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04-24-22 01:29:48 AM
Jul - Posts by koolaidman
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koolaidman
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Posted on 08-23-12 11:28:30 AM, in Mystical Ninja 64 Starring Goemon Map Select/Debug Link
A few years a go, Cendamos created a code for the US version of Mystical Ninja 64 that allows you to access the map select for Mystical Ninja 64. I don't recall anyone ever bringing this up on the site, but since this is one of my favorite games, I decided to bring it up here just in case.

http://i.imgur.com/cgKo5.jpg
http://i.imgur.com/c8NCm.png

Press L to enable Debug Mode
D00C7D3B 0020
800C7A94 000A

You can use the map select at many point in the game, but you should bring up the menu when you're in game controlling a character since doing so outside of the main game will kill your character immediately after warping to the area you want. You navigate the menu by using the digital pad. Some map jump values crash the game and some sections don't seem to bring you anywhere (like GOETEAM). Maybe someone who's more familiar with this game can find neat stuff with this.

The ROM has a lot of strings that hint at more debug stuff. There was a video of a prerelease version of the game with some debugging things enabled (http://www.youtube.com/watch?v=EfzZL8WwoQs), although I don't recall if any of the strings from the video exist the rom.

koolaidman
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Posted on 08-23-12 02:59:52 PM, in Prototypes! (last edited by koolaidman at 08-23-12 03:21:10 PM) Link
Not sure if this is topic worthy so I'm just posting it here for now.

Some details on the Earthworm Jim 2 SNES prototype:

1.) The game isn't working completely. The game crashes upon loading a level.
2.) The title music plays at the Nintendo logo, causing the accordion and other instrument samples to clip. In the final version, the music plays once the Shiny logo appears.
3.) The "Splat" SFX is missing when the Press Start and Options text appears.
4.) The Press Start and Options text is slightly off center.

Besides what can be seen by loading the game, here are some differences that can be seen looking at the ROM:

5.) The original dump still has copier information at the beginning of the ROM.
6.) Near the beginning of the ROM at 00001195, credits for the programmer and an address are found. This doesn't exist anywhere in the final ROM: "Program by Nicholas Jones Program Director of Shiny Entertainment. All enquiries:- 1088 North Coast Highway, Laguna Beach. CA 92651-1338 U.S.A Tel No. (714) 494 0772 Fax No. (714) 494 7673".
7.) In the level select/debug screen, the prototype has the word "S N E A K E R S !" where the date of the rom should be. This might indicate that the rom build was a preview copy. The final has "31ST. AUGUST 1995".
8.) The game mistakenly calls Lorenzen's Soil (named after the designer Mark Lorenzen) Lorenzon's Soil in the level select screen. Likewise, the credit for Mark is also misspelled. The level name on the title card is spelled "Lorenzo's Soil". However, one of the references for the level name is spelled correctly in the prototype, but I don't know where it's used.
9.) The title card calls the Puppy Love levels "Puppy Love 1/2/3", the final says "Puppy Love Part 1/2/3".
10.) The prototype has strings for the title cards "Carnival", "Chicken Head", "BREAKOUT", three strings for "ISO 9660"*, and "Cathedral". The final version doesn't have these strings. The prototype is also missing the strings "Door Chase" and "See Jim Run, Run Jim Run".
11.) The prototype has the string "Winner" instead of "You Did It" from the final, I don't remember where this string is used (I think the ending screen?).
12.) Hard to tell but I think the staff credits are missing a name or two.
13.) The prototype has the string "GROOVEY WOOVEY! You made it!". No idea where this would be used, but it comes between the strings for the Continue? screen and the Game Over! screen.
14.) Some of the quiz show answers are different (ex: Proto - "A secret move for Jim", Final - "A secret Jim move"), I don't think the questions themselves are different.

I wish someone could fix the rom up so the levels would load. I would love to see the differences in this game.

*Fun fact: The final name is "ISO 9000", which according to Wikipedia means "family of standards is related to quality management systems and designed to help organizations ensure that they meet the needs of customers and other stakeholders [1] while meeting statutory and regulatory requirements related to the product". The prototype's "ISO 9660" is CDFS, a file system for optical media. Interesting.

(I also checked EJW1's prototype, it's almost byte for byte identical to the GamesMaster special edition except for one byte change).
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Posted on 08-23-12 06:51:02 PM, in Prototypes! (last edited by koolaidman at 08-23-12 08:26:20 PM) Link
Originally posted by devin
Originally posted by koolaidman
7.) In the level select/debug screen, the prototype has the word "S N E A K E R S !" where the date of the rom should be. This might indicate that the rom build was a preview copy. The final has "31ST. AUGUST 1995".

Pretty sure that'd be the 90s console scene group "Sneakers", so your theory about it being a preview copy might be correct. A lot of preview/review copies of other SNES games were spread around the console warez scene at that time, though they were usually pretty much identical to the final builds.


Heh, I just realized the rom itself was from way back when. I think their releases were under the name SNK. I tried searching through some archives of old BBS releases but couldn't find anything for EWJ2. I did find a BETA2FINAL patch for the first game though, and apparently SNK also released a prototype for that too. The patch is huge, so I don't think it's meant for the Gamesmasters prototype (since all that has is one byte difference) - maybe a different release all together. But I couldn't find anything for that either.

I don't know how one could go about fixing the ROM. One thing I would try is find a way to bring up the super cheat menu at start up like the GamesMaster version of EWJ1 can. I doubt any of the areas would work, but we could at least listen to the SFX and stuff.

BSNES debugger does this repeatedly when the level tries to load, anyone know what it means?

c509d3 bne $09d0 [c509d0] A:f51c X:00f1 Y:0000 S:01d7 D:0700 DB:00 Nvmxdizc V:241 H: 2
c509d0 cpy $2140 [002140] A:f51c X:00f1 Y:0000 S:01d7 D:0700 DB:00 Nvmxdizc V:241 H: 20
c509d3 bne $09d0 [c509d0] A:f51c X:00f1 Y:0000 S:01d7 D:0700 DB:00 Nvmxdizc V:241 H: 50
c509d0 cpy $2140 [002140] A:f51c X:00f1 Y:0000 S:01d7 D:0700 DB:00 Nvmxdizc V:241 H: 68
c509d3 bne $09d0 [c509d0] A:f51c X:00f1 Y:0000 S:01d7 D:0700 DB:00 Nvmxdizc V:241 H: 98
c509d0 cpy $2140 [002140] A:f51c X:00f1 Y:0000 S:01d7 D:0700 DB:00 Nvmxdizc V:241 H: 116
koolaidman
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Posted on 08-24-12 12:31:44 AM, in Prototypes! (last edited by koolaidman at 08-24-12 02:15:07 PM) Link
Woohoo, I got it working. I just used Earthworm Jim 2 (Beta) [o1+C] instead and now it works fine. The music overlaps the sound in the beginning but it doesn't clip, and the splat sfx is still there. But there were just a tiny bit of differences I noticed during a quick play through:

1.) The Continue markers are all using the Megadrive version's graphics (he doesn't say "Funky" when you touch it either).
2.) If Granny lands on you and causes you to fall down the stairs, no damage is taken (is this part of a difficulty setting?).
3.) The palette for the bumpers in Villi People are messed up.
4.) Most levels after Villi People have corrupt graphics
5.) The dirt's graphics don't change when you shoot in Lorenzen's Soil.
6.) The snot walls that come flying at you in The Flyin King don't exist (is this part of a difficulty setting?)
7.) The cheat code combinations are all different I think. I couldn't figure out the one that brings up the super cheat menu.
8.) In Lorenzen's Soil, the fire ants carry tea cups instead of babies (wtf).
9.) I noticed some sound effects that were missing, can't remember any off the top of my head though.
10.) "Cathedral" (See Jim Run Run Jim Run) is probably the most unfinished, Psycrow is no where to be seen and most of the hazards haven't been implemented. Psycrow does appear if you go into map view mode and then come back out of it, though. The floating spheres don't circle around the platform (they just bob up and down). Princess isn't sitting on the chair and walking to her just ends the level with a "well done". I don't know if the ending has been implemented or not though, since I used the level cheat codes (they still work by the way) and using them causes the level to revert back to the next level that would've followed the current level you skipped from if you hadn't used the cheat.
11.) Map view mode can be toggled by pressing B 7 times while paused. I still can't seem to figure out how to go into the super cheat screen.

Note that it's been a long time since I played this game and I might be getting things mixed up. I also primarily grew up with the MD version of the game. I also don't know if it's the rom itself that is causing some of the glitchy graphics sometimes, but it shouldn't be the emulator (I was using BSNES). But for the most part, this prototype seems close to final.

Someone might want to comb through it though to make sure I didn't confuse anything.
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Posted on 02-06-13 11:10:09 PM, in Dark Souls debugger (in PC version)? Link
Not sure if this is topic worthy, but I just wanted to bring it up in case anyone was a hard core fan of the game.

Someone is planning on releasing a review/debug enabled copy of the 360 version soon, and he posted a video (http://www.youtube.com/watch?feature=player_embedded&v=xvku-36Fq0M) of it not too long a go. Just for the heck of it, I searched for some of the strings in the PC version (DATA.EXE) and found pretty much every string from the debugger. I'm curious if maybe there's a possibility it can still be activated in the PC version?

Here are some strings from the .exe.
http://img407.imageshack.us/img407/5080/darksoulsb.jpg

I looked around to see if anyone had made it show up but I couldn't find anything.
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Posted on 06-09-13 12:01:23 AM, in Weird Discoveries Link
In the Rockman Dash PSP port, ST1E.BIN has a lot of source code fragments and some other garbage that's not supposed to be there. As far as I know, this is the only file in the port that has these fragments. It even has symbols and even some raw assembly code.

http://pastebin.com/qX91dGyY
http://pastebin.com/JCKUfyVV
http://pastebin.com/2CveybSF
http://pastebin.com/WtgUgFug
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Posted on 08-02-13 03:04:22 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) (last edited by koolaidman at 08-07-13 05:20:19 AM) Link
Download here.

I was wondering if I should make a topic about this. This is definitely a prototype of the game and has significant differences judging by what I can see in the disc image. But I can't get it to work with Dolphin (causes a crash while trying to play the video at the title screen). I decided to make it it's own topic given the game's history.

Here are some things I noticed from looking at the game's disc image:

1.) starfox.thp is different in this game. This is the opening movie that plays when you start the game at the title screen.
2.) Movie file rebirth.thp is included in this version. No idea what it is as I couldn't get it to play in thpplay.
3.) "crap starfox.h4m", zero idea what video this could be. Can't seem to figure out how to play it using the H4M player GCM
4.) BLOCKS.bin, not included in the final version, is a big file and I have no idea what it's here for. There are some references to mod files within.
5.) MUSIC.bin, this doesn't exist in the final either. It's a decently sized file too. I can't find any strings inside.
6.) DLLS.bin, this was referenced in the final version but not included. It exists in this version, and it appears to be something for debugging (it has some strings for debugging various gameplay things). It looks this must be a remnant to one of the mechanics from Dinosaur Planet where you had to watch over 'Kyte':


kyte has enterd an invalid state.... In Seq .... Enable Dis %i . cleaning Up Kyte ..sideCommandEnable error, command number too high.... Removing Distract .kyte startup warning, flight group is zero...Initialising On Flight Group %i . .. Starting On Flight Group %i . .... Kyte Start on anon valid node .error in setting up the curve network...curve %d, flightGroup %d, dir %d....1.) Same as last frame..2.) psuedonode..3.) After psuedonode....4.) Staying on the flight group %i .....setting the flight group to %d..5.) Used route finding..6.) Next node of standard type (flightGroup %d).....7.) Staying on flight Group (even though invalid)...8.) Just taking any old curve...kyte error!, unable to find next curve node from %d!....Extract route failed....Route finding, start %d finish %d...routeFindNode error: couldn't find route between %d %d, return val %d...Node exists in curve network, that isn't Kyte AI, from curvenode %d..... Found Perch ... Found Perch ... Perching %f ...vel %f dir %f ... CURVES MOVE | CURVES MOVE ... Trams .Performing Kyte action .Performing Kyte action . PERCH ::: READ KYTTE PERCH COMMAND .... .. Timer Reset .... LocK Activated ....clearing up.....


