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05-02-22 10:27:56 PM
Jul - Posts by Hugo_Peters
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Hugo_Peters

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Posted on 10-29-13 07:12:47 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) (last edited by Hugo_Peters at 10-30-13 12:15:23 PM) Link
For the past few days I have been going through the files and making notes at the same time. I think I did some fairly interesting finds, take a look.

There are 2 different versions of the voice clip of Princess Kyte, in the first scene with Scales and Krystal.
"You coward Scales, my mother will send an army against you". Version one can be heard at 43:41 in the MPEG.bin file that leaked from the SFA E3 demo,
and at 06:24 on the 1 hour Dinosaur Planet video. The second one sounds calm, while at the first one Kyte (which sounds more like Krystal) is shouting.

INTERESTING STUFF:
We know that certain files from the E3 disk are definitely from Dinosaur Planet, like MPEG.bin, MODELS.bin, MUSIC.bin, etc. In the "out" file, a list of files is displayed, with a date to them. These dates vary in the 1999 - 2000 area, 2 years before SFA was released. This could very well be the date that the DP -> SFA transition began. All of the files that we DO know are from DP are mentioned in this file list. These could very well be the whole DP game. They include everything. Textures, models, audio, game text, and there's a high chance the scripts are in there as well (NOTE: It's DLLS.bin, more info below). All of the files mentioned in the file list are available in the root directory of the E3 disk.

default.dol dumped to binary, contains interesting strings.
0x00312255 "Hello My Friend"
0x00311bed "Cryaction" (suggesting Krystal may have been spelled with a "C"?)
0x0030fe05 "Hit Krystal", "The Player Guesses that a Seed goes here!"
0x0030f4f0 "fish has reached the end of it life" (note the typo) TAKE A LOOK BELOW! THIS COULD BE A CLUE TO A HUGE FIND!!
0x0030de00 "Trying to strike baddie, but it doesn't work! Would someone please fix this" (LMAO)
0x0030c584 "tricky error 2!!!!!" (lots of interesting stuff around this offset!)
0x0030b136 "Windows Protection Fault" (and a lot of other debug ?dev unit? strings)
0x0030a7d4 "Distance = %d...Polygons = %3d Textures = %3d.....Size = %6d bytes Model %3d/%3d....Time: SP %.2f%% DP %.2f%%.Animations = %d...csize %i cend %i ambient %i intensity %i....Standard Lighting...starting weapon data....Generating weapon data..ex=%f ey=%f ez=%f hx=%f hy=%f hz=%f dx=%f dy=%f dz=%f...dx underflow....dx overflow.....dy underflow....dy overflow.....dz underflow....dz overflow.....animpos=%f max=%f...POST: animpos=%f max=%f.....modv:trans.. PACKET SIZE %i .... Data %i ... Packed It in %i ...Illegal material number.........Memory Allocation......h.... Àÿÿ€0Úð....€.äp................................Used = %d+%d.Slots = %d+%d.. %08x:%s %d/%d+%d... %s %d+%d...TextStart.= %x.Size = %x....DataStart.= %x.Size = %x....BssStart..= %x.Size = %x....RomTableStart.= %x..Size = %x...RomDataStart.= %x..Size = %x........MainCharacter :....Landscape :....Models :....Sprites :....AntiAliasing :....Transparencies :....Audio :....Clouds :....Shadows+Foots :....Shadow Render :....Lighting :
0x0030A477 "Ping pong"
0x0030928C Seems to be either script names, folder names and / or level names. Also includes Swapstone Circle, AS WELL as Swapstone-Hollow
0x00307BD0 Start of a lot of debug expressions, including "Too suspicious", "Init in attack", "Cant see enemy", "Incoming fire" and "Aggression"
0x00304974 A lot of more debug stuff, don't know if this is normal or a joke, but there's an expression called "DinoVista:", after "WideScreen:".
There we go! 0x003043E8 "Dino Planet.Development.System"
0x00303D70 "SERIOUS ERRROR in meter.c, and I mean SERIOUS"
0x00303B10 Seems to be some initalization stuff, I think from the N64 DP era. There's some version info of some sort which states "Version 2.8 14/12/98 15.30 L Schuneman"
0x0031A928 Sequence text with mentioning of Sabre (only game text in the file, rest is in GAMETEXT.bin (the DP stuff), so THERE IS N64 DP code hidden in here.
"starting seq %d.......What is it ? .......I Can Feel Something Strange !......Randorn... Are You There ??....Be Careful..Skeetas Everywhere !....Stay Close to a Torch!......Light Kills Them....Krystal! How Is My Son?.....Sabre Is Just Glad Your Alive.......When His Brother Died I blamed Myself.......I Couldn't Face Being A Father......Until I Found You My Dear Girl......He Understands Why You Left Him.....He Is A Good Son....I've Yet To See Him To Apologise....He Has Already Forgiven You.....When This Is Over You Shall Be Reunited!....What's happening to you Randorn?....There's not much energy left in this Mountain.......I'm dying..I need food......Do You Remember How We Got Here?....Of Course I Remember........Back On Our Own Planet We Found A.......Strange Room In The Lost City.......There We Uncovered A Message From The.......King EarthWalker, Begging Us To Help Him........And Then I Entered A Wormhole.......And Arrived On Dinosaur Planet......You Followed Later With Sabre.......Yes, We Ended Up In A Chamber Beneath.......One Of The Earthwalker Temples......Unless You Can Find A Cure For Me.......I'm Not Going To Last Much Longer.......But What Can We Do......There Must Be A Similiar Room Here......That Will Allow Us To Return....Either You Or Sabre Must Find It.."

