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04-24-22 01:29:53 AM
Jul - Posts by koolaidman
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koolaidman
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Posted on 11-10-13 12:21:04 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) (last edited by koolaidman at 11-10-13 12:36:57 PM) Link
Originally posted by KCat
Originally posted by koolaidman
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.

I'm curious about this bit. How exactly was the sequence data converted to MIDI? What was the original format? I ask because it seems there was a problem with handling the pitch bend, which is most obviously heard in track 49 or 50 (00000032 00051D24):
https://www.youtube.com/watch?v=UbfcXpFTXks (song in the final game)
https://www.youtube.com/watch?v=nm-PBRWkh4M (from the reconstructed OST)

I don't believe the difference in pitch can be attributed to being an earlier version of the song, given how note-for-note similar it is otherwise. There's some other songs that stick out with off-key notes as well. If I could understand the format of the original sequence data, and how it was converted to MIDI, I could try to help figure out what may be wrong in the conversion.

All that said, I've extremely impressed with all the work that's been done in this thread. The model data extraction also has my interest piqued.


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.

For a lot of these problems you'll have to take it up with SubDrag since he understands the format a lot more than I do. Again, I'm an amateur at audio stuff so this stuff took a huge part of my time to figure out. Would it help if I shared my FL Studio project files? I don't know if it'd work for anyone else's set up though but it would beat having to do the same work I did over again just to fix a few mistakes.

(btw I forgot to mention, if anyone doesn't like the reverb/post effects I added to the mixes you can open up the converted MIDIs and the soundfont in SynthFont. I just added a few effects to make it sound a bit nicer).

EDIT: Ack I'm noticing a lot of problems now that were oversights when I worked on this stuff in FL Studio where I used the wrong patches. You can hear more correct versions in SynthFont. I'll go back and fix these when I have more time in December. swhgpuiswergiuwgh
koolaidman
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Posted on 12-03-13 12:14:22 AM, in Star Fox Adventures E3 2002 prototype (5/17/02) (last edited by koolaidman at 12-03-13 12:29:49 AM) Link
I finally got around to actually making the prototype more playable in Dolphin (I still couldn't figure out a way to stop the bad pixel shader compile errors). I simply just took the source code and commented out the lines that outputted all that crap to a file. The errors still occur, and the graphical errors are still there, but the game is finally playable in Dolphin now.

I only compiled a x64 version of Dolphin, but you can grab it here.

Just make sure you do the following:

1.) Play without dual core mode (it's a lot more stable for me single core)
2.) Disable panic handlers so you don't get bombarded with error messages (it won't generate the annoying log files and kill your hard drive anymore)
3.) I don't think I compiled XAudio2/DSound correctly, so use OpenAL as your audio backend.

I also made videos of all the stuff that's accessible, check that out here!
https://www.youtube.com/channel/UCgmuhV6jyax9l9lqVpWyiMA

Here are some differences I noticed (keep in mind there might be some problems due to the emulator):

---Title/Opening/Galleon---
1.) As I said before, the title screen opening movie is a lot longer in the prototype. It contains footage of an old version of the game (old HUD, etc).
2.) Title screen graphics are a bit different in comparison to the final, I compared them in a post I made before.
3.) The only language available is English
4.) Prologue from the game's opening is missing
5.) Some minor text differences (Final: "My Staff!" Proto: "My staff!", Final: "...check the display" Proto: "Check the read out", etc). If I mentioned all of them I'd be here all day, but nothing significant to the story has been changed as far as I know.
6.) Camera angle before controlling Krystal is different
7.) Most of the game's text from this point on is off center.

---Krazoa Palace---
8.) The prototype seems to be unable to load the game text for the NPCs on the map for Krazoa Palace, there's an error message as soon as you load into the map that reads <1068's not in Warlock>.
9.) Because of #8, any NPC or object that you interact with won't say anything.
10.) No text telling you that you have arrived at Krazoa Palace. Probably because since it's a demo, this might imply that you aren't meant to save. However, for some odd reason, you CAN actually save the game in the demo.
11.) They added the BAFOMDAD near the entrance to the palace when you bomb the wall for some reason.
12.) The SFX for using the warp is different.
13.) When walking up the ladder for the Test of Observance, they had a blow torch embedded in the ladder to make the climb up more annoying. This was removed in the final.
14.) The ladder climbing up from the pit facing toward the blocked entrance to the other room (the blocked entrance that gets unblocked when you defeat the enemy) is different.
15.) There's no fade in/out when starting the Test of Observance mini game.
16.) There's no icon telling you that you can't use the camera during the mini game in the prototype.
17.) (Is it just me or is the Test of Observance mini game a lot longer in the prototype than in the final?)
18.) The lighting of the central area (where you levitate up) is a faint yellow rather than the finals blue. The fan machine thingies are also missing from the area in the prototype.