In fact the file has zero references to Star Fox and contains a lot of references to Dinosaur Planet. Also has some dialog snippets.

7.) "linklevel" folder exists in the final but has no files, there are files in this version however. It appears to be a map, but I don't know what it could be.
8.) "frontend" is the same deal as "linklevel". So is "musyxbin" which someone on 64DD mentioned before.
9.) There's a copy of "swaphol".
10.) They planned something "exclusive" that you could do at E3:


General Pepper here.....The head honchos at Nintendo....have set up an exclusive....E3 mission for you..Fly down to ThornTail Hollow....where your sidekick dinosaur....Tricky will be waiting for you..Take a good look around and.remember to have fun!!..Pepper out


Although, now that I realize. Some of this stuff has been referenced before on 64DD (http://64dd.net/modules/newbb/viewtopic.php?viewmode=flat&topic_id=856&forum=4). But the guy never once stated where he got this information from. Now we know, and hopefully people who are more competent and willing to share information can take a look.

I want to share the stand alone game but my internet's pretty crappy. The image of the game appears to have files to make it a complete game. This was actually included as part of the playable demos from the Multi Game Demo Disc from July 2002, but no one mentioned it until now. I would post a download link but you can find the demo disc somewhere on the internet. But if it's really needed I'll try to throw it up somewhere...
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Posted on 08-02-13 10:02:27 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) (last edited by koolaidman at 08-02-13 10:31:54 PM) Link
http://www.mediafire.com/watch/gzq9f3sjony5a51/rebirth.mp4

This was what rebirth.thp was. Very short trailer for that weird Rebirth tech demo that Nintendo did. I don't think I ever saw this version of the trailer though. I don't know what 'crap starfox.h4m' could be though since I'm having a tough time trying to get it to play. You can download it here if you want to take a crack at it:

http://www.mediafire.com/download/dm26jn16bjxdsp7/crap_starfox.h4m

Also, I didn't know this but SubDrag already added support in N64SoundTools for AMBIENT, MUSIC, and SFX.bin. I think they just contain samples though. The sequence data for the music might be elsewhere, like in AUDIO or TRACKS.

EDIT: Just for the sake of making sure which files aren't used, I used Dolphin's file monitor to see which files are accessed. I managed to get a little farther in Interpreter. This is what is loaded by the time you get to the title screen and select to play Thorntail Hallow from the game select screen.


32:44:335 Src\FileMonitor.cpp:100 W[FileMon]:      33 kB audio/data/Sfx.bin

32:44:337 Src\FileMonitor.cpp:100 W[FileMon]: 11 kB audio/data/Streams.bin
32:44:346 Src\FileMonitor.cpp:100 W[FileMon]: 65 kB audio/starfoxm.poo
32:44:348 Src\FileMonitor.cpp:100 W[FileMon]: 7 kB audio/starfoxm.pro
32:44:354 Src\FileMonitor.cpp:100 W[FileMon]: 46 kB audio/starfoxm.sdi
32:44:437 Src\FileMonitor.cpp:100 W[FileMon]: 6,096 kB audio/starfoxm.sam
32:45:662 Src\FileMonitor.cpp:100 W[FileMon]: 61 kB audio/starfoxs.poo
32:45:663 Src\FileMonitor.cpp:100 W[FileMon]: 23 kB audio/starfoxs.pro
32:45:679 Src\FileMonitor.cpp:100 W[FileMon]: 58 kB audio/starfoxs.sdi
32:45:796 Src\FileMonitor.cpp:100 W[FileMon]: 8,872 kB audio/starfoxs.sam
32:47:947 Src\FileMonitor.cpp:100 W[FileMon]: 1,337 kB audio/midi.wad
32:48:133 Src\FileMonitor.cpp:100 W[FileMon]: 2 kB CAMACTIO.bin
32:48:148 Src\FileMonitor.cpp:100 W[FileMon]: 40 kB LACTIONS.bin
32:48:148 Src\FileMonitor.cpp:100 W[FileMon]: 2 kB OBJSEQ2C.tab
32:48:164 Src\FileMonitor.cpp:100 W[FileMon]: 22 kB FONTS.bin
32:48:165 Src\FileMonitor.cpp:100 W[FileMon]: 69 kB GAMETEXT.bin
32:48:181 Src\FileMonitor.cpp:100 W[FileMon]: 20 kB GAMETEXT.tab
32:48:181 Src\FileMonitor.cpp:100 W[FileMon]: 0 kB globalma.bin
32:48:181 Src\FileMonitor.cpp:100 W[FileMon]: 0 kB TABLES.bin
32:48:182 Src\FileMonitor.cpp:100 W[FileMon]: 0 kB TABLES.tab
32:48:182 Src\FileMonitor.cpp:100 W[FileMon]: 0 kB SCREENS.tab
32:48:182 Src\FileMonitor.cpp:100 W[FileMon]: 2 kB WARPTAB.bin
32:48:298 Src\FileMonitor.cpp:100 W[FileMon]: 516 kB MAPS.bin
32:48:298 Src\FileMonitor.cpp:100 W[FileMon]: 3 kB MAPS.tab
32:48:298 Src\FileMonitor.cpp:100 W[FileMon]: 3 kB MAPINFO.bin
32:48:299 Src\FileMonitor.cpp:100 W[FileMon]: 6 kB TEXTABLE.bin
32:48:299 Src\FileMonitor.cpp:100 W[FileMon]: 0 kB TRKBLK.tab
32:48:381 Src\FileMonitor.cpp:100 W[FileMon]: 345 kB HITS.bin
32:48:381 Src\FileMonitor.cpp:100 W[FileMon]: 6 kB HITS.tab
32:48:382 Src\FileMonitor.cpp:100 W[FileMon]: 3 kB MODELIND.bin
32:48:382 Src\FileMonitor.cpp:100 W[FileMon]: 2 kB MODANIM.TAB
32:48:398 Src\FileMonitor.cpp:100 W[FileMon]: 10 kB MODANIM.BIN
32:48:398 Src\FileMonitor.cpp:100 W[FileMon]: 5 kB AMAP.TAB
32:48:448 Src\FileMonitor.cpp:100 W[FileMon]: 200 kB AMAP.BIN
32:48:448 Src\FileMonitor.cpp:100 W[FileMon]: 13 kB BITTABLE.bin
32:48:448 Src\FileMonitor.cpp:100 W[FileMon]: 51 kB WEAPONDA.bin
32:48:449 Src\FileMonitor.cpp:100 W[FileMon]: 0 kB VOXOBJ.tab
32:48:464 Src\FileMonitor.cpp:100 W[FileMon]: 7 kB MODLINES.bin
32:48:465 Src\FileMonitor.cpp:100 W[FileMon]: 0 kB MODLINES.tab
32:48:465 Src\FileMonitor.cpp:100 W[FileMon]: 6 kB SAVEGAME.bin
32:48:465 Src\FileMonitor.cpp:100 W[FileMon]: 0 kB SAVEGAME.tab
32:48:465 Src\FileMonitor.cpp:100 W[FileMon]: 27 kB OBJSEQ.bin
32:48:465 Src\FileMonitor.cpp:100 W[FileMon]: 2 kB OBJSEQ.tab
32:48:466 Src\FileMonitor.cpp:100 W[FileMon]: 6 kB OBJECTS.tab
32:48:548 Src\FileMonitor.cpp:100 W[FileMon]: 342 kB OBJECTS.bin
32:48:548 Src\FileMonitor.cpp:100 W[FileMon]: 4 kB OBJINDEX.bin
32:48:549 Src\FileMonitor.cpp:100 W[FileMon]: 9 kB OBJEVENT.bin
32:48:564 Src\FileMonitor.cpp:100 W[FileMon]: 24 kB OBJHITS.bin
32:48:648 Src\FileMonitor.cpp:100 W[FileMon]: 367 kB TEXPRE.bin
32:48:649 Src\FileMonitor.cpp:100 W[FileMon]: 0 kB TEXPRE.tab
32:48:765 Src\FileMonitor.cpp:100 W[FileMon]: 924 kB PREANIM.BIN
32:48:865 Src\FileMonitor.cpp:100 W[FileMon]: 10 kB PREANIM.TAB
32:48:882 Src\FileMonitor.cpp:100 W[FileMon]: 98 kB ENVFXACT.bin
32:48:965 Src\FileMonitor.cpp:100 W[FileMon]: 291 kB animtest/TEX0.bin
32:48:966 Src\FileMonitor.cpp:100 W[FileMon]: 3 kB animtest/TEX0.tab
32:49:020 Src\FileMonitor.cpp:100 W[FileMon]: 189 kB gametext/FrontEnd/English.bin
32:49:165 Src\FileMonitor.cpp:100 W[FileMon]: 924 kB gamefront/TEX1.bin
32:49:282 Src\FileMonitor.cpp:100 W[FileMon]: 9 kB gamefront/TEX1.tab
32:49:398 Src\FileMonitor.cpp:100 W[FileMon]: 440 kB gamefront/TEX0.bin
32:49:415 Src\FileMonitor.cpp:100 W[FileMon]: 3 kB gamefront/TEX0.tab
32:49:549 Src\FileMonitor.cpp:100 W[FileMon]: 1,558 kB gamefront/ANIM.BIN
32:49:815 Src\FileMonitor.cpp:100 W[FileMon]: 10 kB gamefront/ANIM.TAB
32:49:949 Src\FileMonitor.cpp:100 W[FileMon]: 515 kB gamefront/MODELS.bin
32:49:965 Src\FileMonitor.cpp:100 W[FileMon]: 5 kB gamefront/MODELS.tab
32:49:982 Src\FileMonitor.cpp:100 W[FileMon]: 6 kB gamefront/mod62.tab
32:49:999 Src\FileMonitor.cpp:100 W[FileMon]: 61 kB gamefront/mod62.zlb.bin
32:50:015 Src\FileMonitor.cpp:100 W[FileMon]: 6 kB gamefront/VOXMAP.tab
32:50:032 Src\FileMonitor.cpp:100 W[FileMon]: 3 kB warlock/VOXMAP.bin
32:50:049 Src\FileMonitor.cpp:100 W[FileMon]: 22 kB gamefront/ANIMCURV.tab
32:50:066 Src\FileMonitor.cpp:100 W[FileMon]: 27 kB gamefront/ANIMCURV.bin
32:50:255 Src\FileMonitor.cpp:100 W[FileMon]: 92,869 kB starfox.thp
32:50:346 Src\PerfQuery.cpp:46 E[Video]: Flushed query buffer early!
32:50:422 Src\PerfQuery.cpp:46 E[Video]: Flushed query buffer early!
32:50:472 Src\PerfQuery.cpp:46 E[Video]: Flushed query buffer early!
32:50:476 Src\PerfQuery.cpp:46 E[Video]: Flushed query buffer early!
33:31:216 Src\FileMonitor.cpp:100 W[FileMon]: 2,340 kB swaphol/TEX1.bin
33:31:650 Src\FileMonitor.cpp:100 W[FileMon]: 9 kB swaphol/TEX1.tab
33:31:767 Src\FileMonitor.cpp:100 W[FileMon]: 446 kB swaphol/TEX0.bin
33:31:783 Src\FileMonitor.cpp:100 W[FileMon]: 3 kB swaphol/TEX0.tab
33:31:917 Src\FileMonitor.cpp:100 W[FileMon]: 1,309 kB swaphol/ANIM.BIN
33:32:117 Src\FileMonitor.cpp:100 W[FileMon]: 10 kB swaphol/ANIM.TAB
33:32:250 Src\FileMonitor.cpp:100 W[FileMon]: 671 kB swaphol/MODELS.bin
33:32:300 Src\FileMonitor.cpp:100 W[FileMon]: 5 kB swaphol/MODELS.tab
33:32:317 Src\FileMonitor.cpp:100 W[FileMon]: 1 kB swaphol/mod13.tab
33:32:384 Src\FileMonitor.cpp:100 W[FileMon]: 261 kB swaphol/mod13.zlb.bin
33:32:401 Src\FileMonitor.cpp:100 W[FileMon]: 6 kB swaphol/VOXMAP.tab
33:32:417 Src\FileMonitor.cpp:100 W[FileMon]: 50 kB swaphol/VOXMAP.bin
33:32:434 Src\FileMonitor.cpp:100 W[FileMon]: 22 kB swaphol/ANIMCURV.tab
33:32:501 Src\FileMonitor.cpp:100 W[FileMon]: 256 kB swaphol/ANIMCURV.bin
33:32:822 Src\HW\DVDInterface.cpp:877 W[DVD]: (Audio) Stream subcmd = e1000000 offset = 2a820000 length=001a0000
33:32:823 Src\HW\DVDInterface.cpp:877 W[DVD]: (Audio) Stream subcmd = e1000000 offset = 00000000 length=00000000
33:33:100 Src\FileMonitor.cpp:100 W[FileMon]: 188 kB gametext/SwapHol/English.bin

koolaidman
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Posted on 08-03-13 08:37:21 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) (last edited by koolaidman at 08-03-13 11:12:11 PM) Link
Originally posted by Rena
DLL often means Dynamically Linked Library, i.e. a chunk of code that gets loaded by another program at runtime. It makes sense if they're only present in a prototype, they'd likely be debug versions, and it's possible the final version would still be able to load and use that file if there's still references to it.