Then there follow some object names.
wmsun:alist.wmcrystal.c
VFlevcontrol.c
minifire.c
statueball.c
ladders.c
fireblock.c
platform1.c
doorswitch.c
draghead.c
lavaflow.c
spellplace.c
DBrockfall.c

[offtopic]I WOULD DO SO MUCH FOR THOSE .c FILES [/offtopic]

Some task / action names, I *think* they're from DP (NOTE: ALSO A CLUE!):
popOutOfGround
burstIntoGroun
biteAttack
standStill
standAndSpit
hitFightMain
fight_die
runtbject
runto_ThrowObj
pickup_Object
throw_AtObject
wait_forObject
Wait_for_throw
try_to_catch
catch_Object
Kill_Object

LOL 0x0031F4F5 "HIT BY SHIT" *cough* Rare, behave yourselves.
LOL2 0x00320ED1 "DOING WARP YEAH HAA"

0x00321CB4 Some other actions...
Laser: Recharging...Laser: Fire->Power..Laser: Fire->Twin...Laser: Fire->Single->Right..Laser: Fire->Single->Left...Laser: Idle.....Bomb: Recharging....Bomb: Fire->Twin....Bomb: Fire->Single->Right...Bomb: Fire->Single->Left....Double Click Right..Click Timers: left=%f right=%f..Mode: VELOCITY LIMIT X..Vel Limit: x=%f y=%f....Mode: VELOCITY LIMIT Y..Mode: VELOCITY SCALE X..Vel Scale: x=%f y=%f....Mode: VELOCITY SCALE Y..Mode: ANGLE LIMIT YAW...Ang Limit: yaw=%f pitch=%f roll=%f..Mode: ANGLE LIMIT PITCH.....Mode: ANGLE LIMIT ROLL..Mode: ANGLE LIMIT ROLLBANK..Ang Limit: %f...Mode: ANGLE SCALE YAW...Ang Scale: yaw=%f pitch=%f roll=%f..Mode: ANGLE SCALE PITCH.....Mode: ANGLE SCALE ROLL..Mode: ANGLE SCALE ROLLBANK..Ang Scale: %f...Mode: LASER TYPE....Mode: LASER RECHARGE....Time(frames): %d....Mode: LASER LIFE....Mode: LASER SPEED...Speed: %f...Mode: BOMB TYPE.....Mode: BOMB RECHARGE.....Mode: BOMB LIFE.....Mode: BOMB SPEED....Mode: BOMB MAX..Max: %d.....Mode: BOMB CURRENT..Current: %d.....Mode: FLAP SCALE....Scale: %f...Mode: BOOSTER ANIM SPEED....Anim Speed %d...Mode: IDLE SPEED ROLL...Mode: IDLE AMPLITUDE ROLL...Amplitude: %f...Mode: IDLE SPEED X..Mode: IDLE AMPLITUDE X..Mode: IDLE SPEED Y..Mode: IDLE AMPLITUDE Y..Mode: IDLE MAX VELOCITY.....Vel: %f.....Mode: IDLE RAMPUP SPEED.....Mode: BANK RAMPUP LIMIT.....Angle: %f...Mode: BANK RAMPUP SPEED.....Mode: BARREL ROLL SPEED.....Mode: BARREL ROLL SLOW ANGLE....Mode: DOUBLE CLICK TIME.....Mode: POSITION LIMIT X..Limit: %f...Mode: POSITION LIMIT Y..Mode: FORWARD VEL...Mode: INFO..JoyStick: x=%2f y=%2f l=%2f r=%2f...Vel: x=%f y=%f..Vel Want: x=%f y=%f.....Ang: yaw=%d pitch=%d roll=%d....Ang: bank=%d barrel=%d..Ang Want: yaw=%d pitch=%d roll=%d bank=%d...Idle: roll=%d x=%d y=%d.....Barrel roll: Scale=%f...Mode: INVALID