---StarFox Opening/ArWing Mission 1---
19.) The pictures of Fox and crew are different on the various parts of the ship (see 0:18 in the "StarFox opening and village" video) (they look more like the graphics/design used in StarFox 64)
20.) There's some kind of Star Fox logo on Fox's computer screen (the SF icon) in the prototype. The final doesn't have anything on his screen.
21.) The mines during the Arwing mission seem different
22.) The score displays all the area names from the start. In the final they appear as you go through the game. The final also includes how many gold rings you flew through, and mentions the highest score for the player rather than the area like in this prototype.
23.) Game briefly loads up a space area briefly before loading Thorntail Hallow in the prototype for some reason
24.) Some jerk moved the poison shroom near the entrance to where you get your first staff power up in the final. In the prototype nothing is around the entrance.
25.) A different song cue/sound sample plays when you acquire a power up for your staff
26.) For some reason you can understand what the Queen is saying even before Slippy finished his translator.
27.) Those annoying flying monsters don't laugh when they fly around and hit you in the prototype.
28.) When walking through the hallway to visit the Shopkeeper, there's no extra wall to climb like in the final. Not sure why this was added in the final, it's a lot less annoyinggggg.
29.) When you max out your scarab count, the font color doesn't turn green like in the final version. Also the counter has two digits in the prototype while the final has three.
30.) The prototype uses a ladder to go down the first wall near the entrance to the shop keeper while the final has you climb the edge of the wall. Ugh. These things were probably added to add more time for the next area to load.
31.) When the shopkeeper shows you his scroll in his introductory cutscene, the number 005 is on the scroll in the prototype. The final has 000.
32.) The "Rock Candy" that you give to the WarpStone is called a "WarpStone Gift" in the prototype. Probably to make it less obvious, for some reason.
33.) Not sure why, but the keeper sets you at a price lower than the asking price all the time in the prototype. Doesn't he always set it to the asking price for every item in the final?
34.) If you ask the WarpStone to take you to Krazoa Palace, it plays the wrong voice clip! It plays Peppy's dialog "Hi Fox, world map downloading...".
35.) Once you select to go to Ice Mountain, it'll bring you to the warp transition screen. The screen is actually that slow in this version, doesn't play the special warp sfx, seems to feature different graphics, and just brings you back to the title screen when you're done

---Other/Misc---
36.) If you die, it takes you back to the title screen
37.) After clearing the Ice Mountain race and meeting Tricky, it takes you back to the title screen.

That's all for now. I'm going to start looking at the nonplayable maps soon.

EDIT: As a side note, did we ever find out what models were in MODELS.BIN?
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Posted on 02-04-14 02:49:57 AM, in Weird Discoveries (last edited by koolaidman at 02-04-14 03:34:25 AM) Link
Debug goodness! I don't think this was ever found before...not in the US version at least...

Suikoden III Debug Menu (Just press Select):


NTSC-J (the original pressing version, originally from here)
D1980500 00000100
01773B1C 00000010
D1980500 00000080
01773B1C 00000007

NTSC-US
D196B3F2 00000001
017741EC 00000010
D196B3F2 00000002
017741EC 00000007

There are pages, just tap left or right on the d-pad to change. Only works on the field, I think. To exit, press Start. Remember to select things with O, rather than X. I think you can only bring this up as Hugo. Could be wrong though.

Have fun.
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Posted on 02-16-14 12:13:43 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
And it's nothing.