You're right. But there are some things that I noticed.

There are two executables in this version, one that's used in the game image and one that's left in the file system. The one in the file system appears to be a debug version of the executable used in the game. I attempted to load the debug executable by replacing the one that's used with the debug one with gcr. I ran the game with Dolphin and noticed that the game was using OSREPORT to display some debugging logs. However, the executable tried to look for starfox.poo starfox.pro starfox.sdi starfox.sam in /audio which doesn't exist in that directory (but does exist in musyxbin). So I moved those files to the proper place, rebuilt the GCM, and ran the game again. Unfortunately it seemed to hang somewhere after loading some of the files into memory. Check out the console log here. The error is "49:04:680 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: GXInitTexObj: width too large in "GXTexture.c" on line 512.". I don't know what it exactly means or how to fix it, though. I'm not sure if DLLS.bin would've loaded if this error hadn't occurred.

The debug executable seems to have more references to DLLS.bin, like loading different "DLLs" from it. However, one thing I noticed was that DLLS.bin and the debug executable share a lot of the same strings for specific things (like the hover bike racing stuff, etc). I threw both the 'retail' and the debug executable in IDA Pro and noticed that there were a lot of strings that didn't seem like they were being referenced by any function even in the debug executable. Obviously DLLS.bin contains code in itself, but I'm not sure what processor instruction set it's using. I tried PPC with IDA Pro and it didn't seem to work at all (it treated everything as data rather than code). Then I used mipsr (which I think is what IDA Pro's N64 loader uses) and it seemed to work, it didn't confuse what appeared to be data with code to me. But I know that without the base address for the file, the code would probably not make any sense. So I just used IDA Pro to try and manually get all the strings from the file. Like I said before, nothing seems to jump out and say either or not the file is meant for N64 or GC systems. But someone else should take a look and see if there's anything interesting.

Here are the strings I managed to pull out from DLLS.bin.

You can download DLLS.bin here if you wanna check it out for yourself.

Also, here's the download link the stand alone gcm of the demo.

EDIT: From a file called 'out'. Lists some files with times, some from 1999:


-rw-r--r-- 1 ptossell user 159352 Jul 28 19:04 AMAP.BIN
-rw-r--r-- 1 ptossell user 1232408 Jul 28 13:05 AMBIENT.bin
-rwxr-xr-x 1 ptossell user 2899648 Jul 28 19:01 ANIM.BIN
-rw-r----- 1 ptossell user 140768 Jan 6 1999 ANIM.bin
-rw-r--r-- 1 ptossell user 586588 Jun 20 21:46 ANIMCURVES.bin
-rwxr-xr-x 1 ptossell user 1252380 Jul 28 13:05 AUDIO.bin
-rw-r--r-- 1 ptossell user 6684 Jul 27 21:01 BITTABLE.bin
-rw-r--r-- 1 ptossell user 48 Jan 6 1999 BLKEXTRA.bin
-rw-r--r-- 1 ptossell user 5722870 Jul 27 22:13 BLOCKS.bin
-rw-r----- 1 ptossell user 0 Aug 6 16:50 CACHEFONTSTAB.bin
-rw-r----- 1 ptossell user 0 Aug 6 16:50 CACHEFONTSTEX.bin
-rw-r--r-- 1 ptossell user 2048 Jul 27 22:13 CAMACTIONS.bin
-rw-r--r-- 1 ptossell user 2848 Sep 2 1999 CAMANIMS.bin
-rw-r--r-- 1 ptossell user 2449616 Aug 7 20:52 DLLS.bin
-rw-r--r-- 1 ptossell user 1936 Aug 7 20:52 DLLSIMPORTTAB.bin
-rw-r--r-- 1 ptossell user 98304 Aug 7 20:52 ENVFXACTIONS.bin
-rw-r----- 1 ptossell user 13444 Aug 6 16:50 FONTS.bin
-rwxr-xr-x 1 ptossell user 2 Feb 23 1999 FRONT.bin
-rw-r----- 1 ptossell user 11104 Jan 6 1999 FRONTTEXT.bin
-rw-r----- 1 ptossell user 33656 Aug 7 19:59 GAMETEXT.bin
-rw-r----- 1 ptossell user 148968 Jul 27 22:13 HITS.bin
-rw-r--r-- 1 ptossell user 14272 Feb 24 1999 INCLUDE.bin
-rwxr-xr-x 1 ptossell user 2 Jul 22 1999 INSTRUMENTS.bin
-rw-r--r-- 1 ptossell user 0 Sep 27 1999 KRYSTALHELP.bin
-rw-r--r-- 1 ptossell user 40960 Jul 27 22:13 LACTIONS.bin
-rwxr-xr-x 1 ptossell user 1632 Mar 21 1999 LEVELNAMES.bin
-rwxr-xr-x 1 ptossell user 1856 Mar 21 1999 LEVELS.bin
-rw-r--r-- 1 ptossell user 2880 Jul 27 22:13 MAPINFO.bin
-rw-r--r-- 1 ptossell user 565328 Jul 27 22:13 MAPS.bin
-rw-r--r-- 1 ptossell user 8500 Jul 28 19:04 MODANIM.BIN
-rw-r--r-- 1 ptossell user 1954 Jul 28 19:04 MODELIND.bin
-rw-r--r-- 1 ptossell user 1748616 Jul 28 19:04 MODELS.bin
-rw-r--r-- 1 ptossell user 4472 Jul 28 13:54 MODLINES.bin
-rw-r--r-- 1 ptossell user 0 Aug 7 20:16 MPEG.bin
-rw-r--r-- 1 ptossell user 5759112 Jul 28 13:05 MUSIC.bin
-rw-r----- 1 ptossell user 16384 Jul 28 14:01 MUSICACTIONS.bin
-rw-r--r-- 1 ptossell user 744 Jan 6 1999 NEWANIM.BIN
-rw-r--r-- 1 ptossell user 202556 Jul 28 13:54 OBJECTS.bin
-rw-r----- 1 ptossell user 2784 Jul 28 13:54 OBJEVENTS.bin
-rw-r--r-- 1 ptossell user 19120 Jan 6 1999 OBJFSAS.bin
-rw-r--r-- 1 ptossell user 0 Jul 27 22:12 OBJGROUPS.bin
-rw-r----- 1 ptossell user 15792 Jul 28 13:54 OBJHITS.bin
-rwxr-xr-x 1 ptossell user 2406 Jul 28 13:54 OBJINDEX.bin
-rw-r--r-- 1 ptossell user 18536 Jul 28 13:54 OBJSEQ.bin
-rwxr-xr-x 1 ptossell user 0 Feb 23 1999 PAL.bin
-rw-r--r-- 1 ptossell user 1896 Feb 22 1999 PARTICLES.bin
-rw-r----- 1 ptossell user 2 Feb 23 1999 PARTSPRITES.bin
-rw-r--r-- 1 ptossell user 45248 Jul 28 13:54 SAVEGAMES.bin
-rw-r----- 1 ptossell user 2764896 Aug 7 20:34 SCREENS.bin
-rw-r--r-- 1 ptossell user 6914120 Jul 28 13:05 SFX.bin
-rw-r----- 1 ptossell user 8192 Jul 28 13:05 SFXACTIONS.bin
-rw-r--r-- 1 ptossell user 2576 Sep 15 1999 SFXEVENTS.bin
-rw-r----- 1 ptossell user 8448 Jul 10 00:17 SKYANIM.bin
-rwxr-xr-x 1 ptossell user 528 Aug 7 20:34 SPRITES.bin
-rw-r--r-- 1 ptossell user 258 Aug 7 20:34 SPRTABLE.bin
-rw-r--r-- 1 ptossell user 794292 Mar 22 1999 STORYBOARD.bin
-rw-r--r-- 1 ptossell user 720 Jul 27 20:57 TABLES.bin
-rwxr-xr-x 1 ptossell user 2249728 Jan 6 1999 TEX.bin
-rw-r--r-- 1 ptossell user 2562160 Aug 7 20:34 TEX0.bin
-rw-r--r-- 1 ptossell user 6291048 Jul 27 21:37 TEX1.bin
-rw-r--r-- 1 ptossell user 2544 Aug 7 20:34 TEXTABLE.bin
-rw-r--r-- 1 ptossell user 0 Sep 27 1999 TIMBERHELP.bin
-rwxr-xr-x 1 ptossell user 54544 Jan 6 1999 TRACKS.bin
-rw-r----- 1 ptossell user 19200 Feb 22 1999 TRIGGERS.bin
-rw-r----- 1 ptossell user 434400 Aug 7 20:24 VOXMAP.bin
-rw-r--r-- 1 ptossell user 0 Jul 28 13:54 VOXOBJ.bin
-rw-r--r-- 1 ptossell user 1392 Jul 27 22:13 WARPTAB.bin
-rw-r--r-- 1 ptossell user 11544 Jul 28 13:54 WEAPONDATA.bin
-rw-r----- 1 ptossell user 28 Jan 6 1999 WEATHERTEX.bin



koolaidman
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Posted on 08-05-13 05:51:36 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) (last edited by koolaidman at 08-05-13 06:00:35 PM) Link
Originally posted by Eon
Does this change language on a Japanese system, as with the US final?

As far as I know English is the only language in this build. I changed the regions of the disc image and the language was still English.

Also I figured out a way to get the game to load in Dolphin. Play in Single Core mode and untick Use Panic Handlers. I got dual core to work sometimes, but I don’t know what I did. But Single Core seems to be a safe bet. However, you’re going to want to delete all the .txt files that are generated from the shader errors under the User/Dump directory or else your hard drive will be filled within the hour. The game has always been slow, so you should be fine if you don't mind shoddy performance.

Here are some things I noticed while playing the game for a little bit (prepare for a big post).

The title screen graphics are a little bit different.
Demo vs Final

When you create a new game save, the game will ask if you want to play either the full game (start from the beginning), Thorntail Hallow, Ice Mountain, or one of the Arwing missions (I don’t know which one it is though).

When you start the game from the beginning, one thing I noticed was that the prelude text doesn’t appear. It could be an emulation bug though. Everyone still speaks in that pseudo language.

Now for some more Dinosaur Planet stuff:
TEX.bin contains textures from Dinosaur Planet. The file isn’t compressed and you can view everything raw with something like Tile Molester, without the correct palettes of course. The first few 1000 bytes might have some information about the textures. If you want to check out the file for yourself, you can grab it here.

As I said before the audio for Dinosaur Planet still exists in this version. I converted the audio using N64 Sound Tool so that you can listen to them. Note though, most don’t play at the correct frequency rate. I included the original files in case you want to take a crack at it.