THE ZLB FILES ARE PROBABLY COMPRESSED USING "RZIP"
There are a few references to RZIP in default.dol:




--FISH HAS REACHED THE END OF IT LIFE--
So what's this about? Well, this string is probably something from a debug menu of Dinosaur Planet. And also, we're talking game code. All code gets compiled, so it's unreadable for a human, but strings stay (obviously) in tact. So when you have a document like default.dol, which contains code, and you see strings in there, especially debug strings while the game strings are located in a serperate file, you know you have code. Now, why am I telling this... I mentioned before that the "out" file seems to specify all Dinosaur Planet source files. Now, the interesting bit, is the file "DLLS.bin". I've been looking through it, and I ran across this one line. "fish has reached the end of it life". It's the SAME line as in the default.dol file! This makes me believe that the DLLS.bin file --IS-- the Dinosaur Planet (compiled) code. In the DLLS.bin are a few other strings, but not NEARLY as much as in default.dol. The DLLS.bin file also has the same sequence as the one mentioned before between Randorn, Sabre and Krystal. So it really is about default.dol and DLLS.bin now. You might say: "No, that's a DEBUG file". Wrong, lemme explain again. It makes sense that the main code only has debug strings in it, as all of the other strings are in GAMETEXT.bin. Every line of code gets compiled, the strings stay intact in the actual file. And those strings are, you guessed it, mostly debug strings. So I'm pretty certain that, also judging from the file size of the DLLS.bin, it's the whole DP code. The DLLS.bin and default.dol file look totally different as well, which is a VERY good sign, as they should be different if one is an N64 main program, and the other a GameCube main program. Also, in the DLLS.bin file is NO mention whatsoever to the words "fox" and "DVD" (which is used a lot in default.dol). I did find code that was similar to default.dol's code but not entirely. Remember the list with popOutOfGround
, burstIntoGroun, biteAttack, etc? It looks like this in DLLS.bin.

New State [%s]
popOutOfGround
New State [%s]
burstIntoGround
New State [%s]
biteAttack
New State [%s]
standStill
New State [%s]
standAndSpit
New State [%s]
hitFightMain
New State [%s]
fight_die
New State [%s]
run to object
New State [%s]
run to object
WARNING : Has No LOCK
New State [%s]
pick up object
New State [%s]
throw egg object
New State [%s]
wait to catch egg object
WARNING : Current Type Not Found
Sending Off to pick up EGG %x
GOING TO CATCH IT .New State [%s
going to catch ball. HAS BALL : %x= %x
I don't have he ball
THROW CHANCE %i -> Going TO Throw
New State [%s]
try to catch
New State [%s]
catching egg
New State [%s]
going to kill
New AI State [%s]
aiTop
New AI State [%s]
aiIveBeenHit
New AI State [%s]
aiIamDying
New AI State [%s]
aiIamDead
New AI State [%s]
aiDormant
New AI State [%s]
aiL2_MainEngageControl
New AI State [%s]
aiL2_MainEngageStackControl
STACK EMPTY SO RESETING
None Of the Object Exists Any More
LOCK is Not of Given Type
None Of the Object Exists Any More
Egg Has Been Picked Up By Someone Else
DBSTEALERWORM: state stack overflow Stack -------------------

This different layout DOES exist in default.dol, though, only parts of it, it was probably used in SFA as reference for the new code, and thus was modified accordingly, and parts were copied and pasted and so on.

Here's a comparison between default.dol and DLLS.bin.
Left = DLLS.bin. Right = default.dol.


