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nmgschris
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Posted on 11-11-13 02:03:57 PM (last edited by nmgschris at 11-12-13 03:15:16 AM) Link | Quote
Tracking the thread since last Saturday, things are getting interesting, especially the restoration of the ROM.

Anyway, have anyone know what is in ROM:000FA0B0 in DLLS.bin ?
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Posted on 11-11-13 04:30:53 PM Link | Quote
I might as well be the one who gives the bad news ;*)

Please let me do the honor of dashing your hopes and dreams about DLLS.bin containing anything resembling the original game code.
What it is is still very interesting. This is an inbetweener file generated by the compiler, similar in purpose to an object or library file. Basically, it's unlinked N64 code. Supposing you had an SDK you could probably force their particle effects engine into service ;*) (presuming you rewrote the tabs and all)

This does answer the tiny question of why the stack is always moved one word further than it really needs to be, and why GP is never used in normal code. All functions in DLLS are preceded by a blank LA GP. GP would be set externally to the base address of the function block (which is not necessarily the function itself), and as you can see this base address is used for expanding the commands into final addresses. JALRs are computed and replaced with JALs in most cases, and the simplified functions are written to the final ROM.

DLLS only contains a few, albeit interesting, functions for generating display lists and managing object structs. It doesn't have what you would call 'engine code'. In fact, it doesn't even include the rarezip decompressor, and certainly doesnt' include anything from the standard library. How these compare to previous iterations of the same effect generators would be an interesting study, but you aren't looking at an N64 version of the game. Oh no, that would be laughable. HOHOHOHO!

This whole affair reveals what Rare hackers have been saying for years: they really need to clean their build directories from time to time.
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Posted on 11-11-13 04:44:58 PM Link | Quote
Originally posted by zoinkity
I might as well be the one who gives the bad news ;*)

Please let me do the honor of dashing your hopes and dreams about DLLS.bin containing anything resembling the original game code.
What it is is still very interesting. This is an inbetweener file generated by the compiler, similar in purpose to an object or library file. Basically, it's unlinked N64 code. Supposing you had an SDK you could probably force their particle effects engine into service ;*) (presuming you rewrote the tabs and all)

This does answer the tiny question of why the stack is always moved one word further than it really needs to be, and why GP is never used in normal code. All functions in DLLS are preceded by a blank LA GP. GP would be set externally to the base address of the function block (which is not necessarily the function itself), and as you can see this base address is used for expanding the commands into final addresses. JALRs are computed and replaced with JALs in most cases, and the simplified functions are written to the final ROM.

DLLS only contains a few, albeit interesting, functions for generating display lists and managing object structs. It doesn't have what you would call 'engine code'. In fact, it doesn't even include the rarezip decompressor, and certainly doesnt' include anything from the standard library. How these compare to previous iterations of the same effect generators would be an interesting study, but you aren't looking at an N64 version of the game. Oh no, that would be laughable. HOHOHOHO!

This whole affair reveals what Rare hackers have been saying for years: they really need to clean their build directories from time to time.

You seem to know a lot of it. I already knew from Phil that we are missing the main N64 executable, but DLLS.bin does more than just "generating display lists and managing object structs". I don't have permission from Phil yet, but I'm going to post this here anyways (all rights to Phil Tossell and what not):

"While DLLS.bin contains much of the (mainly gameplay) code (we had a DLL system so we could swap code in and out to save space on N64), what you don't have is the main N64 executable which contains most of the systems code". So there is indeed a part missing, but it's not correct to say we're missing almost everything, in fact, it seems to me only a small bit is missing (look at the size of DLLS.bin, and the amount of strings found inside it. Also functions for the audio can be found.)

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CoinCollector
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Posted on 11-11-13 06:18:32 PM Link | Quote
Bummer, but thanks you guys - really nice to know one way or the other!

Man. N64 games are so small compared to Gamecube. Wish they would've just, you know, slipped the entire compiled thing in, hidden away on the disc somewhere. Just one quick drag & drop... ah well. I'm confident we *will* play it someday!