SFX.bin – Contains the SFX and voice clips for the cut scenes. Had to half the sample rate so that you can actually listen to most of the clips.
MUSIC.bin – Contains instrument samples for the music. Should be mostly right.
AMBIENT.bin – Contains ambient sounds for the environment.

LEVELNAMES.bin contain level names for Dinosaur Planet. Not sure if the formatting is correct since it wasn’t a plain text file:

Front End2
Front End2
Front End2
Japanese Front End
Front End
Front End
Japanese animtest
animtest
animtest
Japanese Dragon Rock
Dragon Rock
Dragon Rock
Japanese Yeti
Mountain Yeti
Mountain Yeti
Mountain Japanese
Force Point 1
Force Point 1
Force Point 1
Japanese Snowball Mines
Snowball Mines
Snowball Mines
Japanese Test Room
Test Room
Test Room
Japanese Discovery Falls
Discovery Falls
Discovery Falls
Japanese SwapStone Hollow
SwapStone Hollow
SwapStone Hollow
Japanese Golden Plains
Golden Plains
Golden Plains
Japanese Northern Wastes
Northern Wastes
Northern Wastes
Japanese Warlock Mountain
Warlock Mountain
Warlock Mountain
Japanese Ice Mountain 2
Ice Mountain 2
Ice Mountain 2
Japanese CloudRunner Fortress
CloudRunner Fortress
CloudRunner Fortress
Japanese Intro Sequence
Intro Sequence
Intro Sequence
Intro Sequence
SwapStone Hollow 2
SwapStone Hollow 2
SwapStone Hollow 2
Japanese Walled City
Walled City
Walled City
Japanese SwapStone Circle
SwapStone Circle
SwapStone Circle
Japanese CloudRunner Fortress - Treasure
CloudRunner Fortress - Treasure
CloudRunner Fortress - Treasure
Japanese CloudRunner Fortress - Dungeon
CloudRunner Fortress - Dungeon
CloudRunner Fortress - Dungeon
Japanese CloudRunner Fortress - TrapRooms
CloudRunner Fortress - TrapRooms
CloudRunner Fortress - TrapRooms
Japanese Moon Mountain Pass
Moon Mountain Pass
Moon Mountain Pass
Japanese Krazoa Shrine
Krazoa Shrine
Krazoa Shrine
Japanese Krazoa Hall
Krazoa Hall
Krazoa Hall
Japanese snowmines
snowmines
snowmines
Japanese NewIceMt1
NewIceMt1
NewIceMt1
Japanese NewIceMt2
NewIceMt2
NewIceMt2
Japanese NewIceMt3
NewIceMt3
NewIceMt3
Japanese


INCLUDE.bin contains object, module, level, and maybe flag names for Dinosaur Planet. Note some of the names in the list like DLL_EEPROM and TXT_GAMEBOY. The DLL names seem to correlate somewhat with the order of the strings that I extracted from DLLS.bin.

OBJ_AnimCamera
OBJ_AnimControl
OBJ_Beachtree
OBJ_BellFlower
OBJ_BellRoot
OBJ_BigDino
OBJ_BoneDust
OBJ_Boulder
OBJ_Butterfly
OBJ_ButterflyBait
OBJ_CampFire
OBJ_Cannon
OBJ_CannonBall
OBJ_CloudRunnerControl
OBJ_Cloudrunner
OBJ_ClubSharpClaw
OBJ_CrystalDoor
OBJ_CrystalDoor2
OBJ_CrystalDoor3
OBJ_CrystalDoor4
OBJ_CrystalSwitch
OBJ_Deantree
OBJ_DigHole
OBJ_DockPoint
OBJ_DummyObject
OBJ_Duster
OBJ_Dynamite
OBJ_EffectBox
OBJ_EnergisePoint
OBJ_EnergyGem1
OBJ_EnergyGem2
OBJ_EnergyGem3
OBJ_EnergyGem4
OBJ_EnergyGem5
OBJ_EnergyGem6
OBJ_ExplodingWall
OBJ_FieldGun
OBJ_FirePole
OBJ_Fish
OBJ_Frog
OBJ_Galleon
OBJ_Geyser
OBJ_GroundQuake
OBJ_GrumpyMammoth
OBJ_GuardPass
OBJ_IceBarrier
OBJ_IceBerg1
OBJ_Icetree1
OBJ_Icicle
OBJ_InfoPoint
OBJ_InvHit
OBJ_ItemRing
OBJ_Krazoa
OBJ_Krystal
OBJ_KrystalLimb
OBJ_Kyte
OBJ_KyteLimb
OBJ_KyteStimulus
OBJ_MamSquirt
OBJ_Mammoth
OBJ_MammothCart
OBJ_MammothChain
OBJ_MammothFood
OBJ_MammothHouseDoor
OBJ_Mushroom
OBJ_N64logo
OBJ_NWtree1
OBJ_NWtree1Base
OBJ_NWtree2
OBJ_NWtree3
OBJ_NWtree4
OBJ_NastyTrain
OBJ_Nutter
OBJ_ObjCreator
OBJ_Override
OBJ_PadLock
OBJ_PadlockKey
OBJ_PineCone
OBJ_ProjectileSpell
OBJ_Propeller
OBJ_PushPull
OBJ_Rarelogo
OBJ_RestartPoint
OBJ_RiverFlow
OBJ_RobotAnimPatrol
OBJ_RobotBeam
OBJ_RobotBeamLight
OBJ_RobotPatrol
OBJ_Rope1
OBJ_RopeNode
OBJ_SMBoulder
OBJ_SMBridgeKey
OBJ_SMFruit
OBJ_SMHut
OBJ_SMmineDoorL
OBJ_SMmineDoorR
OBJ_ScalesGalleon
OBJ_SecretPoint
OBJ_SharpClawLimb
OBJ_Shipeye
OBJ_Shipspike
OBJ_Sidekick1
OBJ_Sidekick1Stimulus
OBJ_SnowPile
OBJ_SnowSlideSharpy
OBJ_SnowWorm
OBJ_SnowWormLimb
OBJ_Snowball
OBJ_SpaceShip
OBJ_SphereTest
OBJ_SquirtMammoth
OBJ_StaticCamera
OBJ_SunBeam
OBJ_Swapstone
OBJ_Tentacle
OBJ_ThornTail
OBJ_Timber
OBJ_TimberLimb
OBJ_TreeBaddie
OBJ_Trex1
OBJ_TrickyLimb
OBJ_TriggerArea
OBJ_TriggerBits
OBJ_TriggerButton
OBJ_TriggerComm
OBJ_TriggerPlane
OBJ_TriggerPlaneComm
OBJ_TriggerPlaneRace
OBJ_TriggerPoint
OBJ_TriggerSetup
OBJ_TriggerTime
OBJ_VentPoint
OBJ_WalkCamera
OBJ_WallTorch
OBJ_WarpPoint
OBJ_WeaponUp
OBJ_XmasTree
OBJ_animator
OBJ_axe
OBJ_carpet
OBJ_checkpoint4
OBJ_club
OBJ_curve
OBJ_fire
OBJ_generalscales
OBJ_leverswitch
OBJ_log
OBJ_nwbigrock
OBJ_prswitch
OBJ_raft
OBJ_rgbalight
OBJ_setuppoint
OBJ_sledge
OBJ_staff
OBJ_steggy
OBJ_swapstone
OBJ_swapstone2
OBJ_sword
OBJ_texscroll
OBJ_texscroll2
OBJ_trackAnim
OBJ_weaponpoint
OBJ_xyzpoint
CNT_AINODE
CNT_ANIM
CNT_ANIMBAIT
CNT_ANIMCONTROL
CNT_ANIMMODEL
CNT_ANIMNODE
CNT_ANIMOBJECT
CNT_ANIMTRACK
CNT_BADDIE
CNT_BELLFLOWER
CNT_BELLROOT
CNT_BOULDER
CNT_BUTTERFLY
CNT_CAMPFIRE
CNT_CANNON
CNT_CANNONBALL
CNT_CHECKPT
CNT_CLOUDRUNNER
CNT_COLLECTABLE
CNT_CRYSTAL_SWITCH
CNT_CURVE
CNT_DEFAULT
CNT_DIGHOLE
CNT_DOCKPOINT
CNT_EFFECTBOX
CNT_FISH
CNT_FROG
CNT_GENDOOR
CNT_GENERIC
CNT_GENSWITCH
CNT_GLOBAL_TEXSCROLL
CNT_GLOBAL_TEXSCROLL2
CNT_GROUNDQUAKE
CNT_ICICLE
CNT_INFOPOINT
CNT_INVHIT
CNT_LEVCONTROL
CNT_MAIN
CNT_MAXTYPES
CNT_MODEL
CNT_MUSHROOM
CNT_OBJCREATOR
CNT_PUSHPULL
CNT_RAFT
CNT_RGBALIGHT
CNT_RIVERFLOW
CNT_ROBOTPATROL
CNT_ROPE
CNT_ROPENODE
CNT_SECRETPOINT
CNT_SEQTRIGGER
CNT_SETUP
CNT_SHARPSLIDE
CNT_SIDEKICK
CNT_SIDEKICKSTIMULUS
CNT_SIDESETUP
CNT_SLEDGE
CNT_SNOWBALL
CNT_SPRITE_ANIM
CNT_SQUIRTMAM
CNT_STATICCAM
CNT_SWAPSTONE
CNT_TRIGAREA
CNT_TRIGBITS
CNT_TRIGBUTTON
CNT_TRIGCOMM
CNT_TRIGGER
CNT_TRIGPLANE
CNT_TRIGPLCOMM
CNT_TRIGPLRACE
CNT_TRIGPOINT
CNT_TRIGSETUP
CNT_TRIGTIME
CNT_WALKCAM
CNT_WARPPOINT
CNT_WEAPON
CNT_WEAPONPOINT
DLL_AMSEQ
DLL_AMSFX
DLL_ANIM
DLL_CHKPOINTS
DLL_CMDMENU
DLL_CURVES
DLL_EEPROM
DLL_EXPGFX
DLL_F_CHARSELECT
DLL_F_GAMESELECT
DLL_F_OPTIONS
DLL_F_PAKNOTES
DLL_F_RAREWARE
DLL_F_STARTPAGE
DLL_F_STARTPAGE2
DLL_F_STARTUP
DLL_GAMETEXT
DLL_INSTRUMENTS
DLL_MENU
DLL_MODANIMEFLASH1
DLL_MODANIMESPARK1
DLL_MODANIMESPARK2
DLL_MODCAMPFIRE1
DLL_MODCAMPFIRE2
DLL_MODCAMPFIRE3
DLL_MODCAMPFIRE4
DLL_MODCRYSTALTUBEIN1
DLL_MODCRYSTALTUBEIN2
DLL_MODCRYSTALTUBEOUT
DLL_MODDEATHTUBEIN
DLL_MODDEATHTUBEOUT
DLL_MODDUMMY
DLL_MODFIREPOLE
DLL_MODGFX
DLL_MODKRYSTALSHIELD1
DLL_MODLIFTTUBE1
DLL_MODLOCKON1
DLL_MODMAGICVAPOUR1
DLL_MODMARVEL1
DLL_MODSHOCKWAVE
DLL_MODSHOCKWAVE2
DLL_MODSPEEDSTREAK
DLL_MODTIMBSHIELD1
DLL_MODTIMBSHIELD2
DLL_MODWATERSPLASH1
DLL_NEWCAM
DLL_NEWCLOUD
DLL_NEWDAY
DLL_NEWFOG
DLL_NEWLFX
DLL_NEWSKYS
DLL_NEWSTARS
DLL_OBJFSA
DLL_PACK
DLL_PARTFX
DLL_PLUGINS
DLL_PROJGFX
DLL_RUMBLE
DLL_SCREEN
DLL_SIDEKICKS
DLL_SUBTITLES
DLL_WATERFX
BIT_CanSwapToKrystal
BIT_CanSwapToTimber
BIT_Galleon1
BIT_Language
BIT_Magic_FireSpell
BIT_Magic_ProjSpell
BIT_NW_BoulderX
BIT_NW_BoulderZ
BIT_NW_CrystalScent
BIT_NW_DoneSeq_
BIT_NW_Krystal1
BIT_NW_Krystal2
BIT_NW_Krystal3
BIT_NW_Krystal4
BIT_NW_ProjSpell
BIT_NW_SharpClaw1
BIT_NW_SharpClaw2
BIT_NW_Worm1
BIT_NW_Worm2
BIT_NW_Worm3
BIT_NW_Wpoint1
BIT_NW_grumpyfed
BIT_NW_tree1
BIT_NW_tree2
BIT_NW_tree3
BIT_SH_DoneMushrooms
BIT_SH_DoneSeq_1
BIT_SH_DoneSeq_2
BIT_SH_DoneSeq_3
BIT_SH_DoneSeq_4
BIT_SH_RiverWait
BIT_SH_RockyAwake
BIT_SH_Scent1
BIT_SH_WindSwitch
BIT_SM_BridgeKeyVis
BIT_SM_DrawBridge
BIT_SM_FeedCartMam
BIT_SM_FireLit
BIT_SM_FreedMammoth1
BIT_SM_GotBridgeKey
BIT_SM_GotKey1
BIT_SM_GotPassKey1
BIT_SM_IceBarrier1
BIT_SM_Kickedout
BIT_SM_ShotRocks
BIT_SM_ShotShed1
BIT_SM_ShotShed2
BIT_SM_ShotShed3
BIT_SM_TreeBridge
BIT_SM_UsedPassKey1
TXT_CHARSELECT
TXT_DIEMENU
TXT_DIEOPT1
TXT_DIEOPT2
TXT_GAMEBOY
TXT_GAMESELECT
TXT_HELP
TXT_LANGUAGE1
TXT_LANGUAGE2
TXT_LANGUAGE3
TXT_LANGUAGE4
TXT_MAXGROUPS
TXT_MAXLANGUAGES
TXT_MULTIPLAYER
TXT_NEWGAME
TXT_NOCONTROLLER
TXT_OPTIONS
TXT_OPTIONSMENU
TXT_PAKCANCEL
TXT_PAKDELETE
TXT_PAKDELETENOTE
TXT_PAKEXIT
TXT_PAKFILENAME
TXT_PAKFREEPAGES
TXT_PAKNOTE
TXT_PAKNOTES
TXT_PAKSIZE
TXT_PAKTITLE
TXT_PAUSEMENU
TXT_PRESSSTART
TXT_RAREWARE
TXT_STARTGAME
TXT_STARTMENU
TXT_STARTPAGE
TXT_SUBTITLES
TXT_SWAPMENU
TXT_TIMBER
FSA_KRYSTAL
FSA_KYTE
FSA_SHARPCLAW
FSA_SNOWWORM
FSA_SWAPSTONE
FSA_THORNTAIL
FSA_TIMBER
FSA_TRICKY
LEV_CloudRunner_Fortress
LEV_CloudRunner_Fortress___
LEV_CloudRunner_Fortress___
LEV_CloudRunner_Fortress___
LEV_Discovery_Falls
LEV_Dragon_Rock
LEV_Force_Point_1
LEV_Front_End
LEV_Front_End2
LEV_Golden_Plains
LEV_Ice_Mountain_2
LEV_Intro_Sequence
LEV_Krazoa_Hall
LEV_Krazoa_Shrine
LEV_Moon_Mountain_Pass
LEV_Northern_Wastes
LEV_Snowball_Mines
LEV_SwapStone_Circle
LEV_SwapStone_Hollow
LEV_SwapStone_Hollow_2
LEV_Test_Room
LEV_Walled_City
LEV_Warlock_Mountain
LEV_Yeti_Mountain
LEV_animtest
LEV_snowmines
TAB_BlueVioletPurple
TAB_Disco
TAB_GreyScale
TAB_HotTopLava
TAB_RedOrangeYellow
TAB_RedScale
TAB_animfogs
TAB_cheatcodes
TAB_gemenergy
TAB_growth_ages
TAB_growth_scales
TAB_growth_vanims
TAB_jumpy
TAB_lightflash
TAB_magicranges
TAB_obey
TAB_objranges
TAB_redlightflicker
TAB_rumble_data
TAB_scrollingtextures
TAB_skcommand_triglev
TAB_start_levels
TAB_weaponstable

