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11-20-17 03:15:05 AM

Jul - Posts by MrQuetch
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MrQuetch
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Posted on 12-07-16 12:22:35 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
I hope this isn't too out of the blue or anything - but I'm fairly new on rustedlogic. I've been looking at this thread for the past year now and am amazed what you guys have been able to both discover and accomplish. So, why am I here you ask?

Well, lately I've been home brewing for the N64, and I've noticed that you guys have a model viewer that allows you to see the Dinosaur Planet N64 leftovers. I was wondering if someone on here - anyone for that matter, could upload those model files as a modern usable format like 3ds., obj., or some other similar format, and zip up all the possible models in a file and attach it to this thread. I'd also like to see whatever textures still exist for the DP64, unfortunately to me, it seems there are not many - correct me if I'm wrong.

So far in my home brewing experience, I've been able to draw different colored polys with alpha using the NuSystem, have got controller input working, and have as of yesterday finally drawn textures and polygons using those textures. So, although that may not sound like much right now (even though I've been learning how the system and C programming works for the past couple months), I think I know enough that we could fake a DP rom, such to the extent where we can pan the camera viewing the existing scenes from the game. About moving characters and stuff like that, I'm afraid that's going to take a long time to learn, but it'd be worth it.

Thanks. Hope to hear from you guys soon!
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Posted on 12-08-16 02:31:03 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
Originally posted by ihadtnowegtum
Originally posted by MrQuetch
I hope this isn't too out of the blue or anything - but I'm fairly new on rustedlogic. I've been looking at this thread for the past year now and am amazed what you guys have been able to both discover and accomplish. So, why am I here you ask?

Well, lately I've been home brewing for the N64, and I've noticed that you guys have a model viewer that allows you to see the Dinosaur Planet N64 leftovers. I was wondering if someone on here - anyone for that matter, could upload those model files as a modern usable format like 3ds., obj., or some other similar format, and zip up all the possible models in a file and attach it to this thread. I'd also like to see whatever textures still exist for the DP64, unfortunately to me, it seems there are not many - correct me if I'm wrong.

So far in my home brewing experience, I've been able to draw different colored polys with alpha using the NuSystem, have got controller input working, and have as of yesterday finally drawn textures and polygons using those textures. So, although that may not sound like much right now (even though I've been learning how the system and C programming works for the past couple months), I think I know enough that we could fake a DP rom, such to the extent where we can pan the camera viewing the existing scenes from the game. About moving characters and stuff like that, I'm afraid that's going to take a long time to learn, but it'd be worth it.

Thanks. Hope to hear from you guys soon!


I think any effort to re-make/restore the game is quite welcome by the fanbase (:

I've kinda been hoping for the same /:

Sounds fun
and yeah, 3D programming is something else. I'm briefly touched rendering code a few times. (abstracted nicely by libraries/APIs so I don't have to do the really hard stuff (; ) It'd be worth it for you to learn if you're really into it. and good luck!

Honestly, I was starting to worry this thread was dead... I think it's just no one has had anything to say/add... I've also been lurking quite a while. I had nothing to say/show here, so I didn't say it. I still don't, really.


So, as far as characters and objects in general are concerned (from what I've learned so far), I do know that you have to type-define a structure, and within that structure you can set your variables such as position(x, y, z), health, etc., and then name the structure after that.

For example:
---------------

typedef struct
{
x = 0; //declare pos vars (position)
y = 0;
z = 0;

rotX = 0; //declare rot vars (rotation)
rotY = 0;
rotZ = 0;

isGrounded = false; //whether you've jumped or not

health = 100; //declare important vars
lives = 3;
magic = 100;

scarabs = 0; //declare inventory vars
grubTubs = 0;
binoculars = false;
bouncyBall = false;

havePartner = false; //once you've met either Kyte or Tricky

playerMesh = 0; //0 for Krystal - 1 for Sabre

}playerObj; //name the object, in this case - the player

---------------

I doubt that's how some of the game's code could have looked, but this is purely just an example. Of course, this is one of the more simple examples of how the objects work. We could get really complex and start adding type-definitions of arrays which store the position and rotation instead of declaring each one separate.

For another example:
------------------------

static typedef struct Vec3_p[3]; //declare a global var with a container of 3 for p (position)
static typedef struct Vec3_r[3]; //declare a global var with a container of 3 for r (rotation)

//Vec3 = a vector with 3 values

------------------------

So, that's a bit more complex, but once it's been defined - and since it's static, that means that for any object we've created that has this var, we don't have to declare it again for every single object. All objects will share these 'Vec3_p' and 'Vec3_r' arrays. Honestly, I'm not sure how the variables were set up for DP64, but they must have been similar in some way. If you think about it, at one point or another, all programmers wonder how something was done. A lot of it comes from learning at your own pace, and learning from your mistakes - thus making you a better programmer.