And great work everybody, getting those models, sounds, etc out! Really really cool to have those.
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Posted on 11-11-13 06:21:53 PM Link | Quote
Originally posted by CoinCollector
Bummer, but thanks you guys - really nice to know one way or the other!

Man. N64 games are so small compared to Gamecube. Wish they would've just, you know, slipped the entire compiled thing in, hidden away on the disc somewhere. Just one quick drag & drop... ah well. I'm confident we *will* play it someday!

And great work everybody, getting those models, sounds, etc out! Really really cool to have those.

Heh, we're, or I anyways, are not done with this at all.

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nmgschris
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Posted on 11-11-13 11:34:46 PM (last edited by nmgschris at 11-12-13 04:09:19 AM) Link | Quote
Originally posted by Hugo_Peters
Originally posted by zoinkity
I might as well be the one who gives the bad news ;*)

Please let me do the honor of dashing your hopes and dreams about DLLS.bin containing anything resembling the original game code.
What it is is still very interesting. This is an inbetweener file generated by the compiler, similar in purpose to an object or library file. Basically, it's unlinked N64 code. Supposing you had an SDK you could probably force their particle effects engine into service ;*) (presuming you rewrote the tabs and all)

This does answer the tiny question of why the stack is always moved one word further than it really needs to be, and why GP is never used in normal code. All functions in DLLS are preceded by a blank LA GP. GP would be set externally to the base address of the function block (which is not necessarily the function itself), and as you can see this base address is used for expanding the commands into final addresses. JALRs are computed and replaced with JALs in most cases, and the simplified functions are written to the final ROM.

DLLS only contains a few, albeit interesting, functions for generating display lists and managing object structs. It doesn't have what you would call 'engine code'. In fact, it doesn't even include the rarezip decompressor, and certainly doesnt' include anything from the standard library. How these compare to previous iterations of the same effect generators would be an interesting study, but you aren't looking at an N64 version of the game. Oh no, that would be laughable. HOHOHOHO!

This whole affair reveals what Rare hackers have been saying for years: they really need to clean their build directories from time to time.

You seem to know a lot of it. I already knew from Phil that we are missing the main N64 executable, but DLLS.bin does more than just "generating display lists and managing object structs". I don't have permission from Phil yet, but I'm going to post this here anyways (all rights to Phil Tossell and what not):

"While DLLS.bin contains much of the (mainly gameplay) code (we had a DLL system so we could swap code in and out to save space on N64), what you don't have is the main N64 executable which contains most of the systems code". So there is indeed a part missing, but it's not correct to say we're missing almost everything, in fact, it seems to me only a small bit is missing (look at the size of DLLS.bin, and the amount of strings found inside it. Also functions for the audio can be found.)

You know, maybe the main executable is still somewhere in the disc, if not we could try to swap stuffs in DKR with what we found IF it's the same game format with DP like Hugo said earlier IF compatible.

And, another solution, but i think it's nearly impossible, port entire contents to GC, including gameplay code, then swap with SFA, since the game was port for GC, all contents might from the build they used to port. Same engine, just a little more improvement as the same glitch as DP.

Still a lot of stuffs to do, not giving up hope yet.
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Posted on 11-13-13 10:42:56 AM (last edited by KCat at 11-13-13 01:49:59 PM) Link | Quote
Originally posted by koolaidman
Rare games sometimes used the AMSeq format for their N64 games. I told SubDrag that there was data in AUDIO.bin that looked like the sequence format in Diddy Kong Racing and he was able to add support in N64MidTool for it. There are some problems with the converted sequences as I said when I released everything, here are some that I encountered:

1.) Pitch problems - as you said, there are some pitch problems in songs that heavily depend on it. For the song you listed I tried to shrink the pitch change values but nothing seemed to sound quite right so I left it to go work on other songs. For that song in particular I knew it was exactly the same as the one used in SFA so I figured it wasn't important to fix that particular one, but you're right that there are more that aren't used that have the same problem. But sometimes there were songs (like Discovery Falls) where the pitch changes are actually too weak. And most of the other songs had pitch changes that were just right. So you'll have to talk to SubDrag about this one.

