I go to overwrite and maybe if can be repointed?
CruisnEma
Member
Level: 24


Posts: 87/108
EXP: 68669
For next: 9456

Since: 02-01-12


Since last post: 2.8 years
Last activity: 57 days

Posted on 02-19-18 06:55:58 PM, in G/S/C the glitch pokemons aren't loaded in VRAM, help me to fix (last edited by CruisnEma at 02-19-18 07:38:32 PM) Link
Originally posted by Sanqui
Originally posted by CruisnEma
-EDIT- Incredible, works! Thank you, I tried for years to fix this, very thanks! I have only a last question... Unfortunately I need of 2 slots and I have to use also the next bytes after the egg, I don't know what are the next, can you tell me what I go to overwrite and maybe if can be repointed?


You're welcome. Actually, immediately following the pic pointer table is the first section with compressed Pokémon sprites - pics[1], so just make sure the first pic (which is Ho-Oh's frontpic in the Pokémon Crystal ROM[2]) is not in the way.
Ok, thank you, I found free space starting from 0x1669e0 where repoint Ho-oh frontpic and where I can add the fossils sprite, I have a last problem... Unfortunately after the fix read the structure of the glitch pokemons after Celebi, then when starts the names (from Bulbasaur) and they need to have a structure to set the pic aspect ratio. Can you please tell me where is the pointer to move the pokemon names data please? I can't find it...
CruisnEma
Member
Level: 24


Posts: 88/108
EXP: 68669
For next: 9456

Since: 02-01-12


Since last post: 2.8 years
Last activity: 57 days

Posted on 02-19-18 08:04:22 PM, in G/S/C the glitch pokemons aren't loaded in VRAM, help me to fix (last edited by CruisnEma at 02-19-18 08:30:52 PM) Link
Originally posted by Sanqui
Originally posted by CruisnEma
Ok, thank you, I found free space starting from 0x1669e0 where repoint Ho-oh frontpic and where I can add the fossils sprite, I have a last problem... Unfortunately after the fix read the structure of the glitch pokemons after Celebi, then when starts the names (from Bulbasaur) and they need to have a structure to set the pic aspect ratio. Can you please tell me where is the pointer to move the pokemon names data please? I can't find it...

PokemonNames is primarily referenced in GetPokemonName, luckily both the bank and pointer.

It's also referenced in the InitList routine but I don't really know how that's used.
Ok, now I try, thanks a lot, I added at least 1 pic:



Thanks a lot!

I have only problems with the second fossil 'cause the structure still loads from the pokemon names, but at least the Aerodactyl fossil were restored!


CruisnEma
Member
Level: 24


Posts: 89/108
EXP: 68669
For next: 9456

Since: 02-01-12


Since last post: 2.8 years
Last activity: 57 days

Posted on 02-19-18 10:06:36 PM, in G/S/C the glitch pokemons aren't loaded in VRAM, help me to fix Link
Solved, I found the pointer and I moved by 20 hex without change the bank and now I have full working fossils in the museum in Crystal! Thank you very much!

I want only to do it also in Gold and Silver, in Gold and Silver can you please tell me where is the same IsAPokemon routine? Where I can find it?
Pages: 1 2 3 4 5
Jul - Posts by CruisnEma


Rusted Logic

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

25 database queries, 51 query cache hits.
Query execution time: 0.096064 seconds
Script execution time: 0.040037 seconds
Total render time: 0.136101 seconds