Now for something different:

Gametext requested is not there..Have you xdiffed gametext.spec with the sequence guy's gametext.spec?.This message is very long,.designed to annoy you.If you want this message to go then get the correct gametext.Look, .......pretty buttons..Still here?..I would of thought that you would have reset the subtitles by now...GO AWAY!!.............

I actually saw this in the final’s GAMETEXT.bin too but I thought it was worth mentioning. GAMETEXT.bin also contains some Dinosaur Planet strings but it’s a mixture of that and StarFox.
Now for something REALLY different:

HI, I'M TT.. .YOU CAN ASK ME.ABOUT YOUR GAME.STATUS OR SELECT.MY TIME TRIAL MODE.TO PRACTICE A.LEVEL.. .I CAN ALSO SAVE.YOUR BEST GHOSTS.

From Diddy Kong Racing. FRONTTEXT.bin seems to have nothing but Diddy Kong Racing strings in different languages.
Now time for some misc things. This is from animtest.seq:

$kry_collect_hold
$krystal_takeoutlantern
$sabre_giveit
$sabre_mindread
$sabre_mindobject
$sabre_portalSpell
$sabre_putawayobject
$dim_play_truth_horn
$krystal_snuffit
$kry_heatExhaustion
$krystal_takeoutlantern_short
$krystal_deathbydrowning
$communicator_in
$krystal_playcloudcall
$cf_PickUpillusionKey
$hologram_blast
$hologram_reverse
$hologram_blast_super
$kry_collect_hold
$krystal_takeoutlantern
$sabre_giveit
$sabre_mindread
$sabre_mindobject
$sabre_portalSpell
$sabre_putawayobject
$dim_play_truth_horn
$krystal_snuffit
$kry_heatExhaustion
$krystal_takeoutlantern_short
$krystal_deathbydrowning
$communicator_in
$krystal_playcloudcall
$cf_PickUpillusionKey
$hologram_blast
$hologram_reverse
$hologram_blast_super
$end.

This is from mod6.tex:

$ASSET_MTEX 1092 textures\TLwood24.rgb.bin 1472
$ASSET_MTEX 866 textures\MMProcktotemple.rgb.bin 2848
$ASSET_MTEX 1091 textures\TLearth0.rgb.bin 800
$ASSET_MTEX 1090 textures\TL2grass3.rgb.bin 2848
$ASSET_MTEX 600 textures\GCSHfirtreek2.rgba.bin 174848
$ASSET_MTEX 774 textures\GCtreebarktex.rgb.bin 21952
$ASSET_MTEX 606 textures\GCSHraspberryleaf.rgba.bin 43744
$ASSET_MTEX 436 textures\Fernstem.rgb.bin 11040
$ASSET_MTEX 437 textures\Fernstem2.rgb.bin 11040
$ASSET_MTEX 2891 textures\water.rgba.bin 768
$ASSET_MTEX 226 textures\DFwaterfallnew3.rgba.bin 2816
$ASSET_MTEX 820 textures\KPicek.rgb.bin 800
$ASSET_MTEX 2353 textures\nwsnokr.rgb.bin 2848
$ASSET_MTEX 223 textures\DFrope1.rgb.bin 800
$ASSET_MTEX 1051 textures\STdoorframe.rgb.bin 1472
$end.

This is from mod36.tex:

$ASSET_MTEX 286 textures\DIMlavawallboss.rgb.bin 2848
$ASSET_MTEX 239 textures\DIMBOSScrkflr01.rgb.bin 800
$ASSET_MTEX 238 textures\DIM3wfall.rgba.bin 2816
$ASSET_MTEX 237 textures\DIM3gloop.rgba.bin 2816
$ASSET_MTEX 2652 textures\snosprk.rgb.bin 2848
$end.


NEWANIM.bin:


$SECTION_COUNT 5

$LENGTH 6240
$SECTION 0 160 9830 -9830 0 0 0 0
$SECTION 160 320 9830 -9830 11140 0 0 9472
$SECTION 800 2560 16384 -16384 4587 0 0 12288
$SECTION 3200 5600 16384 -16384 4587 0 0 13568
$SECTION 0 5920 13000 -13000 0 379 10 17664
ÿ $SECTION_COUNT 5
$LENGTH 6240
$SECTION 0 160 9830 -9830 0 0 0 0
$SECTION 160 320 9830 -9830 11140 0 0 9472
$SECTION 800 2560 16384 -16384 4587 0 0 12288
$SECTION 3200 5600 16384 -16384 4587 0 0 13568
$SECTION 0 5920 13000 -13000 0 379 10 17664
ÿ $SECTION_COUNT 5
$LENGTH 6240
$SECTION 0 160 9830 -9830 0 0 0 0
$SECTION 160 320 9830 -9830 11140 0 0 9472
$SECTION 800 2560 16384 -16384 4587 0 0 12288
$SECTION 3200 5600 16384 -16384 4587 0 0 13568
$SECTION 0 5920 13000 -13000 0 379 10 17664
ÿ

koolaidman
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Posted on 08-06-13 04:33:04 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
Originally posted by 2Tie
Yes dan, those would be just text strings in INCLUDE.bin.

Edit: Looking over these strings... These files mention Timber, which seeing as he isn't mentioned in the .bin's in retail SFA, makes me think the include.bin is either a pretty old one, or that those BITs were never updated...
Also, the stuff in the pastebin helps verify and fill in gaps on the stuff Rareminion has shown.


Yeah, it seems that INCLUDE.bin is actually older than DLLS.bin by maybe more than a year. The number of bytes the "out" log says for INCLUDE.bin is the same as the number of bytes the file has now. But the DLLS.bin file mentioned in the log is significantly smaller than the file that's included here. So that means that the "out" log file was generated a long time a go before this build was put together. Although some things have changed, some things haven't like TEX.BIN. I'm curious when exactly development stopped for the N64 version before it shifted to the Gamecube. I think it was present for E3 2000 wasn't it? And Starfox Adventures was there for the first time at Spaceworld the following year?

Originally posted by Rena
I'd expect it to be Gamecube code, but it could be compressed or obfuscated in some way. It could also possibly be script bytecode. Maybe post some samples?


Samples of what IDA Pro's giving me? You can check out a subroutine it thinks it managed to disassembled here. Again though, it's probably incorrect because this is assuming the base address is 00000000, which is probably unlikely.

In fact, most of the code generated seems to be incorrect. Like for example, this is what it thinks the beginning of the file is doing:


ROM:0000006C loc_6C:                                  # DATA XREF: ROM:0006A12Co

ROM:0000006C # ROM:0006ADA8o ...
ROM:0000006C dsll $t6, $zero, 8
ROM:00000070
ROM:00000070 loc_70: # DATA XREF: ROM:001554B0o
ROM:00000070 # ROM:001C455Co ...
ROM:00000070 sll $t6, $zero, 14
ROM:00000074
ROM:00000074 loc_74: # DATA XREF: ROM:0001B1F0o
ROM:00000074 # ROM:000A7C44o ...
ROM:00000074 and $t6, $zero, $zero
ROM:00000078
ROM:00000078 loc_78: # DATA XREF: ROM:00038DB0o
ROM:00000078 # ROM:000970E4o ...
ROM:00000078 move $t6, $zero
ROM:0000007C
ROM:0000007C loc_7C: # DATA XREF: ROM:00052E40o
ROM:0000007C # ROM:000A9694o ...
ROM:0000007C mfhi $t6
ROM:00000080
ROM:00000080 loc_80: # DATA XREF: ROM:00015450o
ROM:00000080 # ROM:000174D8o ...
ROM:00000080 nop
ROM:00000084
ROM:00000084 loc_84: # DATA XREF: ROM:off_0o
ROM:00000084 # ROM:0005A544o ...
ROM:00000084 lui $gp, 0
ROM:00000088 ori $gp, 0 # DATA XREF: ROM:00038DCCo
ROM:00000088 # ROM:0003FEDCo ...