All of the other GameCube-related strings like
Dolphin OS $Revision: 36 $
Kernel built : %s %s
May 22 2001.01:47:06
Console Type : Retail %d
Mac Emulator
PC Emulator
EPPC Arthur
EPPC Minnow
Development HW%d
Memory %d MB
Arena : 0x%x - 0x%x

NOTE: This part ALSO exists on the GameCube service disc! See http://www.electricpickleonline.com/?p=38&page=3 (note the texture that has been found, on the top of the page!)

It all does NOT exist in DLLS.bin.
My guess is that the N64 didn't have such a lot of debug-related stuff that had to come from the game itself, like the DVD actions and so on, because of the space it would all take. That would also explain why the DLLS.bin file has less strings in comparison to the default.dol file, and would be another reason to believe that the DLLS.bin file is infact Dinosaur Planet's main program / compiled code.

Another find (just for the sake of comparing ).
Here are the credits found in the GAMETEXT.bin file (which only seems to have Dinosaur Planet strings, which also confirms my theory on the accuracy of the "out" file):

SOFTWARE DIRECTOR.PHIL TOSSELL.SOFTWARE ENGINEERS.NIK PALMER.NICK BURTON.PHIL WOODS.RAYMOND KERR.BRENDAN GUNN.ANDREW INNES.RICHARD GALE.ROB HARRISON.ART DIRECTORS.JOHNNI CHRISTENSEN.KEITH RABBETTE.KEVIN BAYLISS.3D ARTISTS.DEAN SMITH.FEARGAL PLANT.GAVIN FLINT.STUART HOGTON.MATTHEW GROVER.ANIMATION.NICK SOUTHAM.MICHAEL CAWOOD.DAVID McDERMOTT.AISLING DUDDY.GAME DESIGN.STEVE BRAND.SHAUN READ.MUSIC.DAVID WISE.SOUND FX.MARTIN PENNY.SPEECH ENGINEER.BEN CULLUM.EXECUTIVE PRODUCERS.JOEL HOCHBERG.CHRIS STAMPER.TIM STAMPER.GAME DIRECTOR.LEE SCHUNEMAN

And what did we find at 0x00303B10 of default.dol? A string referencing to a version from 1998 with the name L. Schuneman on it.

Some more interesting DLLS.bin stuff:
0x002B9391 "Chim Freed" is either a character, or a debug string for freeing Chim (not heard of that character before)
0x002B4001 "HELLO I AM THE PUSHCART" (WTF XD)
0x002B0405 "FInished Is SEt for Some Reason" (they had A LOT of pretty useless debug stuff... geez.)

In fact. After having a look at all the files that are available from the E3 demo and that match up with the "out" file, it seems to me... that it's all... pretty, complete. I mean, everything's there! Models, textures, voice clips, sound FX, instruments, midi data, CODE, levels, animations, fonts, game strings, EVERYTHING! This may sound ridiculous, but we might be able to compile Dinosaur Planet. I have a few concerns though. I heard in a (few) Dinosaur Planet "tribute" videos that the game would have been shipped on a 512 MB cartridge (other sources say 128 MB so it might make more sense). But... all of the files that are located here come to a total of 52 MB. So... yeah. It could be because everything is in a BIN format(!?) and seems to be compressed using LZIP and/or RZIP, however, I can not get them decompressed. Someone needs to hit up Phil Tossell and ask him nicely if he would please tell us how to decompress them (or maybe I will). But maybe, that's not even necessary. Remember how this development team also worked on Diddy Kong Racing? And remember there were files found FROM Diddy Kong Racing, even on the SFA RETAIL disc? What if... Diddy Kong Racing uses the same file formats as Dinosaur Planet? We could then either get some references from it, [stupid idea]or swap out the files with Dinosaur Planet's ones[/stupid idea]. It might all be impossible what I'm saying here, but there's definitely some potential here. And I just. want. to. PLAY. IT.


MAGIC NUMBER FOR ?COMPRESSION?
So, I am currently trying to get some usable data out of some of the bin files that are compressed, probably using ZLIB or, judging from default.dol, RZIP. I accidentally opened the MODELS.bin file in Sublime Text, and the first 2 words read "face feed". I googled it, and it turned out to be a magic number for Mach-O, and it seems to match with what I read on Wikipedia, as after the words face feed there seems to be header data. When you open the MAPS.bin file, it seems to be either compressed and encrypted, or just compressed. But you can definetely see a pattern in the file's encrypted data. But, going back to the "face feed" thingy, on Wikipedia it says: 0xCEFAEDFE ("face feed") is used by Mach-O to identify flat (single architecture) object files. In little endian this reads FEEDFACE, "Feed Face". On another page: "Feed face", Seen in PowerPC Mach-O binaries on Apple Inc.'s Mac OS X platform. Would make sense, as the GameCube runs on a PowerPC, so developing a game for it on a PowerPC Mac would make sense (though there are references to Windows in default.dol !!), especially debugging / emulating the game (note that Mac Emulator string from the default.dol file). Binaries match as well, they're bin files with what seems to be a correct header, juding from other Mach-O files. But... I don't think they're supposed to be executable. There's a possibility though that the devs used this file format but not for what it's supposed to be used for? Instead of using it for execution they used it for archiving... The BLOCKS.bin does not have "face feed" in its header.