2.) Program/Patch changes mid song - this wasn't much of a problem since ValleyBell's program worked wonderfully to split the individual channels that had changes and carry their pitch/patch settings over. But since it was an automated process it might've messed some stuff up (in fact there were one or two songs that didn't want to go through his program so I had to resave the MIDI file from a DAW elsewhere and open that up instead). One song that really had this problem bad was the Northern Wastes one. This song is really crazy as it basically has 3 songs in one MIDI file (a lot of the songs do this), each song with it's own channels and using some channels from the other songs. Thankfully I was able piece together something based on IOnEI Falcon's 1 hour video and the officially released version (during the game's original production) but it still sounds inaccurate because I wasn't as familiar with the song at the time so I just left it as is. There were a lot more problems with this song specifically which I'll get into later.

3.) Possible missing channels/notes - not as much as a problem because there weren't many places where it seemed like it was missing channels/notes. The only places that seemed noticeable were the ones for the Test of ____ tracks and Ice Mountain Race where the vocals were missing but the voice samples are actually still in MUSIC.bin (where all the other instrument samples are kept). The officially released music from DP was probably not taken directly from an N64, so there were probably some things that needed to be fixed during the conversion process to the game.

4.) Incorrect notes - also not as much of a problem, but there were some songs that seemed to be using the wrong samples (originally, Discovery Falls was like this but was an easy fix). This might have more to do with the soundfont I made rather than the converted MIDI, but I remember double checking this to make sure it wasn't a problem in other songs but I still ended up having the same problem here and there. (00000052 00081BD8 being the biggest case since nothing seems to work for it and there's no telling what the original sounded like).

5.) Problems with the soundfont - As I said, the instrument samples were taken from MUSIC.bin. The samples were extracted with N64SoundTool, which also has it's share of problems too. Luckily, the majority of the samples in MUSIC.bin were exactly 22khz, but there were still some that had a different rate. I had to manually fix this in Audacity, but since the samples had to be rerendered I lost the root key and loop point for the sample so these had to be recalculated. As a result, there are some parts where the instruments sound a little off, the biggest offender being the piano patch (which I still have no clue how to fix since it appears to be right but still sounds way off). To make matters worse, a lot of the patches used a variety of samples (for instance, there was one patch that had vocal expressions, drums, AND sfx all in one) and to top it all off, instead of having each sample have one root key the game spans the sample across multiple keys in range of the root key. Luckily I don't think I messed that up, but there might be problems with some of the samples themselves still.

6.) No looping - can't be helped I think. You can use some creative license to make up your own loop point for the song though. A lot of the songs sound very good even without a loop, like a soundtrack version.

I've done quite a bit of hacking around with the sound and midi files in recent days, and I think I've come to a good, if broad, understanding of them. Enough so that I could make my own extractors and stupid'n'simple converters, at any rate. Here's some things I've noted:

Pitch problems -- what sticks out to me here is that the instrument sounds contain parameters for detune and bend range, along with attack/release/decay times and key base/ranges and other things. Were these preserved in creating the soundfont? I've yet to look into the sf2 format very much, or the soundfont you provided, but missing the detune and bend range info could probably account for some of the off-key issues.

Program/Patch changes mid song -- I'm not sure where this is actually an issue, at least in the technical sense. I've been able to track-for-track convert the songs and they will play fine. Though as noted, there are some peculiarities in that some songs are actually multiple songs in one (e.g. the Northern Wastes), but I imagine these would be handled by fading in and out specific tracks during gameplay... probably by having an extra 'master' volume control per track that can be controlled externally by the game logic. So to 'extract' the individual songs, you'd just mute specific tracks.