I don't know any MIPS assembly, so someone else will have to look at DLLS.bin. I doubt the code is obfuscated though.

Anyway, DLLSIMPORTTAB.bin seems to have a list of addresses. But I'm not sure if they're for DLLS.bin. They would've been generated at the same time DLLS.bin was so they should go together. The debug executable loads up DLLSIMPO.bin but it's zero'd out (and just a bit smaller than DLLSIMPORTTAB.bin). I still have no idea what the .tab files are supposed to be.

Forgot to mention this before, but the game has a stray .bat file for removing .changed files and copying over .BIN files. Probably a leftover from something old:


rm AMAP.BIN.changed
rm AMAP.TAB.changed
rm AMBIENT.bin.changed
rm AMBIENT.tab.changed
rm ANIM.BIN.changed
rm ANIM.TAB.changed
cp ANIMCURVES.bin ANIMCURV.bin
rm ANIMCURVES.bin.changed
cp ANIMCURVES.tab ANIMCURV.tab
rm ANIMCURVES.tab.changed
rm AUDIO.bin.changed
rm AUDIO.tab.changed
rm BITTABLE.bin.changed
rm BLOCKS.bin.changed
rm BLOCKS.tab.changed
rm CACHEFONTSTAB.bin.changed
rm CACHEFONTSTEX.bin.changed
cp CAMACTIONS.bin CAMACTIO.bin
rm CAMACTIONS.bin.changed
rm DLLS.bin.changed
rm DLLS.tab.changed
cp DLLSIMPORTTAB.bin DLLSIMPO.bin
rm DLLSIMPORTTAB.bin.changed
cp ENVFXACTIONS.bin ENVFXACT.bin
rm ENVFXACTIONS.bin.changed
rm FONTS.bin.changed
rm GAMETEXT.bin.changed
rm GAMETEXT.tab.changed
rm HITS.bin.changed
rm HITS.tab.changed
rm LACTIONS.bin.changed
rm MAPINFO.bin.changed
rm MAPS.bin.changed
rm MAPS.tab.changed
rm MAPSETUP.ind.changed
rm MAPSETUP.tab.changed
rm MODANIM.BIN.changed
rm MODANIM.TAB.changed
rm MODELIND.bin.changed
rm MODELS.bin.changed
rm MODELS.tab.changed
rm MODLINES.bin.changed
rm MODLINES.tab.changed
rm MPEG.bin.changed
rm MPEG.tab.changed
rm MUSIC.bin.changed
rm MUSIC.tab.changed
cp MUSICACTIONS.bin MUSICACT.bin
rm MUSICACTIONS.bin.changed
rm OBJECTS.bin.changed
rm OBJECTS.tab.changed
cp OBJEVENTS.bin OBJEVENT.bin
rm OBJEVENTS.bin.changed
rm OBJHITS.bin.changed
rm OBJINDEX.bin.changed
rm OBJSEQ.bin.changed
rm OBJSEQ.tab.changed
cp OBJSEQ2CURVE.tab OBJSEQ2C.tab
rm OBJSEQ2CURVE.tab.changed
cp SAVEGAMES.bin SAVEGAME.bin
cp SAVEGAMES.tab SAVEGAME.tab
rm SAVEGAMES.bin.changed
rm SAVEGAMES.tab.changed
rm SCREENS.bin.changed
rm SCREENS.tab.changed
rm SFX.bin.changed
rm SFX.tab.changed
rm SKYANIM.bin.changed
rm SKYANIM.tab.changed
rm TABLES.bin.changed
rm TABLES.tab.changed
rm TEX0.bin.changed
rm TEX0.tab.changed
rm TEX1.bin.changed
rm TEX1.tab.changed
rm TEXTABLE.bin.changed
rm TRKBLK.tab.changed
rm VOXMAP.bin.changed
rm VOXMAP.tab.changed
rm VOXOBJ.bin.changed
rm VOXOBJ.tab.changed
rm WARPTAB.bin.changed
cp WEAPONDATA.bin WEAPONDA.bin
rm WEAPONDATA.bin.changed


STORYBOARD.bin intrigues me. DLLS.bin has a string that tells the debugger to refer to this after a string that refers to angles and camera control. This was probably used for cutscenes. "out" log refers to this file as one of the ones from 1999 and haven't been changed since then by comparing the bytes of the file that's included and the file listed in the log. But the file seems to be compressed with something perhaps, since I can't get any strings from it.

Also, I'm gonna see if I can get some of the maps loaded that seem interesting like "linklevel" and that copy of swaphol. gcr should help since I can rebuild gcm files that way.
koolaidman
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Posted on 08-06-13 11:21:25 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) (last edited by koolaidman at 08-06-13 11:39:44 PM) Link
Haven't gotten around to playing the game yet. I want to get the Dolphin developers to see if maybe they can see what's wrong first.

In the meanwhile, here's something.

Star Fox Adventures uses MusyX for sound and music playback. The musyxbin directory contains the output of MUCONV tool that's included in the MusyX SDK.

According to the documentation for the tool:


.proj Project data. This file contains the actual structure of
the converted project.
.pool Pool data. Contains macros and tables needed by the
converted project.
.sdir Sample directory. A file which contains a “directory”
describing all of the samples used in the project. Does
not contain sample data.
.samp Sample data.
Note that song files do not use the basename. These files use the
names assigned by their composers and have a .song extension.


These five different kinds of files are still in the folder, but for some reason someone decided to trim the last letter of each file extension. So instead of .pool, the game's version of the file is .poo for example (lol).

Also generated is a header file that allows the programmer to implement the music/sound data into the game.

All the data is "trimmed and compressed" so that it's optimized for the Gamecube automatically. They say their format is proprietary, so I don't know what format they compress it in. I have the SDK for MusyX, but I can't find anything to convert the converted data back or tools that can analyze the format (but I understand why that would normally be unnecessary, lol).

I don't know if there's a way to get everything back to a MusyX project file. It'd be nice because that way we can listen to Star Fox's music. For Dinosaur Planet's case though, I have no clue what they use for play back. According to DLLS.bin they use something called AMSEQ/AMSFX.

FWIW, the SDK comes with a converter to convert MIDI to the SONG format.
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Posted on 08-07-13 02:40:03 AM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
Originally posted by Rena
Originally posted by koolaidman
You can check out a subroutine it thinks it managed to disassembled here.
That code looks pretty coherent.

In fact, most of the code generated seems to be incorrect. Like for example, this is what it thinks the beginning of the file is doing:


ROM:0000006C loc_6C:                                  # DATA XREF: ROM:0006A12Co

ROM:0000006C # ROM:0006ADA8o ...
ROM:0000006C dsll $t6, $zero, 8
...


That looks like it's probably not code. A hex dump would be much more helpful.


Sure, is this what you mean? Here's the hex dump for sub_210000:


00210000  27 BD 00 20 3C 1C 00 00  37 9C 00 00 00 00 00 00  '+. <...7£......