That's all for now! I will post more if I find more.

EDIT: The "fish has reached the end of it life" string does NOT exist in the retail default.dol!! So only in the E3 default.dol, and in the DLLS.bin file, just like the sequence between Krystal, Randorn and Sabre, exists in both DLLS.bin and E3 default.dol, but not in the retail default.dol. Seems to even more confirm my theory.
Hugo_Peters

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Posted on 10-30-13 05:10:16 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) (last edited by Hugo_Peters at 10-30-13 07:35:31 PM) Link
Originally posted by CoinCollector
Criminy. I don't want to get my hopes up but... this sounds promising. Good luck.

Of course getting any version of Dinosaur Planet would be incredible but you know what would be amazing about this method? It would probably be the last, most complete version! You'd think this version is the one they used for porting, which would most likely be the most recent one as well.

Yup, looking at the files there are already some mentions of Fox, but most of it is Sabre / Krystal. It's a bit odd though, as in an interview with one of the devs, they said that they had already decided to port it over to the GameCube, and after they began with that, Nintendo suggested to use Fox.... so it's a little inconsistent with the mentioning of Fox in the N64 version, but oh well!

UPDATE: I got in contact with Phil Tossell, lead developer / software engineer of both Dinosaur Planet and Starfox Adventures, and he's willing to help and answer questions (though he's very busy finishing his new game Tengami (it's awesome)). I'm really hoping I can work something out with him!

EDIT: Been listening to MPEG.bin, it is the N64 version (Tricky explains sidekick commands, "Press the upper C-button", so that confirms it's the N64 version). Though in this version, MAJOR SPOILER ALERT!!!!
Hugo_Peters

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Posted on 10-30-13 09:05:27 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
Originally posted by Kett
The mpeg.bin from the root directory or something new?

There are dozens of Starfox references in the root mpeg.bin, if it's that one you are probaly mishearing stuff as


Not sure what you mean, but

Been looking through the Diddy Kong Racing file, and it DOES seem to use the same files as Dinosaur Planet.
This is what I found so far:

0x00000040 = DLLS.bin (makes perfect sense, maincode is first file in the rom structure, after the header)
0x000ECD50 = SFX.bin(?) or ANIM.bin
0x00AA9B00 = FONTS.bin
0x00376BA8 = GAMETEXT.bin
0x0037E030 = FRONTTEXT.bin
0x006C055D = OBJECTS.bin

It will be hard to find the offsets for every file, there are a lot of them, and they all look very similar. BUT, the good news is, that the files of DP seem to be in the same format as Diddy Kong Racing... HOWEVER I'M NOT GUARANTEEING ANYTHING!

[thismightsoundstupid]Looking at the format, it should just be a method of pasting the files after each other in the correct order...[/thismightsoundstupid] One problem still is the ZLIB files... ZLB is not mentioned in Diddy Kong Racing's code..... so I think we need to get those decompressed. But like I said, that's not going to be easy, however, hopefully we'll soon know more after Phil has taken a look at it :3 Also, some DP files are empty, though that might not matter, because some SFA files with the same name are empty as well.