Besides those variables for positions and rotations, it might also be a good idea to learn about matrices. I've looked into matrices a bit, but I still have some more to learn about them. Basically, by using multiple matrices, we could be able to have animated characters and objects.

For (yet again) another example:
-------------------------------------

typedef struct
{
Mtx Head; //define 11 'bones' for a character
Mtx Neck;
Mtx Torso;
Mtx LArm;
Mtx RArm;
Mtx LLeg;
Mtx RLeg;
Mtx LHand;
Mtx RHand;
Mtx LFoot;
Mtx RFoot;
} Mtx; //abbreviation for matrix in N64 programming manual

-------------------------------------

I've still got lots to learn, but maybe this has shown some light on some possibilities. I would like those models and textures though if possible - I cannot seem to see find downloads for anything. Perhaps they aren't even here.
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Posted on 12-08-16 02:37:42 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
Something else I should have mentioned about the matrices:

Using the functions for translation, position, rotation, and scale in the N64 programming manual, we can apply the defined matrices to these, and tell them how to move in the 3D world. That's where it starts to get fun. The hard part though, is setting up a 'root' matrix, and then having other matrices hooked up to that 'root' matrix. Thus, the animation comes into play.
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Posted on 12-08-16 06:24:41 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
Originally posted by ihadtnowegtum
Originally posted by MrQuetch
Something else I should have mentioned about the matrices:

Using the functions for translation, position, rotation, and scale in the N64 programming manual, we can apply the defined matrices to these, and tell them how to move in the 3D world. That's where it starts to get fun. The hard part though, is setting up a 'root' matrix, and then having other matrices hooked up to that 'root' matrix. Thus, the animation comes into play.


I understand the concept of transformation matrices, as well as how to use them, just not their implementation. I tend to rely on libraries and built-ins when I need to use matrices.

So do n64 models exclusively use matrices for animation? That's something that bothered me assuming I could even find/make a krystal model, bones? or very tiny parts bound to matrices?


From what I've learned about the N64 and it's programming, you cannot add other libraries or built-ins - you can only use what is already given. Everything is there to completely create a custom N64 game - header files, etc. It's just a matter of learning C after that, and knowing where all functions are located. Knowing the locations of said functions becomes much more efficient and quick to making a rom.

As far as the matrix implementation of the N64 is concerned, I'm afraid I have yet to learn more about how that works myself. In all honesty, I'm grateful that right now I've got models and textures working - which is a big plus! I'm actually an artist, but I've been programming in different languages for several years - so I have a good idea how the process goes. I love creating models, so to be able to see my models on the N64 is super awesome! Now, obviously, the programming is the most challenging part.

If it doesn't bother you as much, you can take a look at this page here:
https://level42.ca/projects/ultra64/Documentation/man/n64man/gsp/gSPMatrix.html

It gives a good explanation on what the matrix is (which we already know), and how it can be used for transformations.

Do you happen to C program at all? If so, maybe you could share some advice about it.
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Posted on 12-27-16 01:20:20 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
It's been awhile... Been busy... I'd love to start discovering DP N64 files! Unfortunately, I'm not sure where to start, nor will I have much time in the future like all of you guys - I've got a consistent job. As far as the N64 programming is concerned, I've got two books on C since this Christmas. If I can just start learning more C now, hopefully things will become much easier.

Maybe if everyone could just sacrifice roughly 10 - 20 minutes a day, maybe we could start getting somewhere. It's amazing just how high quality DP was for an N64 game. I'm just hoping Rare still has the original files - I'm sure they do, they must have them. If they truly care about their work, they will have the N64 remains somewhere at their HQ.
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Posted on 12-28-16 09:52:53 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
Ihad:

I currently have a job, and am still making time to do the things I love. Although I'm not in college at the moment, I may be doing something like that within the next month. I do appreciate the effort that you've made though to start digging through some of the DP files. As far as that 'Kyte's Command' program is concerned, this is the first time I've heard of it - and it sounds exciting! Glad to hear that DivingKatae still has the executable and has shared it with us.
--------------

DivingKatae:

Thank you for sharing that executable with and Ihad and I!

------
Both:

This is awesome you guys! I'll have to check this out soon! So, do I just get a Dolphin Emulator with the Starfox Adventures ISO, or how does that work? Do I use the Kyte's Command exe to open the iso? Just curious.

Right now I've been learning about multi-dimensional arrays in C, and am currently looking at functions. Some of this stuff is just review, but better to be safe than sorry. I'm actually quite excited about the multi arrays - never even knew they existed until today.