Possible missing channels/notes -- This still has me stumped. There's a couple possibilities I can think of. One, the data just isn't there for some reason. For the ice mountain race, perhaps the devs thought the vocals didn't fit with the visuals or gameplay and took them out for the in-game version. The other possibility is that they're there, but are somehow triggered by game logic. For the Krazoa tests, I could imagine the game logic signaling the audio system with a specific "Test of ___" 'instrument' to use based on which test the player was doing (which would be an odd way to do it surely, especially since the tests seem to have their own songs, but I've seen games do some really odd things before).

Another side issue here is with MIDI itself. In General MIDI, track channel 10 (don't know why I said track) is designated as the percussion/drum channel, and defaults to using bank 128 where the standard drum set is. Music creation programs tend to let you easily change that, so it may not be an issue for generating flacs or mp3s, but people that play the MIDIs using the soundfont will have wrong or missing output for that channel (and unfortunately you may not be able to move it if a given song needs all 16 channels).

Incorrect notes -- Notes that have the wrong pitch or key could be due to the aforementioned detune or bend range parameters, if they were indeed lost when creating the soundfont. As for "00000052 00081BD8", I'm not actually sure if that's a problem, specifically. I could see that song as being something that plays in an options menu or when paused or something.

Problems with the soundfont -- I don't have much on this. I do intend to look into the soundfont eventually, to see if I can spot anything amiss in it.

No looping -- Yeah, this is not strictly possible, because of short-comings in the MIDI file spec. There's one or two non-standard ways to do looping, but in general they only loop all tracks at once (and generally at the end), while the original songs could do per-track nested looping with specific loop counts. There is actually one (non-standard) way you can do per-track looping, which is to use Apogee's EMIDI extensions that they used for their games in the mid 90s. But even that would require having a MIDI player that understands it.


All that said, I'm still going to keep looking into this. Something that kinda bugs me about the conversion is that it basically just copies the MIDI events verbatim, only handling special cases like the note-on delta time*, meta events, loop points, or the repetition marker (0xFE; never thought I could hate a hex value so much) to get something that resembles a proper MIDI stream. But there's very little checking on the stream, to see if there may be any non-standard controller changes which just get ignored in the playback, or if it may have even re-purposed some standard controllers.

Another thing is that AUDIO.bin has a non-negligible amount of non-sequence data interspersed with the sequence and track data. It may just be junk in unused sections of the file, but I don't know. Considering cartridge limitations and how far even the music goes to save space (MIDI like this is already small enough, but there's cases where the sequence data will use a 4-byte 0xFE repetition marker to "replay" a 6-byte segment), that it seems unbecoming of it to have so much junk in there. But I have a difficult time thinking of what it could be.

* Incidentally, the note-on delta time is something I've seen before in another MIDI-like format (HMI). Instead of having an explicit note-off event, the note-on event specifies how long until release.
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Posted on 11-13-13 04:20:16 PM Link | Quote
Seems like noone bothered to compare the Demo vice files with the final voice files.

I'm currently working on it, there are many altered (or sometimes totally different) files, for example:

The Queen EarthWalker was sick in the final, in the demo, however, she was hurt by the SharpClaw.
The scene would start with Fox instantly asking what happened to Trickys mother, he tells fox about the mushrooms and they go again, no General Pepper or ANY Starfox-related references.
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Posted on 11-13-13 05:04:52 PM (last edited by Hugo_Peters at 11-13-13 06:12:39 PM) Link | Quote
Originally posted by Kett
Seems like noone bothered to compare the Demo vice files with the final voice files.

I'm currently working on it, there are many altered (or sometimes totally different) files, for example:

The Queen EarthWalker was sick in the final, in the demo, however, she was hurt by the SharpClaw.
The scene would start with Fox instantly asking what happened to Trickys mother, he tells fox about the mushrooms and they go again, no General Pepper or ANY Starfox-related references.