It seems to be exactly the same as the Conker 64 dev cart. Same SEC KOREA 828 chips and Intel 28F320 chip for small flash memory. It's most likely it wont have anything on it.
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Posted on 03-15-14 07:29:30 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) (last edited by koolaidman at 03-15-14 07:40:05 PM) Link
Did you look at MODELS.bin in swapcircle? Your extractor got 111 files out of the file. Lots of DP textures in those TEX files. The map model itself doesn't have a lot of vertices either, something the N64 could probably handle easily. Nothing exists in the final retail version for this map. Highly likely it's some kind of DP remnant.
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Posted on 04-27-14 03:28:18 PM, in Grandia Prelude (Debug) Link
I noticed that entries for Grandia's debugger was added to the wiki, and I remembered that Grandia actually had a sample version released a few months before the release of the game on the Sega Saturn. I decided to investigate a little bit and noticed that the game actually left it's DEBUG.BIN in the /GRANDIA/BIN file this time around. The file contains the following string " F:0006 GameArts Co.,Ltd.All rights reserved.". By changing the four digits to something other than 0006, you can produce some interesting results:




I changed 0006 to 0001 and replaced the file in the disk image with cd-replace.

I just wanted to point this out since the Sega Saturn version came out first and this is all from a version of the game that came well before the actual game was released. There might be some more goodies we can salvage from this version.

I'll update the post with more once I find something.
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Posted on 05-22-14 02:56:51 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
Small update for those interested in playing this in Dolphin. Testing with 4.0-1601, the bad ps log spam and texture issues are fixed for both DirectX and OpenGL backends. The game still won't work correctly for me in dual core mode still. They say the OpenGL backend is faster than the DirectX one, but I get a smoother framerate with DirectX.
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Posted on 06-13-14 11:04:49 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) (last edited by koolaidman at 06-13-14 11:05:55 PM) Link
Something new Dinosaur Planet related.

I mentioned before that there were more sequences near the end of AUDIO.bin that didn't appear to be songs. My hunch was that it was sequence data related to ambient sound effects. Turns out I might be right:

00000082 000EAD84
00000094 0011B308

I put these together a while a go to see if it came close to what I imagined. It might not be accurate, but it sounds good at least.

I don't have as much time to toy around with this as much as I thought, so it'd be nice if someone could take AMBIENT.bin and make a soundfont out of it and then apply it to the sequence data that come late in AUDIO.bin.
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Posted on 06-21-14 09:53:04 PM, in Phantasy Star Online Network Trial Edition (Dreamcast NTSC-J) (10/25/2000) (last edited by koolaidman at 06-22-14 02:44:13 PM) Link


I was waiting for this to come around. This isn't my dump, I don't know who's dump initially made it to TOSEC but it's about time.

About a month and a half before the final Japanese retail version of PSO V1 went gold, Sega allowed a few players a chance to play a "Network Trial" before the game's release to test the server load (as well as I think the last few parts of the game). Pretty rare as far as I know, and I don't know if the players had to send their copies back to Sega after they were done. But nonetheless, a few copies were distributed and found their ways into people willing to dump it. The trial now exists under the TOSEC catalog as of February of this year.

To save you the trouble of hunting it down, you can download the trial here.

Unfortunately, this was supposed to be an online only trial, so it's not possible to play the single player campaign. However, I believe the Sylverant PSO Server software can let you connect to a private server. I'm not sure how playable the server is, but there is login/lobby support at least. You'll also need an emulator that supports the broadband adapter. I think there were a few that can let you do this.

When prompted, you need to provide a serial number and access key. These keys are from VasiliyRS' copy of the game:
Serial No.: 4572564555550673
Access Key: pNgwyMTrN3VfuksW

Here are some screenshots I took.




And now, time for some differences! Just a few notable ones so far:

General:
- There are logos for ADX in the opening
- No movie files
- The options screen will only let you change one thing. I don't know what it is though.
- The 'Homepage' only contains a page with a link to Dricas and Sonic Team's website. The official PSO web page isn't linked for some reason.
- Instead of playing the opening cinematic when you start a new game, a text scroll detailing the game's story plays instead (see screenshot above).
- After the text scroll, you can create a character. Everything seems to be here as far as I know.
- OFFLINE MODE is listed but disabled, obviously.
- When ONLINE MODE is selected, it'll give a disclaimer to agree on. I think it then does some kind of calendar or adapter check to see if it should allow you to enter the Serial/Access key info. I'm not entirely sure though.