Another thing, pasting the DLLS.bin file directly after the z64 header actually does something when loaded in Project64: it doesn't crash (*cough*when not enabling the debugger*cough*), the VI/s jumps to 120 and the CPU gets to 100%, but it doesn't crash! Not sure if that means anything or that it isn't special at all (I'm not a pro xD) but it's definitely not a bad thing!
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Posted on 10-30-13 09:12:10 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) (last edited by Hugo_Peters at 10-30-13 09:13:07 PM) Link
Originally posted by koolaidman
I pretty much had the same thought when I looked at all of this back in August, but it's crazy to even think about the possibility of everything being here. Pretty much everything needed for Dinosaur Planet seems to be here - code, art, music, etc. The only problem is that it's not in a compiled ROM like format, since as far as I know there's no mention of a potential rom header. So there's no telling how much would actually be needed to restore the game in a playable state using what we have. If anyone would be interested in doing so, the only thing I can think of is to try and disassemble DLLS.bin. I still haven't figured out if it's really filled with compiled MIPS code or not, but it seems likely that it's all MIPS. DLLS.bin should contain all the instructions/programming for various parts of the Dinosaur Planet (sound engine, various game play mechanics, physics, enemies, and possible the core engine itself). The file seems to be referencing addresses for sure, but if those addresses are pointing outside the file or what I have no idea. But you'd have to disassemble and piece together the ENTIRE game together, and your efforts might become fruitless after some point if something that DLLS.bin is looking for is missing. I'd ask someone who knows a fair amount of N64 hacking/hardware to see if it's possible though, since I'm only assuming here. Maybe someone who works with N64 emulation could tell you what's needed for a game to "work".

I would ask Phil if he remembers what the .TAB files are (tables?), since each file has an equivalent .TAB file (even the DP files) and if he remembers why these files are here in the first place. I wonder if a lot of the engine in SFA is similar to DP (besides any utilization of 3rd party things of course). Maybe the N64 version of DP was once playable alongside SFA on the Gamecube during development?

Also take a look at STORYBOARD.BIN, this file should be very interesting. It's another potential DP file, probably used for cutscenes. But I can't judge what it could actually be since there's no plaintext in the file (compressed most like, but in what format I have no idea).

BLOCKS.bin definitely has models, and it's not compressed in anything (everything is just clumped together). The model format looks exactly the same as the format SFA uses based on looking at an uncompressed version of the mod##.bin files. It looks like the file could contain all kinds of models (enemies, player, areas, etc) since the model format is the same between everything. I've seen videos of someone replacing model data from one object with another (the staff with something else), you could take some of this data and replace the model data for the staff with data from BLOCKS and see what you get.



Take a look at my prev post, if you can find the addresses DLLS.bin is refering to, alongside with the data it's asking for, we're pretty much finished I guess. It looks like a big puzzle for me, just need to fit the right pieces at the right spot (can't we just use the header of DKR? Not sure if that's the spot where it defines things like the CIC chip, but otherwise we might be able to create one using the N64 SDK?). I've sent Phil all files from the E3 demo, retail, N64 SDK and GC SDK, alongside with some other stuff, I hope he can do something with it. I guess he'll figure it out eventually, hell, he put those files on there!
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Posted on 10-31-13 07:19:31 AM, in Star Fox Adventures E3 2002 prototype (5/17/02) (last edited by Hugo_Peters at 10-31-13 07:55:26 AM) Link
Originally posted by koolaidman
I don't think it'd be that simple. The header needs a value for the program counter at 0x8 which may be the address of the first instruction for the game's actual code (I'm not sure about this though), two double words for two CRC numbers, and some other information that the game may/may not look at. I don't know what the address could be for the program counter value and if we can even determine it by what DLLS.bin can provide us. Then I think you'll need boot code at 0x40 that runs till 0xFFF (0x1000 is where the game code begins, something from DLLS.bin would start here). This is all coming from this. I don't know what we can do to create all this information (except for arbitrary things like the game name, cartridge ID, and country code).

But again I don't know very much about stuff like this so I don't really know what's possible and what isn't. With DLLS.bin in a disassembler, I'm not always sure what's supposed to be represented as data and what's supposed to be represented as code (if it really is MIPSR). I don't know what the first few hundred/thousand bytes of the file could actually be, either it's code, data, or some kind of file header I don't know. But code has to start somewhere in the file.

(It would make sense that STORYBOARD.bin contains cutscene data, as the size of ANIM.bin doesn't seem to fit all cutscene data like face animations, etc.)

I asked Phil what happened to the ECTS cartridges, who knows... It's a good idea to find someone who knows a lot about N64 stuff (maybe Phil as well?). The DLLS.bin file seems to be MIPS indeed, not sure how that works, but there are a lot of references to .c files, though, compiled, it might be MIPS. Going to do more tests today, try things out like swapping textures with Diddy Kong Racing and more. DKR seems to have some sort of protection though, as changing the RARE copyright text will causes the game to not load. Replacing the N64 logo object with the Rare logo will make it disappear completely, though there is some green behind it? Not sure.