Acutally, I just wrote a program yesterday that automatically converts every file to a .wav file. Here is a zip with all 725 voice clips (warning, large file incoming!): https://mega.co.nz/#!rI1XEbIK!TsflXmT76InYX_kgXPPcoz1A5eFQAXTPiB4Kc1I7U0s

I'm currently busy trying to get a GameCube development environment set up, This is what I got so far:
- Dolphin SDK (december 2001)
- Codewarrior for GameCube
- ProDG for GameCube
- MusyX SDK for GameCube
- Some tools and shit

The things above are all mentioned in SFA's code somewhere. It's weird to be working with the same stuff now that they used more than 10 years ago.

EDIT: Finally got the damn thing to compile stuff!!!

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puddinpops
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Posted on 11-13-13 10:24:37 PM Link | Quote
Well, after zoinkity's post about this not having any real game code, and the fact we're missing the main EXE, I've lost faith here. I don't know if there's still anything possible here that will change things, so I'm still eying this topic in any case...
nmgschris
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Posted on 11-14-13 12:03:32 AM (last edited by nmgschris at 11-14-13 12:25:03 AM) Link | Quote
Originally posted by puddinpops
Well, after zoinkity's post about this not having any real game code, and the fact we're missing the main EXE, I've lost faith here. I don't know if there's still anything possible here that will change things, so I'm still eying this topic in any case...

if the executable is just a boot program to run the game format then there is still chance to rewrite the code with N64 SDK.
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Posted on 11-14-13 01:21:52 AM (last edited by Emoluvjd2 at 11-14-13 01:22:08 AM) Link | Quote



For whoever plans on making the article for this proto, should I combine the ripped graphics for Diddy Kong Racing 2?
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Posted on 11-14-13 12:34:15 PM (last edited by ICEknight at 11-14-13 12:36:33 PM) Link | Quote
Originally posted by KCat

No looping -- Yeah, this is not strictly possible, because of short-comings in the MIDI file spec. There's one or two non-standard ways to do looping, but in general they only loop all tracks at once (and generally at the end), while the original songs could do per-track nested looping with specific loop counts. There is actually one (non-standard) way you can do per-track looping, which is to use Apogee's EMIDI extensions that they used for their games in the mid 90s. But even that would require having a MIDI player that understands it.

All of the MIDI tracks I've listened to that were extracted from Game Boy Advance games loop perfectly (not just at the end) in Foobar 2000, without tweaking a thing...
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Posted on 11-14-13 02:27:56 PM Link | Quote
Originally posted by Emoluvjd2



For whoever plans on making the article for this proto, should I combine the ripped graphics for Diddy Kong Racing 2?


Should be a subpage
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Posted on 11-15-13 12:20:22 AM Link | Quote
I'm not actually familiar with Diddy Kong Racing, so can someone tell me if some of these textures are specific to the canceled sequel or not?





nmgschris
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Posted on 11-15-13 02:10:00 PM (last edited by nmgschris at 11-15-13 02:13:29 PM) Link | Quote
Originally posted by Emoluvjd2
I'm not actually familiar with Diddy Kong Racing, so can someone tell me if some of these textures are specific to the canceled sequel or not?








The Skybox below look very familiar, and i think they are.

And anyway, i found out that DP appeared to use some kind of DKR & Conker game format mix. So here is my theory, since the offset of both ROM "look very similar" to the one found in DLLS.bin, but i'm still not sure about it but i need to examine it, or even extract the ROM file (although i know it isn't possible), but if it is then i can check out some code or look at the disassembly file (in the case it isn't possible to extract ROM), and then create RawData route host to register and include all contents. Another thing, "System codes", well, i THINK there is a C++ header of the game initialize somewhere in my SDK stuffs, and i believe it was used to initialize the game, but in any case, still need to ask Phil about it. I'm having a problem with the compiler, but i will fix tomorrow.

Note: My friend told me that the waterfx.dll in DLLS.bin seem to be used in Conker's Bad Fur Day, i don't know about it yet but if someone can, go check it out.