Sound and Music (click the link to hear and download the music):
BASS.ACX - This is the level warp sound effect (when you're appearing in a new area). This is completely different in the NTE.
CITY32K.ADX - This is 'Pioneer2". File not present in the final. I thought this was just a 32khz version of the Ship music, but it's actually a different mix of the song. A lot more reverb in this version.
DARK2.ADX - This is 'Cry, for 'IDOLA' the holy'. Sounds slightly different in comparison to the final.
DELO.ADX - This is 'From seeing the rough wave', the Cave boss theme. Differently mixed, uses sampled/synthesized strings instead of real orchestral strings.
EPI2.ADX - This is 'After the story2'. Sounds like a demo version of the track, using synthesized strings instead of real orchestral strings, etc.
J_CLEAR.ADX - Just a mono version of the jingle that plays when you complete a quest. File doesn't exist in the Final.
VOL_OPT2.ADX - This is 'You have nowhere to go'. Sounds like a demo version of the track, using sampling instead of a real orchestra.

Misc:
DUMMY.BIN - Just a blank 704 KB file, nothing inside.
GSL_#.GSL - All the GSL files for the maps are here, some even have the English script.
There are a lot more MAP_ANCIENT##.REL files in the NTE. What are these?
PLYMOTIONDATA.REL - doesn't exist in the final

There are definitely some in game differences. As I said, the Sylverant PSO Server software can probably get you in game. BlueCrab (the author) posted some screenshots of what it looks like in the lobby which he took screenshots of (I don't feel comfortable rehosting them without permission, so I'll link to them instead). Note though, I don't know if these are indeed differences in the NTE or just something with the server:

Lobby differences:
- The NPCs at the counter are male instead of female.
- The Lobby warps are all normal Area warps.

That's it from me so far. There's a lot of stuff to go through file wise. I don't know much about the other file formats used in PSO, so it should be interesting to see what's in there. Hopefully someone with more technical know how about the games can take a look.

Cheers!

EDIT: Supposedly, the latest version of Demul is the only known emulator that can emulate the BBA well enough to connect to a server. I still can't get past this message after selecting Online mode though:

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Posted on 06-27-14 06:44:11 PM, in Phantasy Star Online Network Trial Edition (Dreamcast NTSC-J) (10/25/2000) Link
More music differences! I didn't notice these at first until I did a byte comparison in Hex Workshop, since they have the same size as their final counterparts.

The game uses two copies of the field music, one for the sound test and the other for in game. The ones used in game are divided into segments and played at different times depending on what's happening, these are stored in AFS files. The ones used in the sound test are stored in ADX format. The NTE purged some of the ADX files that wouldn't be used in this version (like event music, etc), but the in game music that exists in AFS files are still here.

I compared all the ones in the NTE with the Japanese V1 release, these are the only two that are different. Also note that since these were in parts, I had to combine them so that the songs were continuous. They sound perfectly fine, but once the battle segments of the BGM begin it can get a little awkward sounding. This has nothing to do with the prototype, it's just how I ended up putting all the individual pieces together. I can upload what the final versions sound like when put together, but in the mean time:

SLBGM_CAVE.AFS - The music used for the Cave maps, includes both the normal and battle BGM for the stage. There are some differences all around but most of them are due to the mixing of the track, but there might be some small differences here and there with the sampling too.
SLBGM_ANCIENT.AFS - The music used for the Ruin maps, includes both the normal and battle BGM for the stage. The most notable difference is the sampled orchestra strings rather than the live recorded ones that were used in the final. The track also has a lot more reverb and has a slightly different mix all around.
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Posted on 06-28-14 05:34:18 PM, in Prototypes! (last edited by koolaidman at 06-28-14 05:41:10 PM) Link
Early Jak 2 demo. Bound to have lots of differences. Feel free to move this to it's own topic if it seems promising.

Grab it here.

The demo's executable was compiled on March 15 2003. The first retail release was compiled August 26 2003. Apparently there exists an even EARLIER demo that was released in Europe with a compile date of July 17 2002, but I can't find it anywhere.

I'm not a big fan of Jak 2, but I have played it through and noticed some differences. The HUD is completely different for one (excuse the image quality, PCSX2 has some rendering issues but otherwise the game runs and plays fine):



...and the title screen runs at 30 fps, where I believe the final actually made it run at 60. The demo contains two levels, the Pumping Station with Sig and the Strip Mine hoverboard level. A cutscene plays and then instructions on how to play the game are displayed while the game loads.