00210010 27 BD FF 78 AF B1 00 2C 00 80 88 25 AF BF 00 34 '+ x»¦.,.Çê%»+.4
00210020 AF BC 00 30 AF B0 00 28 8E 2E 00 4C 8E 30 00 B8 »+.0»¦.(Ä..LÄ0.+
00210030 8F 99 00 18 AF AE 00 4C 92 0F 00 0B 27 A4 00 80 ÅÖ..»«.LÆ...'ñ.Ç
00210040 31 F8 FF F1 A2 18 00 0B 8F 39 00 00 8F 28 00 00 1° ±ó...Å9..Å(..
00210050 8D 19 00 24 03 20 F8 09 00 00 00 00 14 40 00 06 ì..$. °......@..
00210060 8F BC 00 30 8F A9 00 4C 91 2A 00 23 31 4B 00 10 Å+.0Ŭ.Læ*.#1K..
00210070 51 60 00 F4 92 04 00 0B 8F 99 00 1C 03 20 F8 09 Q`.(Æ...ÅÖ... °.
00210080 00 00 00 00 C6 24 00 0C C4 46 00 0C 8F BC 00 30 ....¦$..-F..Å+.0
00210090 46 06 22 01 8F 99 00 20 E7 A8 00 80 C4 50 00 10 F.".ÅÖ. t¿.Ç-P..
002100A0 C6 2A 00 10 46 10 54 81 C7 AA 00 80 E7 B2 00 7C ¦*..F.Tü¦¬.Çt¦.|
002100B0 C4 46 00 14 C6 24 00 14 46 0A 54 02 C7 B2 00 7C -F..¦$..F.T.¦¦.|
002100C0 46 06 22 01 46 12 91 02 E7 A8 00 78 C7 A8 00 78 F.".F.æ.t¿.x¦¿.x
002100D0 46 08 42 82 46 04 81 80 03 20 F8 09 46 0A 33 00 F.BéF.üÇ. °.F.3.
002100E0 44 4C F8 00 24 0D 00 01 44 CD F8 00 8F BC 00 30 DL°.$...D-°.Å+.0
002100F0 3C 01 4F 00 46 00 04 A4 44 4D F8 00 00 00 00 00 <.O.F..ñDM°.....
00210100 31 AD 00 78 51 A0 00 13 44 0D 90 00 44 81 90 00 1¡.xQá..D.É.DüÉ.
00210110 24 0D 00 01 46 12 04 81 44 CD F8 00 00 00 00 00 $...F..üD-°.....
00210120 46 00 94 A4 44 4D F8 00 00 00 00 00 31 AD 00 78 F.öñDM°.....1¡.x
00210130 15 A0 00 05 00 00 00 00 44 0D 90 00 3C 01 80 00 .á......D.É.<.Ç.
00210140 10 00 00 07 01 A1 68 25 10 00 00 05 24 0D FF FF .....íh%....$.
00210150 44 0D 90 00 00 00 00 00 05 A0 FF FB 00 00 00 00 D.É......á v....
00210160 A6 0D 00 04 8F 99 00 24 44 CC F8 00 03 20 F8 09 ª...ÅÖ.$D¦°.. °.
00210170 00 00 00 00 C6 30 00 0C C4 44 00 0C 8F BC 00 30 ....¦0..-D..Å+.0
00210180 46 04 82 01 8F 99 00 20 E7 A8 00 80 C4 4A 00 14 F.é.ÅÖ. t¿.Ç-J..
00210190 C6 26 00 14 C7 B0 00 80 46 0A 34 81 46 10 81 02 ¦&..¦¦.ÇF.4üF.ü.
002101A0 E7 B2 00 78 C7 A8 00 78 46 08 41 82 03 20 F8 09 t¦.x¦¿.xF.Aé. °.
002101B0 46 06 23 00 44 4E F8 00 24 0F 00 01 44 CF F8 00 F.#.DN°.$...D-°.
002101C0 8F BC 00 30 3C 01 4F 00 46 00 02 A4 27 A7 00 80 Å+.0<.O.F..ñ'º.Ç
002101D0 44 4F F8 00 00 00 00 00 31 EF 00 78 51 E0 00 13 DO°.....1n.xQa..
002101E0 44 0F 50 00 44 81 50 00 24 0F 00 01 46 0A 02 81 D.P.DüP.$...F..ü
002101F0 44 CF F8 00 00 00 00 00 46 00 52 A4 44 4F F8 00 D-°.....F.RñDO°.
00210200 00 00 00 00 31 EF 00 78 15 E0 00 05 00 00 00 00 ....1n.x.a......
00210210 44 0F 50 00 3C 01 80 00 10 00 00 07 01 E1 78 25 D.P.<.Ç......ßx%
00210220 10 00 00 05 24 0F FF FF 44 0F 50 00 00 00 00 00 ....$. D.P.....
00210230 05 E0 FF FB 00 00 00 00 31 F8 FF FF 44 98 90 00 .a v....1° DÿÉ.
00210240 44 CE F8 00 3C 01 4F 80 07 01 00 04 46 80 94 20 D+°.<.OÇ....FÇö
00210250 44 81 40 00 00 00 00 00 46 08 84 00 96 08 00 06 Dü@.....F.ä.û...
00210260 3C 01 4F 80 27 AE 00 7C 44 88 20 00 05 01 00 04 <.OÇ'«.|Dê .....
00210270 46 80 21 A0 44 81 50 00 00 00 00 00 46 0A 31 80 FÇ!áDüP.....F.1Ç
00210280 46 06 80 3C 00 00 00 00 45 02 00 05 96 0A 00 04 F.Ç<....E...û...
00210290 92 19 00 0B 37 29 00 0A A2 09 00 0B 96 0A 00 04 Æ...7)..ó...û...
002102A0 96 0B 00 08 01 4B 08 2A 50 20 00 66 92 04 00 0B û....K.*P .fÆ...
002102B0 92 0C 00 0B 8F 81 00 28 27 AF 00 78 35 8D 00 08 Æ...Åü.('».x5ì..
002102C0 A2 0D 00 0B C4 28 00 00 8F 81 00 2C C6 24 00 14 ó...-(..Åü.,¦$..
002102D0 C6 32 00 0C C4 2A 00 00 C6 2E 00 10 46 08 93 01 ¦2..-*..¦...F.ô.
002102E0 8F 99 00 30 AF AF 00 14 46 0A 20 01 E7 AC 00 74 ÅÖ.0»»..F. .t¼.t
002102F0 AF AE 00 10 E7 AE 00 70 44 06 00 00 03 20 F8 09 »«..t«.pD.... °.
00210300 E7 A0 00 6C 8F BC 00 30 27 B8 00 60 AF B8 00 10 tá.lÅ+.0'+.`»+..
00210310 8F 99 00 34 C7 AC 00 80 C7 AE 00 7C 8F A6 00 78 ÅÖ.4¦¼.Ǧ«.|Ū.x
00210320 27 A7 00 64 03 20 F8 09 AF A0 00 14 8F BC 00 30 'º.d. °.»á..Å+.0
00210330 8F A4 00 64 8F A5 00 60 8F 99 00 38 02 20 30 25 Åñ.dÅÑ.`ÅÖ.8. 0%
00210340 03 20 F8 09 00 00 00 00 AF A2 00 58 8F BC 00 30 . °.....»ó.XÅ+.0
00210350 8E 26 00 14 C6 2E 00 10 C6 2C 00 0C 27 B9 00 78 Ä&..¦...¦,..'¦.x
00210360 AF B9 00 14 8F 99 00 3C 27 A8 00 7C AF A8 00 10 »¦..ÅÖ.<'¿.|»¿..
00210370 03 20 F8 09 27 A7 00 80 3C 01 41 A0 44 81 00 00 . °.'º.Ç<.AáDü..
00210380 C7 B0 00 80 C7 B2 00 7C C7 A4 00 78 46 00 81 82 ¦¦.Ǧ¦.|¦ñ.xF.üé
00210390 C7 A2 00 6C 8F BC 00 30 46 00 92 02 C7 AC 00 74 ¦ó.lÅ+.0F.Æ.¦¼.t
002103A0 8F 99 00 30 46 00 22 82 C7 AE 00 70 27 A9 00 7C ÅÖ.0F."馫.p'¬.|
002103B0 27 AA 00 78 AF AA 00 14 AF A9 00 10 27 A7 00 80 '¬.x»¬..»¬..'º.Ç
002103C0 46 0A 10 80 46 06 63 00 44 06 10 00 03 20 F8 09 F..ÇF.c.D.... °.
002103D0 46 08 73 80 8F BC 00 30 27 AB 00 5C AF AB 00 14 F.sÇÅ+.0'½.\»½..
002103E0 8F 99 00 34 C7 AC 00 80 C7 AE 00 7C 8F A6 00 78 ÅÖ.4¦¼.Ǧ«.|Ū.x
002103F0 00 00 38 25 03 20 F8 09 AF A0 00 10 8F BC 00 30 ..8%. °.»á..Å+.0
00210400 8F A4 00 64 8F A5 00 60 8F 99 00 40 03 20 F8 09 Åñ.dÅÑ.`ÅÖ.@. °.
00210410 00 00 00 00 10 40 00 0A 8F BC 00 30 8F A2 00 5C .....@..Å+.0Åó.\
00210420 8F AC 00 58 18 40 00 06 00 4C 08 2A 50 20 00 05 ż.X.@...L.*P ..
00210430 92 04 00 0B 92 0D 00 0B 35 AE 00 04 A2 0E 00 0B Æ...Æ...5«..ó...
00210440 92 04 00 0B 92 02 00 0C 00 80 18 25 10 44 00 45 Æ...Æ....Ç.%.D.E
00210450 30 65 00 02 10 A0 00 0E 30 4F 00 02 15 E0 00 0C 0e...á..0O...a..
00210460 00 00 38 25 8F 99 00 44 96 06 00 00 AF A0 00 14 ..8%ÅÖ.Dû...»á..
00210470 AF A0 00 10 02 20 20 25 03 20 F8 09 02 20 28 25 »á... %. °.. (%
00210480 92 04 00 0B 8F BC 00 30 10 00 00 0F 00 80 18 25 Æ...Å+.0.....Ç.%
00210490 14 A0 00 0D 30 58 00 02 13 00 00 0B 02 20 28 25 .á..0X....... (%
002104A0 8F 99 00 44 96 06 00 02 AF A0 00 14 AF A0 00 10 ÅÖ.Dû...»á..»á..
002104B0 02 20 20 25 03 20 F8 09 00 00 38 25 92 04 00 0B . %. °...8%Æ...
002104C0 8F BC 00 30 00 80 18 25 30 62 00 08 10 40 00 16 Å+.0.Ç.%0b...@..
002104D0 00 00 00 00 92 08 00 0C 31 19 00 08 17 20 00 12 ....Æ...1.... ..
002104E0 00 00 00 00 8F 89 00 48 AF A0 00 10 AF A0 00 14 ....Åë.H»á..»á..
002104F0 8D 29 00 00 AF A0 00 18 02 20 20 25 8D 2A 00 00 ì)..»á... %ì*..
00210500 24 05 06 12 24 06 00 7F 8D 59 00 0C 00 00 38 25 $...$..ìY....8%
00210510 03 20 F8 09 00 00 00 00 8F BC 00 30 AE 02 00 10 . °.....Å+.0«...
00210520 10 00 00 10 92 04 00 0B 54 40 00 0F A2 04 00 0C ....Æ...T@..ó...
00210530 92 0B 00 0C 31 6C 00 08 51 80 00 0B A2 04 00 0C Æ...1l..QÇ..ó...
00210540 8F 8D 00 48 8E 04 00 10 8D AD 00 00 8D AE 00 00 Åì.HÄ...ì¡..ì«..
00210550 8D D9 00 1C 03 20 F8 09 00 00 00 00 8F BC 00 30 ì+... °.....Å+.0
00210560 92 04 00 0B A2 04 00 0C 8F BF 00 34 8F B0 00 28 Æ...ó...Å+.4Ŧ.(
00210570 8F B1 00 2C 03 E0 00 08 27 BD 00 88 AF A4 00 00 Ŧ.,.a..'+.ê»ñ..



And here's for loc_6C (00 00 72 38):


00000068  00 00 03 20 00 00 72 38  00 00 73 80 00 00 76 A4  ... ..r8..sÇ..vñ

koolaidman
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Posted on 08-07-13 05:07:14 AM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
Originally posted by 2Tie
Me, my bro, and my friend were working at the assembly for dlls.bin, and it is chocked full of "If 0 == 0 throw soft exception", or using an example from the assembly, teq $0, $0, 0x013 (the first occurrence of it in the code). the 0x013 is supposed to just be ignored by the hardware, though the software can see it. 0x013 is only the first hex used, as the next line is tge $0, $0, 0x015. The hardware would also throw a soft exception, as 0 is greater or equal to 0, and ignore the 0x015 afterwards. Nearly every time teq or tge is used, a hex code follows, the lowest of which being 0x000, I'm not sure what the highest is just yet. My idea is that the software uses these functions to write debug messages, a la printing to the console. The messages themselves would be the strings already found earlier (That link again), offset by the hex after the command. Tomorrow after work, I'll copy the assembly, replacing the error-throwing lines with the debug messages they correlate to, unless somebody starts that sooner.
...Ironically, Rare's own debugging will help us make quicker sense of this file...

TL;DR: The DLLS.BIN file is actually commented already, I just have to put the comments in the right spots in the file before I can start to make sense of all it's doing


Nice, keep us posted. I had a feeling that the debug strings in the file were meant for a console rather than in game. I don't know if the N64 had it's own official way of reporting things like the Gamecube can with OSREPORT, so they would've probably had to have made their own console to debug from.

Also, I submitted an issue report to Dolphin's Google Code to see if maybe it can get fixed. But chances are unlikely since I doubt they'll care. But once they get it fixed it'll be easier to check for differences.
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Posted on 08-07-13 05:21:52 AM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
Originally posted by omega59
I have a bunch of different versions of Dolphin, want to get me a ROM and I'll try out all of my special and standard ones?


I actually threw up the link in the OP. Here it is again in case you missed it.

I tried Dolphin 3.5, 3.0, and even 2.0 and I still get similar issues. The dual core isn't much of an issue for me, but the bad pixel shader stuff definitely is.
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Posted on 08-12-13 04:24:11 PM, in Prototypes! Link
I didn't know about this, but I'm guessing there were stand alone demo discs of every Jak and Daxter game. Does anyone know any details about them? The only information I can get about them is from redump.org. Here are the EXE dates:

1.) Jak & Daxter NTSC-J Demo - 2001-09-20
Jak & Daxter NTSC-U Final - 2001-10-30
Jak & Daxter NTSC-J Final - 2001-11-03

2.) Jak 2 PAL Demo - 2002-07-17 (WTF? Error?)
Jak 2 NTSC-U Demo - 2003-03-04 (Another error? This is pretty early. But more likely)
Jak 2 NTSC-U Final - 2003-08-26
Jak 2 PAL Final - 2003-09-17

3.) Jak 3 PAL Demo - 2004-09-10
Jak 3 NTSC-U Final - 2004-09-30
Jak 3 PAL Final - 2004-10-07

If I recall correctly, there was a NTSC-U demo of the first Jak game, but it was given away for some promo for Cingular Wireless. I don't know if the date is earlier than the NTSC-J demo though. I have no idea what's up with Jak 2. The dates on the demos are extremely early. I can't find an ISO anywhere for any of the demos either.

Does anyone have any of these?
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Posted on 08-17-13 06:37:16 AM, in Star Fox Adventures E3 2002 prototype (5/17/02) (last edited by koolaidman at 08-18-13 06:45:07 AM) Link
Here's a nice surprise for everyone

I found the sequencing data used in the old versions of the game (possibly everything is from Dinosaur Planet here, not sure yet though). I was even able to convert the sequencing data I found to MIDI!

The sequencing data is stored in AUDIO.bin. I sent an e-mail to SubDrag who might add support for it in N64 MIDI Tool, so let me just quote from that e-mail:

(note some of this information is probably wrong)

Basically what I did was this. Knowing that Diddy Kong Racing and the old Dinosaur Planet should be somewhat similar in certain aspects, and by judging from the debugging strings I found, the audio engine should be somewhat similar to each other. To find out for sure, I wanted to compare data from Dinosaur Planet with raw data that can be extracted from Diddy Kong Racing. For sequencing data in Diddy Kong Racing, I noticed that each sequence data has a header of 000000440000, and the end of the sequence is terminated by FF2F. So with this knowledge, I looked into some of the files that were included in Star Fox Adventures. TRACKS.bin contained nothing (in fact it seems compressed, it's probably a relic from Diddy Kong Racing), and the files you got your sample data from only contained the CTL/TBL (in that order).