If this worked, we might recover the N64 main executable of the ROM, and who know ? Playable state ?

I'll update more.

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Posted on 11-15-13 03:58:17 PM (last edited by Hugo_Peters at 11-15-13 06:35:10 PM) Link | Quote
Originally posted by nmgschris

And anyway, i found out that DP appeared to use some kind of DKR & Conker game format mix. So here is my theory, since the offset of both ROM "look very similar" to the one found in DLLS.bin, but i'm still not sure about it but i need to examine it, or even extract the ROM file (although i know it isn't possible), but if it is then i can check out some code or look at the disassembly file (in the case it isn't possible to extract ROM), and then create RawData route host to register and include all contents. Another thing, "System codes", well, i THINK there is a C++ header of the game initialize somewhere in my SDK stuffs, and i believe it was used to initialize the game, but in any case, still need to ask Phil about it. I'm having a problem with the compiler, but i will fix tomorrow.

Note: My friend told me that the waterfx.dll in DLLS.bin seem to be used in Conker's Bad Fur Day, i don't know about it yet but if someone can, go check it out.

If this worked, we might recover the N64 main executable of the ROM, and who know ? Playable state ?

I'll update more.



I don't want to sound selfish, but I don't want everyone to contact Phil. He's very busy, and I already was lucky to go in depth with him about all this, so I'd suggest I am the "spokesperson" to Phil, as I don't want him to tell everyone the same stuff over and over again.

1. "a" C++ header does not automatically indicate it could be used in any application. I know from Phil that the main executable of DP is not something that goes standard with an SDK, it's the initalization of the game itself, whereafter it gets code from DLLS.bin to swap in and out. For example, DLLS.bin are the wheels of the car, while the main executable would be the motor.

2. You can't extract the ROM. You just... can't. It's compiled code, with compiled binaries in it.

3. I'm pretty sure it doesn't use any code from CBFD, as the code from DP was "directly evolved" from the codebase of Diddy Kong Racing, besides, DP and CBFD were being developed by different teams, and at Rare teams were barely allowed to see each other's games, the company was "incredibly secretive", so, DP format is mix of DKR & CBFD? No. DP format is DKR? Yes,

4. Like I said, this is all compiled already. You can't compile it "again".

[ontopic]
I'm busy porting MuysX from the Dolphin SDK over to libogc. No idea if it will work, but I'm making progress so far!



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Posted on 11-15-13 06:33:18 PM Link | Quote
Originally posted by Emoluvjd2






The sky looks like the exact same one as from Ancient Lake, the first course of the first world. The snowman is from Everfrost Peak, the first course in the snow world. The tree is from Windmill Plains and Greenwood Village, the first two courses of the fourth world.

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Posted on 11-15-13 11:18:31 PM Link | Quote
Originally posted by Hugo_Peters
Originally posted by nmgschris

And anyway, i found out that DP appeared to use some kind of DKR & Conker game format mix. So here is my theory, since the offset of both ROM "look very similar" to the one found in DLLS.bin, but i'm still not sure about it but i need to examine it, or even extract the ROM file (although i know it isn't possible), but if it is then i can check out some code or look at the disassembly file (in the case it isn't possible to extract ROM), and then create RawData route host to register and include all contents. Another thing, "System codes", well, i THINK there is a C++ header of the game initialize somewhere in my SDK stuffs, and i believe it was used to initialize the game, but in any case, still need to ask Phil about it. I'm having a problem with the compiler, but i will fix tomorrow.

Note: My friend told me that the waterfx.dll in DLLS.bin seem to be used in Conker's Bad Fur Day, i don't know about it yet but if someone can, go check it out.

If this worked, we might recover the N64 main executable of the ROM, and who know ? Playable state ?

I'll update more.



I don't want to sound selfish, but I don't want everyone to contact Phil. He's very busy, and I already was lucky to go in depth with him about all this, so I'd suggest I am the "spokesperson" to Phil, as I don't want him to tell everyone the same stuff over and over again.