It's funny if you think about it. I'm an artist as I've stated before, but I've always been good at reading and memorizing words, statements, etc. It's made learning C much easier, and I've already looked at handfuls of what header files are already in the N64 SDK.
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Posted on 12-28-16 10:04:33 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
I guess what I'm trying to say about the DP files is that it's really bothersome to me that I cannot for the life of me, literally... Get a straight answer. I'm just really hoping Rare can still get the files back from Microsoft. I'd hope that fasting and praying would get me a rom of DP, and I'd really do it. I want the game so badly, which is one of the reasons I'm taking it the hard way and am learning C. It's not that bad actually... The hard part is beginning, and then it actually gets really interesting. I wish more people found joy in programming. After all, any gamer around the world knows that a game is just all ASM (machine) code.
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Posted on 12-28-16 10:08:11 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
On that last note, I'd be trying to make a rom that is awfully similar to the original rom, so much to the point where every vertex, line segment, triangle - fricken' everything is spot on... Heck, even the dialogue... Would be hard, I'll be at it - don't even own a N64 DD, but think about Conker, so much was fit onto a small amount of memory. I've even read somewhere before that Conker could've used more memory - it doesn't even use the N64 expansion pack! Holy crap...
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Posted on 12-29-16 03:15:34 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
I somewhat feel both joyful and disappointed at the same time now. This thread started just to talk about the SFA proto, and what it had been before turning into SFA. I think my introduction to this thread has kind of pushed the boundaries of the title - therefore, I should try to keep more information to myself, or just post it in another thread. Point is, like you said Ihad, if your willing to work for something, chances are you'll get it. I already knew most things you told me, but looking back on it now, I've learned even more. I don't know if you think so, but it already sounds like you're ready for college and work - you've got so much knowledge on your back that you seem to know exactly what you're talking about. All you need to do now is just execute more of it!

Still though, I don't care how many legal lawsuits need to be filled out in order to resolve the situation - I just want that rom! Forgive me if I sound selfish, but really... It sucks that some things in life are the way they are, and I don't mind sacrificing time to learn and work. If I can make a knock-off rom that resembles DP, I'll be happy for the rest of my days.
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Posted on 12-29-16 03:17:27 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
Originally posted by divingkataetheweirdo
Originally posted by MrQuetch

So, do I just get a Dolphin Emulator with the Starfox Adventures ISO, or how does that work? Do I use the Kyte's Command exe to open the iso? Just curious.


Fortunately, Dolphin doesn't require the GameCube BIOS for the most part and SFA does run fine without it. Of course, you'll need to use Dolphin 5.0 or newer. However, you may want to use the GameCube BIOS for the sake of compatibility, though that uses copyrighted code and it isn't included with Dolphin as a result.

As for Kyte's Command, you'll need to extract the files from the ISO using a tool like GCRebuilder before you can play around with them.

Thanks, DivingKatae! I'll have to look more in depth on this soon! At least I've got a basis now.
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Posted on 12-31-16 03:08:37 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
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.
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Posted on 01-02-17 04:06:42 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
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.
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Posted on 01-02-17 04:11:18 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
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.
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Posted on 01-02-17 04:12:24 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
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.
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Posted on 03-02-17 11:53:59 AM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
My apologies posting those replies in the past. If I had only known it would've caused so much drama I wouldn't have done it. Sorry, BMF54123.

Anyways, I've been heavily learning more C for the past few months. I've made my own Model Creator for the N64 in GML and have additionally made an OBJ to GML Converter via traditional C programming. I can now get models in vertex color / alpha on the console and view them in both PJ64 and actual hardware using an Everdrive 64. I still have much to learn - progress is being made though.

I would like to know if anyone can link / attach / zip the files (models) that have already been leftover / ripped from Dinosaur Planet, and maybe any textures if possible.
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Posted on 03-03-17 06:26:11 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
Originally posted by ihadtnowegtum
Originally posted by MrQuetch
My apologies posting those replies in the past. If I had only known it would've caused so much drama I wouldn't have done it. Sorry, BMF54123.

Anyways, I've been heavily learning more C for the past few months. I've made my own Model Creator for the N64 in GML and have additionally made an OBJ to GML Converter via traditional C programming. I can now get models in vertex color / alpha on the console and view them in both PJ64 and actual hardware using an Everdrive 64. I still have much to learn - progress is being made though.

I would like to know if anyone can link / attach / zip the files (models) that have already been leftover / ripped from Dinosaur Planet, and maybe any textures if possible.


It is not your fault, and you're not the one who should apologize. It's me (sorta) , and I did to the extent to which I actually felt was necessary. (I won't apologize for standing-up for either myself or you... and you shouldn't apologize for your efforts/plans, either) My opinion on here, not trying to cause drama again...but... someone would've been perma-banned had the incident occurred on the wiki I moderate. Some may say this to be from a biased position, but I actually take rules (written and unwritten, like the Golden Rule of Respect) pretty seriously. The wording used, and its connotation/context in the given scenario is not something that I can easily overlook. But, that's just me. (I am aware I said I wouldn't discuss this again, but since MrQuetch brought it up again...figured I'd sorta fill him in on how it went down from my perspective, in case he isn't fully aware.)