[EDIT] Thanks for that link, going to do some comparisons between the explanation and DLLS.bin. Check if offsets match for various stuff? And maybe try disassembling the file in IDA and see if we can find the ?MIPS? codes mentioned in the file?
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Posted on 10-31-13 11:07:05 AM, in Star Fox Adventures E3 2002 prototype (5/17/02) (last edited by Hugo_Peters at 10-31-13 11:45:01 AM) Link
Originally posted by einstein95
Can someone tell me if this is used in the demo?



It'd be stretched horizontally so it'd look like:



EDIT: Now, these require a bit of squinting, as I couldn't get them any clearer.

Sabre's Adventure...


Krystal's Adventure...

Did you find that in one of the TEX#.bin files? Looks quite compressed to me...
I did recognize the Krystal's Adventure text, http://www.youtube.com/watch?v=cOVBRJToVDY at 09:17.

(BTW, I (finally) made a Tumblr page, I will be posting the smaller finds / less interesting stuff for getting the game back working on there as well, work in progress stuff as well, before I post it here as a summary, http://hugo-peters.tumblr.com/ so we can keep this topic clean)

[EDIT] Yup, seems to match with the one of the video!
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Posted on 10-31-13 02:19:43 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
I succeeded in opening the DLLS.bin file as MIPS, take a look:

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Posted on 10-31-13 03:25:36 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
Originally posted by divine
That doesn't look like anything even close to valid code.

Looks like good code to me, but I don't know MIPS at all xD
It's an N64 MIPS disassembler though, not sure if it's different from normal MIPS.
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Posted on 10-31-13 03:51:03 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
Originally posted by einstein95
Originally posted by Hugo_Peters

Did you find that in one of the TEX#.bin files? Looks quite compressed to me...
I did recognize the Krystal's Adventure text, http://www.youtube.com/watch?v=cOVBRJToVDY at 09:17.

(BTW, I (finally) made a Tumblr page, I will be posting the smaller finds / less interesting stuff for getting the game back working on there as well, work in progress stuff as well, before I post it here as a summary, http://hugo-peters.tumblr.com/ so we can keep this topic clean)

[EDIT] Yup, seems to match with the one of the video!


Nope. splashScreen.BIN and SCREENS.BIN respectively.

Ah, that would make sense, as the splashScreen.BIN isn't a DP file! Kinda strange they used an image for this, could've done easier with a font? Maybe they were planning to use much more like these images but they weren't made yet (like all of the WIP text screen seen in the 1 hour demo, that would also explain why the total size of everything isn't as big as the cartridge would've been...)
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Posted on 11-01-13 09:04:30 AM, in Star Fox Adventures E3 2002 prototype (5/17/02) (last edited by Hugo_Peters at 11-01-13 01:57:04 PM) Link
Originally posted by puddinpops
Someone better give a new DL link if we're looking for more people to look into this thing, the current one in the OP is dead.

I will try to reupload it today, though I don't think there's much more to find without Phil's help.

[EDIT] Here's a new link: https://mega.co.nz/#!jU8hyR7Z!Rd6zgRbG101gp4aqgIUYKgFThbQrganfaOZeVv1faFY

[ontopic]
I think STORYBOARD.bin might contain the whole ... story, I mean, it would be the file what tells DLLS.bin what areas are accessible at what point in the game, etc.
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Posted on 11-02-13 04:59:56 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) (last edited by Hugo_Peters at 11-02-13 05:55:40 PM) Link
What I meant with "whole story" was this (had to type in a hurry, sorry for my bad explanation :A):

In my theory, DLLS.bin would be the file that tells the N64 how to do stuff, like drawing things, music playback, but also stuff like AI, player controls, Tricky (obviously), etc. etc. It would include all of the stuff that's listed in the INCLUDE.bin file and have the DLL_ prefix (some of these "files" are located on the E3 disc, some aren't, and those could be very well included in the DLLS.bin file, as it seems to consist out of multiple files as well).

STORYBOARD.bin would then be the file that tells DLLS.bin what to (for example) draw at a certain point, or what music goes with what location, or what objects are located on what level, etc. etc. It could also be the file that triggers the cutscenes, and even the cutscene controller, to tell what voice clip comes at what (relative) time offset, what music has to play and what animations are being used by what model.