1. "a" C++ header does not automatically indicate it could be used in any application. I know from Phil that the main executable of DP is not something that goes standard with an SDK, it's the initalization of the game itself, whereafter it gets code from DLLS.bin to swap in and out. For example, DLLS.bin are the wheels of the car, while the main executable would be the motor.

2. You can't extract the ROM. You just... can't. It's compiled code, with compiled binaries in it.

3. I'm pretty sure it doesn't use any code from CBFD, as the code from DP was "directly evolved" from the codebase of Diddy Kong Racing, besides, DP and CBFD were being developed by different teams, and at Rare teams were barely allowed to see each other's games, the company was "incredibly secretive", so, DP format is mix of DKR & CBFD? No. DP format is DKR? Yes,

4. Like I said, this is all compiled already. You can't compile it "again".

[ontopic]
I'm busy porting MuysX from the Dolphin SDK over to libogc. No idea if it will work, but I'm making progress so far!




Sorry for my mistake, i checked the CBFD code again, and you are right, nothing is related.

And i'm mean write a RawData Handle Route and add register to the main R4300i, and include all the contents.

Cow, some guy at Zophar did with 7-Zip, but i'm not sure if it working with all ROMs: http://www.zophar.net/forums/showthread.php?t=13388

And if he too busy then we shouldn't contact with him, at least when he done his project, but not now.



xdaniel
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Posted on 11-15-13 11:45:33 PM Link | Quote


>>ESTABLISHING LINK...DONE.    >>FETCHING POST DATA...DONE.    >>EXECUTING POSTDISP.BIN...


Originally posted by nmgschris
Cow, some guy at Zophar did with 7-Zip, but i'm not sure if it working with all ROMs: http://www.zophar.net/forums/showthread.php?t=13388

http://jul.rustedlogic.net/thread.php?id=14235


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line 542 column 27 - Warning: <nobr> is not approved by W3C
line 569 column 27 - Warning: <nobr> is not approved by W3C
line 598 column 27 - Warning: <nobr> is not approved by W3C
line 626 column 27 - Warning: <nobr> is not approved by W3C
line 657 column 27 - Warning: <nobr> is not approved by W3C
line 689 column 27 - Warning: <nobr> is not approved by W3C
line 733 column 27 - Warning: <nobr> is not approved by W3C
line 782 column 27 - Warning: <nobr> is not approved by W3C
line 791 column 1167 - Warning: <td> proprietary attribute "background"
line 818 column 27 - Warning: <nobr> is not approved by W3C
line 879 column 27 - Warning: <nobr> is not approved by W3C
Info: Document content looks like HTML5
Info: No system identifier in emitted doctype
Tidy found 370 warnings and 0 errors!


The alt attribute should be used to give a short description
of an image; longer descriptions should be given with the
longdesc attribute which takes a URL linked to the description.
These measures are needed for people using non-graphical browsers.

For further advice on how to make your pages accessible
see http://www.w3.org/WAI/GL.
You are recommended to use CSS to specify the font and
properties such as its size and color. This will reduce
the size of HTML files and make them easier to maintain
compared with using <FONT> elements.

You are recommended to use CSS to control line wrapping.
Use "white-space: nowrap" to inhibit wrapping in place
of inserting <NOBR>...</NOBR> into the markup.

About HTML Tidy: https://github.com/htacg/tidy-html5
Bug reports and comments: https://github.com/htacg/tidy-html5/issues
Official mailing list: https://lists.w3.org/Archives/Public/public-htacg/
Latest HTML specification: http://dev.w3.org/html5/spec-author-view/
Validate your HTML documents: http://validator.w3.org/nu/
Lobby your company to join the W3C: http://www.w3.org/Consortium

Do you speak a language other than English, or a different variant of
English? Consider helping us to localize HTML Tidy. For details please see
https://github.com/htacg/tidy-html5/blob/master/README/LOCALIZE.md