So that left AUDIO.bin. The file seems to start with pointers/addresses of some kind, and then at 0xE37C the first sequence data is found. Judging by a quick search with the header value in my Hex Editor, there's 149 pieces of sequencing data in the file. Some perhaps belong to things other than music like ambient sound or sound effects that take advantage of mod or pitch shift.

So as a test I took data from 0xF434 and copied until 0xFBD7 and saved what I copied to a raw file. I took the raw file, opened up Diddy Kong Racing in N64 Midi Tool, went to 00A869B0:000032E8 (since I guess this is the largest sequence of data in the game?), and imported the raw file I created into the rom. Then I exported the data to MIDI, loaded the midi up in FL Studio and...check out the midi file.

The track seems to be based on this song:
https://www.youtube.com/watch?v=ORTHS0Dnb0c&list=PLDA22110536CBFC17


Download what I just got converted here and see for yourself. Like I said, there's more sequencing data to rip. But hopefully SubDrag can streamline the process to make it easier to get everything out.

We can easily get the music out of Dinosaur Planet now. If we can't implement the data that we have in another game and play it that way, what we can do is extract all the sequencing data and convert each to MIDI. Then extract and convert the samples in MUSIC.bin to wavs with the correct loop point, rate, and root key. Then create a quick soundfont with the samples by each program number (in the converted midi for example, Patch 22 are samples with instrument hex number 15 like BANK_00_INSTR_0015_SND_0000 (since there is no MIDI patch 0) which are string samples). Then take the MIDI, chug it into a DAW (like FL Studio), apply your sound font, make sure everything sounds right with some tuning (note that some channels have patch changes in the same channel, so make sure to take care of those), then convert. It's a little bit of work, but it's do-able.

EDIT: Here's another tune. Sound familiar? It's from this.

EDIT2: I'm currently making a quick soundfont. Should take a day or so.

EDIT3: Another surprise, MPEG.BIN isn't actually compressed at all. If you rename it to .MPEG and play it, you'll get 1 hour and 20 minutes of voice audio! Thanks to SubDrag for this find. You can download it here.

EDIT4: Music restoration project has begun. Making nice progress.

First 10 songs made very quickly. Used FL Studio 11 and a custom made soundfont, just added reverb and altered the volume here and there. Samples are from the files that came with the Star Fox Adventures prototype. I'll share the soundfont once I've tested every song with it, but it should be useable if it's able to produce these:



1.) http://www.mediafire.com/listen/lm1o3d1qf2i8d88/02_-_track_1_-_00000002_0000E444.mp3

2.) http://www.mediafire.com/listen/qc17to3bin5rmdn/03_-_track_2_-_00000003_0000F434.mp3

3.) http://www.mediafire.com/listen/znwl8ih7uxr2esx/04_-_track_3_-_00000004_0000FBD8.mp3

4.) http://www.mediafire.com/listen/512byefjq7w26ds/05_-_track_4_-_00000005_0001214C.mp3
5.) http://www.mediafire.com/listen/v0ve98vs8grhb42/06_-_track_5_-_00000006_00012F08.mp3

6.) http://www.mediafire.com/listen/a32mchbmzzkivez/07_-_track_6_-_00000007_000141B0.mp3

7.) http://www.mediafire.com/listen/gwvr8a3ty53k5g7/08_-_track_7_-_00000008_00014F90.mp3

8.) http://www.mediafire.com/listen/zae0c2e5z2nctna/09_-_track_8_-_00000009_00016194.mp3

9.) http://www.mediafire.com/listen/523ouwcorpwubom/0A_-_track_9_0000000A_000169E4.mp3

10.) http://www.mediafire.com/listen/14z1ldy2pbwq211/0B_-_track_10_-_0000000B_000175D0.mp3

Some of these should sound familiar, especially if you've watched last year's 50 minute gameplay video. These are still works in progress. They don't loop, they still need some work (there might be some inaccuracies on my part), but I figured I'd tease this. There's tons more to restore so stay tuned.
koolaidman
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Posted on 08-20-13 05:38:38 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) (last edited by koolaidman at 10-15-15 09:06:25 PM) Link
Hey everyone.

Soundtrack project is complete. 92 tracks, lots of music and some ambient stuff. Here are the download links:


>FLAC


>320kbps MP3


This all took about a week to put together. Here's what I did:

1.) I found music sequence headers in AUDIO.bin, a file that only exists in a Star Fox Adventures prototype
2.) Using N64 Sound Tool and MIDI Tool, I was able to extract all the data necessary to recreate the music.
3.) The sequence data was converted to MIDI, while the samples from MUSIC.bin were used to create a soundfont. The MIDI sequences with patch changes were split with a program so that each instrument has it's own channel.
4.) I used FL Studio 11 to quicky add the patches, add some reverb, and fix some volume issues. Very little work here.
5.) When the songs were done, they were rendered in WAV files. The WAV files were then tagged by the order in which they appear in the AUDIO.bin file. The first 8 digits are dedicated to the music number, while the latter 8 digits is the address which the sequence data is located in the file.
6.) There are some gaps, if you look at the music number. There were a lot of sequences that have no sequence data in them. The spots were probably specified in advance for each song so that they could be filled in at a later date.
7.) They don't loop. But they're still decent regardless.

The sound quality is very good. There are some inaccuracies here and there, but they aren't too noticable. The sound quality is surprising, since all the samples were no more than 22khz. It would've sounded a little bit worse coming off of the console, but with accuracy as a price. You'll also notice that there are zero references to Star
Fox Adventures anywhere in the rip. A lot of music that would otherwise be in Star Fox Adventures is not anywhere here. There are a few a songs that are 1:1 with Star Fox
though.

Also, if you'd like to listen to the music by stream, please visit this soundcloud:
http://soundcloud.com/dinosaur-planet-ost-rip

Unfortunately, I reached the limit. So to hear the entire soundtrack, you'll have to download it.

I'd recommend commenting, since track names would be great. I didn't want to provide any, even for the ones that are more obvious for consistancy.

Also as i've mentioned before, I had to create a soundfont to get the project done. It turned out to work very well, but I can't help but feel that some patches aren't set up correctly (I'm an amature, so I apologize). Interestingly enough, there are a few music samples that are never used as far as I know. If you'd like to download the soundfont, check this link:
http://www.mediafire.com/download/gwi9sb5hb1cgx5a/dino_planet_music.sf2

Please note that the soundfont is not GM standard or whatever. The patch numbers reflect the original instrument numbers from MUSIC.bin so that they could be easily
compatable with the ripped MIDIs.

And here are the MIDIs that I split:
http://www.mediafire.com/download/f3b4q8pa43k2jvp/dp_split_midis.7z

Enjoy.

Also pls make sure it's backed up and everything.
koolaidman
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Posted on 08-20-13 06:45:29 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
Originally posted by Kett
I don't even know where to start.

This is so damn awesome, but...

The Northern Wastes song is either missing or it IS version 1, which is very screwed up.

Is it possible to properly restore it?


Are you referring to 63 - 00000049 00074254?

There was a problem with the way the MIDI file sequenced things in the song. It's kind of like how Diddy Kong Racing/Banjo do things, by having just one song loaded but the song itself mutes some channels and enables others depending on where you are or what you're doing. That song in particular had the songs of 3 different areas in one, while still working with 16 channels for audio. I can usually tell if the song is one of those types by just listening to all the channels at once, nothing will seem to fit with each other initially until you enable/disable the right channels. I tried my best to compare it with the leaked video, but it's hard to tell what belonged and what didn't belong for that song. Sorry.
koolaidman
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Posted on 08-21-13 03:30:41 AM, in Star Fox Adventures E3 2002 prototype (5/17/02) (last edited by koolaidman at 08-21-13 04:07:13 AM) Link
Originally posted by Kett
Aww, to bad.

But still, this is so awesome.

It seems like Star Fox Adventures recycled almost all tracks and only made new tracks for Star Fox-things.

Also, that Galleon Theme near the end sounds very 'The end'-ish.

And the Title song seems to be missing completely, I wonder why?

EDIT: 'A programm', does it refer to FL Studio or something entirely different?


I think the title song might be a sample of a loop, so it's not a sequenced midi like the rest of the music is. When I rewatched the 50 minute video, I noticed the theme faded out at the same time as the opening theme faded in. The sample might be located somewhere in MUSIC/SFX.bin. In fact I just remembered that the old DP item get jingle is a sample in one of those files. So perhaps the title song might be in there?

Also I just realized that the final version of the game pretty much used zlib for everything. In this build, they were experimenting with zlib and lzo. The final also doesn't have uncompressed versions of any of the files like this prototype does. So we're pretty lucky.

The model data intrigues me. This version also leaves uncompressed versions of maps in their map directories while the final uses zlib. The game doesn't use any of the mod data in the root directory (so why those files are there is beyond me). When I compared some of the mod data in the root directory with the same data in their own directories, there were no differences. I was thinking that maybe the model files were really Wavefront .mods (binary versions), but I don't know if that's true or not. I noticed that the file size of MAPS.bin in this version of the game is bigger than the one in the final. The file itself has a bunch of zlib archives inside. I wonder what's in here?

BLOCKS.bin might be more interesting as it's not used/loaded in this version and doesn't exist in the final, and consists of uncompressed models put together, but I'm starting to realize that the mod data listed in this uncompressed file are different from the mod data included raw and used in the game. For example, mod5 is one of the first models listed in the file but it doesn't look like it's the same file mod5 file that's in the animtest directory. Strangely, the mod5 file doesn't even exist in the final version of the game in that folder.

It'd be nice if we could view these models now that we have uncompressed versions of the data. If anyone wants to take a look at the data, let me know and I'll upload a few to look at.
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Rusted Logic

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

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line 2001 column 112 - Warning: <img> lacks "alt" attribute
line 2001 column 162 - Warning: <img> lacks "alt" attribute
line 2012 column 15 - Warning: <img> lacks "alt" attribute
line 2016 column 176 - Warning: <font> attribute "color" had invalid value "7C60B0" and has been replaced
line 2033 column 1267 - Warning: <img> proprietary attribute value "absmiddle"
line 2033 column 1267 - Warning: <img> lacks "alt" attribute
line 2057 column 25 - Warning: <img> lacks "alt" attribute
line 2062 column 267 - Warning: <img> lacks "alt" attribute
line 147 column 137 - Warning: trimming empty <font>
line 149 column 269 - Warning: trimming empty <font>
line 2042 column 17 - Warning: trimming empty <tr>
line 2045 column 269 - Warning: trimming empty <font>
line 2047 column 137 - Warning: trimming empty <font>
line 125 column 68 - Warning: <nobr> is not approved by W3C
line 141 column 68 - Warning: <nobr> is not approved by W3C
line 177 column 27 - Warning: <nobr> is not approved by W3C
line 216 column 27 - Warning: <nobr> is not approved by W3C
line 268 column 27 - Warning: <nobr> is not approved by W3C
line 308 column 27 - Warning: <nobr> is not approved by W3C
line 350 column 27 - Warning: <nobr> is not approved by W3C
line 383 column 27 - Warning: <nobr> is not approved by W3C
line 414 column 27 - Warning: <nobr> is not approved by W3C
line 466 column 27 - Warning: <nobr> is not approved by W3C
line 593 column 27 - Warning: <nobr> is not approved by W3C
line 706 column 27 - Warning: <nobr> is not approved by W3C
line 1386 column 27 - Warning: <nobr> is not approved by W3C
line 1549 column 27 - Warning: <nobr> is not approved by W3C
line 1603 column 27 - Warning: <nobr> is not approved by W3C
line 1731 column 27 - Warning: <nobr> is not approved by W3C
line 1764 column 27 - Warning: <nobr> is not approved by W3C
line 1794 column 27 - Warning: <nobr> is not approved by W3C
line 1837 column 27 - Warning: <nobr> is not approved by W3C
line 1914 column 27 - Warning: <nobr> is not approved by W3C
line 1981 column 27 - Warning: <nobr> is not approved by W3C
line 2017 column 27 - Warning: <nobr> is not approved by W3C
Info: Document content looks like HTML5
Info: No system identifier in emitted doctype
Tidy found 274 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