The skies look a little different, I think. There's also the lack of the forest region in the distance in this shot:



The game was programmed in a custom language based on Lisp called GOAL. The main executable acts as nothing more than a loader for the Kernel/Game engine written in GOAL (these files are stored in the CGO folder) and the Sony modules (or "DRIVERS"). Because of this, the main executable can be compiled at a much earlier date and still be packaged in various revisions while the separate files written in GOAL can be compiled and updated individually. Luckily all the files seem to be dated around March, so everything is still relatively early.

The files I believe are compressed, since you can see the function/variable names of objects and routines in the files a lot more clearly if you dump the memory while the game is running in PCSX2 (create a savestate then unpack the savestate file in 7zip). I believe map data is stored in the DGO folder. The voice acting I believe is kept in the VAG folder (lol). There are references to a 'debug-menu' that seem to be present. Modules for the keyboard and mouse libraries are here, possibly for the debugger. It'd be awesome if we can somehow get it to load. The main executable itself still contains the symbols for all the functions, which I believe is something the final doesn't have which could be really useful.

There are definitely more files included in the demo than there should be, so it'd be nice to see if we can get those to load.

But again, I'm not too interested in Jak 2. I am interested in the original Jak and Daxter demos, though, since the game's development history is pretty interesting. The demo distributed for a promotion with Cingular Wireless was compiled 2001-05-15, while the final US version was compiled on 2001-10-30. I've heard that this demo in particular was dumped and distributed in some Redump sets, but I can't find them anywhere. I would LOVE to take a peek at the Cingular Wireless demo, so if anyone has access to or can upload a copy of it please feel free.
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Posted on 07-04-14 10:13:36 PM, in Megaman X: Command Mission E3 Prototype (Debug stuff!) Link
Hey there!

I noticed that we had some stuff on this prototype on the wiki already. I'm not sure if there was a thread already or some kind of topic on another forum, so I decided to make one here since it's relatively big.

The E3 Demo that was released a few years a go has a lot of the function/memory location symbols in the executable, making it easy to find certain things. I noticed that the system(task_st *) function (at 0x17C1B0 when viewed in IDA Pro, 0x7C37C in the file itself) contains a few jumps to various other menus at 0x17C2FC. As it turns out, the game uses this function around start up to determine what screen to go to. By default it goes to make_game(task_st *), which starts the game up normally.

Using a debugging version of PCSX2 (compile PCSX2 with Debug), you can use a nifty little debugger to set up breakpoints and view memory. What I did was set up a breakpoint at 0x17C2FC and restarted the game without closing PCSX2. Once the breakpoint was triggered, I modified the lower region of what was contained in the V0 register to the address of the first instruction of a particular location within the subroutine that calls a "make_" function that I want to jump to. Then I resumed the game and I got all these nifty menus to pop up. Take a look:

make_play:


make_editor (this one looks really familiar to another megaman game's debugger, anyone remember?):


make_viewer:


make_battle:


make_sound_test:


make_demomenu:


make_face_viewer:


make_kawiatest (convo):


make_tuto (displays really messed up geometry if you zoom in or out):


You can download PCSX2 savestates to put in your sstates folder which may/may not work depending on your PCSX2 version. These were made with a version of PCSX2 compiled on July 1 2014. Making a code would probably be a bit easier. Anyone feel up to it?

I'm curious if any of this is still in the final somewhere. Since I'm familiar with the xrefs layout to this function in particular it might be easy to find if it still exists.

That's all I have for now. I went looking to see if there was anywhere you could go to still get a working link to this prototype but I can't find anything that works. I still have the prototype, but I don't feel like uploading the entire thing. Anyone have a copy they wouldn't mind reuploading somewhere else?

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Posted on 07-10-14 12:50:08 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) (last edited by koolaidman at 07-10-14 01:31:46 PM) Link
I think it is. But I think it might be one of those games that uses audio streaming, so some things might not work well.

Also, thanks for the codes! Do you think you could take a crack at trying to port over the moonjump code? The walk through walls code works well but it's difficult to turn off for some reason in Dolphin while the game is running.

