Originally posted by KCat
Notably absent: AUDIO.bin/tab (music files), MUSIC.bin/tab (soundfont), SFX.bin/tab (sound effects), MPEG.bin/tab (mp3 voice files), BLOCKS.bin/tab (world blocks), MODELS.bin/tab (object models), and TEX.bin/tab (textures). Would make sense if those archives are the last remnants of the game before the conversion to GC/SFA. Interesting though that it tries to load TEX1.tab, but not TEX1.bin.
Not really true what you're trying to say here... This is at the very first init of the game, why would it already have to load the models...? It did load MODELIND.bin so it knows where to get the models ... when they're needed. Note how it does load GAMETEXT.bin, FONTS.bin, OBJECTS.bin, OBJSEQ.bin, etc. Also, I never said this is Dinosaur Planet, because it's not. It probably is the actual version used at E3, which was made in a hurry, so the result: many, many, many leftovers from DP, code wise. This version of the game probably uses the yet to uncover .LZO files spread over the kiosk disc. They hold models, locations, and more, and we yet have to find out what's in them. XDaniel said he's going to take a look at it. A game usually loads the very basic things at startup, so that it can show some kind of loading screen while it's booting. This part is before the actual boot of the game itself. Also, MPEG.bin is not in MP3. MP3 is very compressed, and I cannot believe consoles (N64 / GC era) like (very) compressed audio files. MPEG.bin would've probably been in some sort of MPEG format! MODELS.bin/tab doesn't contain the actual models either. It just tells the game what "actual" model files are bound to what MODEL ID, what group it's in, and much more stuff, like animation pointers, texture IDs, etc. There's a chance that most, if not all, DP models are somewhere on that disc.
For instance, what's in the files on kioskroot\Copy of swaphol\ ?
No one knows, and the files are huge in comparison to others. This is partly because LZO compression is used everywhere (while ZLB compression, which is much stronger, is used on most of the other files on the disc). My best guess is that LZO compression was used on the N64, as it required much less power to decompress.
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