Cool!
Good luck with all that!
Don't forget to get armature/skeletons/bones, too... if possible, as I said in a perhaps rather overly verbose post, this is essential to 3D animation.


I have been hoping the same would happen. I've been meaning to try it, myself, but I can't squeeze that ROM onto this computer, only the rippers... D:

Now, as far as my own progress:
Well, none...
Between the fact that drama hit me very hard on a personal level, I was already feeling so burned-out because of the sheer scale of what 'little' I am trying to do. I also have felt generally overwhelmed by my other projects. I'll maybe set some time aside within the next week to further review everything I've indexed...


I'm at work, so I won't say much right now... But, thanks for clearing things up. If your username is inappropriate though, makes me wonder why you'd even use it. More importantly, I want to know what the heck it means because I still don't know.

Really? Even if I were stressed to that extent I could get SOME things done. Well, show us how much you know and maybe things can clear up even more. Don't take that on a personal level either. It's one thing to mention what you've accomplished, it's another to say that you've had the time, and though you know so much, you just decide to do nothing with it - which is one of the worst things that can be done (again, no offence).

Believe me! I've much to learn, and one of the many things I intend to learn is the matrices for the model deformation. The N64 has some functions for that in it's programming manual.

I'll check again later. Back to work.
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Posted on 03-04-17 12:35:12 AM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
Originally posted by 2Tie
I don't think any leftovers that are viewable have been uploaded anywhere except the voice files (mpeg.bin), though if they have been i'd say check models-resource, textures-resource, and spriters-resource just in case.
in any case, BLOCKS.BIN contains N64 level geometry chunks, tex.bin holds n64 gui and model textures, models.bin holds (iirc) gamecube models. me, hugo peters, and xdaniel have made utilities to view most of these. if there are more n64 models on the disc i am not aware of them.


Do you mind if you can tell me how I can get those programs that you guys have? I just looked on the resource pages and cannot find anything under the original Dinosaur Planet - it's all data from other games related to the words, but not the actual N64 game.

I don't have the Starfox Adventures ISO, but could I get those files also? I hope I'm not asking for too much. Perhaps you could also talk to Hugo and Daniel so I can get those extra files? I don't know where to find these things unless someone directs me to a link or attaches files, my apologies again.
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Posted on 03-04-17 12:11:12 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
Hey, I just looked at some of those URLS more.

But, whenever I find a version of the model viewer by xdaniel and download it, Google Chrome tells me that the download 'Failed: No File'. When I check my Downloads folder the zip is in fact nonexistent.

What do I do? Sorry again...
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Posted on 03-04-17 12:14:08 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
I'd like to know how I can get it, because. If I have it, I could make a program that reads the files as well, and saves to a usable format for the N64 to display.

I've worked hard enough that I know the structure of a 3D model easily now, and it shouldn't be difficult at all to 'port' the models back to their original hardware.

I have yet to get models with texture and vertex colors in one, but that shouldn't be too difficult either.
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Posted on 03-07-17 03:25:19 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
Originally posted by Hugo_Peters
So I was flown into the UK last week to visit Rare, what an amazing studio!
Had a nice lunch with one of the senior engineers, met all of the different tech departments, and got the opportunity to play some Sea of Thieves with none other than Chris Marlow!



They also gave me a bunch of neat goodies!



I hope I'll get a job there some day =)


It's been asked already (I've already read this section of the forum), but just to make sure, are you definitely sure whether or not you saw or heard anything about Dinosaur Planet? I'd really like to know, but not only I for that matter - surely everyone else would like to hear. It just looks like nobody has bothered or really does not care to ask.

I recognize the 'look' of the photograph - looks like the ones in the past where that statue of Sabre and Krystal are on the back of a dinosaur with the displays of video games / systems on the side. It really is a shame Miyamoto brought up one statement changing the development for good. I love Nintendo & Rare, but Miyamoto made a bad decision on this one.

It's nice though that the people at Rare (or hopefully most of them) care about the studio. Chances are DP may still be there! That gives me hope! You didn't happen to ask Chris Marlow about the defunct game, did you?

Well, if you work hard and really care much about your work, chances are you will work at Rare. What do you like doing as a hobby (besides audio ripping, etc)? Would you like to make that become a reality?

I'm not sure if I would or not (for many legal reasons), but if I ever worked there, I would probably leak the rom if it exists. I would get the job working at Rare, get the rom, leak it, and then ultimately get fired the next day. I wouldn't really do that, but sometimes I sure feel like it.

Nice share, Hugo!
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Jul - Posts by MrQuetch




Rusted Logic

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