EDIT: Just realized we still don't know what's inside STORYBOARD.bin do we? I think I mentioned before about some things I noticed about the file. There are about 92 headers in the file where the first five bytes are always 8470000009. The .TAB file has all addresses of whatever's in the file, while the .ind file is just an index of two bytes representing the ID of each data in the file (all the way up to 00 5C). The data appears to be compressed, as anything after the pattern is nonsensical. It doesn't look like a series of floating point data, either. I still hold that is has something to do with the cutscenes, probably just animation data and X/Y/Z coordinates compressed in some format. Judging by the file size, it doesn't seem like the file has been changed since March 22 1999. Either it's a DP remnant or something from Diddy Kong Racing, I don't know.
koolaidman
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Posted on 07-12-14 06:28:50 AM, in Phantasy Star Online Network Trial Edition (Dreamcast NTSC-J) (10/25/2000) Link
Originally posted by RecklessAbandon
Cool! I have been trying to find info on this version of PSO for a long time. I really want to try to get it to connect to Sylverant PSO Server, but having trouble getting the game to boot in NullDC. I'm not very good with CD based emulators. Is there a way to turn this file into a selfboot to be ran on an actual Dreamcast? I want to try to load it with Sylverant PSO Server patcher to see if I can get it connected online.

I hope someone has a way to read into other files on the disc as well.


I think the game is small enough to burn on a CDI. I'm not sure what's involved in the selfboot making process though.

Originally posted by Sik
Didn't actually translate that screen you're stuck on, but I think it's saying that you need to set up the Dreamcast for on-line access first (since it mentions the browser, and AFAIK you need to use the browser to set up the modem).


I tried to open the in game web browser as well and the same thing game up. I didn't try to set up the modem on another browser though...

Also I located a dumped version of the Episode 1&2 trial as well. I heard that this version can be played offline, but can only be played offline in splitscreen multiplayer mode and with the modem adapter plugged in. Dolphin can't run the game at the moment because of the latter reason. The trial only works with the modem adapter, Dolphin only emulates the broadband adapter. :\

I'll try to get a link up in a bit. There are some differences there worthy of discussion in that version as well afaik.
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Posted on 07-12-14 06:31:34 AM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
Originally posted by gonetogo
I wish those codes were done by me, but I really don't know who's behind that Tumblr. Perhaps you should try to ask that guy yourself! Turning the cheat off is a big problem indeed and results in trouble with this prototype.


Ah, I thought you were the one who made the codes. My mistake.

Also, for those who have dual core PCs but can't get the game working all that well. The latest version of the dc-netplay branch can let you play the game with dual core enabled. The only problem is that the branch itself is based on a pretty old version of Dolphin so it still generates all those graphic errors.

Dolphin has some issues with dual core still, so we might have to wait a bit before the game can be worked with.
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Posted on 08-04-14 06:49:44 PM, in Level Select (or any other) code in MD Castle of Illusion? Link
I was working on a disassembly of the game a few months a go and couldn't locate anything that might hint at that.

The game stores the currently pressed button in two locations in memory (F310 and F308). F310 only changes during gameplay, while F308 changes while the game is running and even when the game is paused. The value sent to F310 when you press A+B+C+Start is B000. I imagine a subroutine moves the value currently stored in F310 to d0 or d1 and then tests with $B. It then branches if it's true. There are three subroutines that do this (sub_C62A, sub_C666, and sub_C718). I set a break point at the addresses of these subroutines but the game didn't seem to touch them. Hrm.

I remember doing something to the score count and it played a sound when the score was set extremely high. I thought that was kinda odd.

If you want to take a look at what I have so far, I'll throw it up somewhere. It might not be that helpful/accurate, since I did an active disassembly with Exodus first and looked at everything manually later. I forgot to mark down the location of Mickey's coordinates in memory I think, which would be useful in tracking down a no clip code.
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Posted on 08-15-14 12:13:09 AM, in Request for help finding unused stuff in Sega-AM2 games Link
The Virtua Fighter 2 (Sega Ages 2500 Series Vol. 16) port has function symbols in the executable. The symbol names seem to hint at emulation?

https://gist.github.com/anonymous/682802e1875f3859e950

A snippet:

 0004:000AD4C0       i960ExecXOR

0004:000AD500 i960ExecXNOR
0004:000AD540 i960ExecTANR
0004:000AD600 i960ExecSYNMOVQ
0004:000AD640 i960ExecSYNMOVL
0004:000AD6C0 i960ExecSYNMOV
0004:000AD740 i960ExecSUBR
0004:000AD840 i960ExecSUBO
0004:000AD880 i960ExecSUBI
0004:000AD8C0 i960ExecSUBC
0004:000AD980 i960ExecSQRTR
0004:000ADA40 i960ExecSPANBIT
0004:000ADAC0 i960ExecSINR
0004:000ADB80 i960ExecSHRDI
0004:000ADBC0 i960ExecSHRI
0004:000ADC80 i960ExecSHLI
0004:000ADCC0 i960ExecSHRO

koolaidman
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Posted on 08-22-14 03:41:25 PM, in Request for help finding unused stuff in Sega-AM2 games (last edited by koolaidman at 08-22-14 03:49:04 PM) Link
Can anyone with a copy of Virtua Fighter 4: Evolution tell me the size of the executable? I have a European demo version from the OPS2M Vol 34 disc and the executable includes function/memory symbols. The executable is relatively huge too (around 20mb).

I'll see if I can find a debug in at least the demo version.

EDIT: Bah. I'll probably have better luck with the original Japanese version (not the Evo one):

main:00224320

main:00224320 # =============== S U B R O U T I N E =======================================
main:00224320
main:00224320
main:00224320 debug_disp:
main:00224320 jr $ra
main:00224324 nop
main:00224324 # End of function debug_disp
main:00224324
main:00224324 # ---------------------------------------------------------------------------
main:00224328 .align 4
main:00224330
main:00224330 # =============== S U B R O U T I N E =======================================
main:00224330
main:00224330
main:00224330 debug_init:
main:00224330 jr $ra
main:00224334 nop
main:00224334 # End of function debug_init
main:00224334
main:00224334 # ---------------------------------------------------------------------------
main:00224338 .align 4
main:00224340
main:00224340 # =============== S U B R O U T I N E =======================================
main:00224340
main:00224340
main:00224340 debug_main:
main:00224340 jr $ra
main:00224344 nop
main:00224344 # End of function debug_main
main:00224344
main:00224344 # ---------------------------------------------------------------------------
main:00224348 .align 4

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Posted on 10-28-14 03:31:18 AM, in Weird Discoveries (last edited by koolaidman at 10-28-14 03:32:55 AM) Link
I think this was mentioned before somewhere, but the infamous original Fire Temple chant used in the first revisions of OoT is actually still present and used in the Shadow Temple/Bottom of the Well theme in all versions of the game (including the 3DS version, as evident with the fact that the samples still exist in that version too). It's used right here, just slowed down:

https://www.youtube.com/watch?feature=player_detailpage&v=7hosMIlSCuU#t=54s

The original not slowed down version of the sample exists in the sound bank that this track uses (I forget which number from the top of my head though, I believe it was bank 18).
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Posted on 11-16-14 01:06:01 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) (last edited by koolaidman at 11-16-14 01:13:21 PM) Link
Cool, I had a feeling those were DKR related. Kinda weird how there are only a few maps in there though. TEX.BIN and this might go together since they are both dated from the same time period. It hasn't changed in size since Jan 6 1999 (according to 'out'), so that's kind of odd too. The 'out' log is definitely a remnant from early in development, as a lot of the files that could be from DP and DKR have changed file sizes (a lot of them shrunk in size in comparison to what we have now). I take it anything dated from Jan 1999 on the log is from DKR.

Now the only other mystery I can think of is STORYBOARD.BIN.
Pages: 1 2 3 4 5 6
Jul - Posts by koolaidman


Rusted Logic

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

27 database queries, 50 query cache hits.
Query execution time:  0.076614 seconds
Script execution time:  0.041604 seconds
Total render time:  0.118218 seconds


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line 750 column 27 - Warning: <nobr> is not approved by W3C
line 780 column 27 - Warning: <nobr> is not approved by W3C
line 818 column 27 - Warning: <nobr> is not approved by W3C
line 850 column 27 - Warning: <nobr> is not approved by W3C
line 882 column 27 - Warning: <nobr> is not approved by W3C
line 929 column 27 - Warning: <nobr> is not approved by W3C
line 993 column 27 - Warning: <nobr> is not approved by W3C
line 1023 column 27 - Warning: <nobr> is not approved by W3C
Info: Document content looks like HTML5
Info: No system identifier in emitted doctype
Tidy found 267 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