Nice work on the .tab files! I found a pattern in the MPEG.bin file, and am currently trying to make my hex editor count how many of these patterns occur, so we know if the data you extracted matches the actual file.
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Posted on 11-02-13 07:51:19 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) (last edited by Hugo_Peters at 11-02-13 08:05:07 PM) Link
Originally posted by koolaidman
Well this is interesting...







These are from TEX.bin (I used N64Rip). Sorry for the bad sizes, but the colors look correct. This doesn't resemble anything from DP AT ALL. There may be some Dinosaur Planet textures thrown around here and there, but I have no idea (it is a pretty decent sized file after all). In fact, these look a lot like something from Diddy Kong Racing. But I don't recognize any of these from Diddy Kong Racing either. Any of these familiar to anyone? Diddy Kong Racing 2?

...

Wow, I don't know what to say... Have you looked at the other TEX files? What about the ones of the SFA retail disc? The TEX#.bin files are still there, though all different sizes, with TEX1 or 2 being around the same size as TEX.bin of the E3 demo...

EDIT: Are those few textures really 2 MB together? Shouldn't be more than 400 KB!?
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Posted on 11-02-13 08:21:40 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
Originally posted by koolaidman
The other files need to be uncompressed since they're using zlib. Strangely enough even though the demo/retail game doesn't load TEX0/TEX1 the default.dol that's on the root of the disc loads the .tab for TEX1 and both tab and bin for TEX0. Which is weird.

Can someone who likes ripping textures out get all the stuff out of TEX.bin? You can download it here. I'm starting to think the textures for DP aren't in this file, but quite possibly from Diddy Kong Racing (2). But I'm not good at using N64Rip, so someone with more know how should try it.

If they're using ZLIB in the other file(s), it's very well possible those ARE from DP (let's keep faith )
I'm not sure why they would leave a non-DP related file on the E3 disc for porting, as they didn't need it at all... Must be something else in there, I guess......? ZLIB is also being used in SFA, so it would make sense if the compressed ones are from DP.
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Posted on 11-02-13 08:40:59 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
Originally posted by gilgamesh
Ecclesiastes 1:9

What has been will be again,
what has been done will be done again;
there is nothing new under the sun.


And that means in this context?

[ontopic]
Before making any conclusions, I really want to wait on what Phil has to say. I guess we'll know in a few days. And hey, otherwise we'll play it without textures... it's the next best thing (but I think the textures are there).
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Posted on 11-02-13 08:57:27 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
Originally posted by divingkataetheweirdo
Originally posted by Hugo_Peters
Originally posted by gilgamesh
Ecclesiastes 1:9

What has been will be again,
what has been done will be done again;
there is nothing new under the sun.


And that means in this context?


gilgamesh means to say that a lot of the stuff found here was already found by him a couple of years ago (like the voice clips, the spacey background, as well as all those files in general). Still, there's plenty of things here I've learned about from his topic. Also, when I first saw "STORYBOARD,bin", I thought it actually contained still images of cutscenes not yet animated, which is I think of when I hear the word 'storyboard'. It wouldn't be unlikely that it's just how the game's cutscenes were/are organized and/or played though.

I don't think it would be a storyboard, literally. It would make sense to assume it's the file that's the "storyboard" for the engine. I'm pretty certain it is. You don't need cutscene images to port code over to the GC. Thanks for clearing up gilgamesh's post, though I don't think those 5 textures are the only thing located in the whole file. Duplicate the size 2 times and you have over 900 SFX samples (SFX.bin). Would rather be that those are the only uncompressed ones.
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Posted on 11-02-13 09:21:14 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) (last edited by Hugo_Peters at 11-02-13 09:21:34 PM) Link
Just something to cheer 'ya guys up, hopefully: http://hugo-peters.tumblr.com/post/65826666332/something-i-did-a-little-while-ago-applied-some
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Posted on 11-02-13 09:45:17 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
Originally posted by puddinpops
Originally posted by Hugo_Peters
Just something to cheer 'ya guys up, hopefully: http://hugo-peters.tumblr.com/post/65826666332/something-i-did-a-little-while-ago-applied-some


Neat, hearing that makes me want to see this thing get compiled and playable even more I know nothing of SFA since I never played it, so don't know the differences between it and DP, but is this tune not in SFA? How much music that was found was DP exclusive?

I know that a copy of DP sold in private a couple years back or more, but the buyer clearly has no intention of selling. Needless to say if you guys get this working, this will be a big punch in his hoarding balls since it will drop any kind of investment value on it =p

Thanks, quite some music was reused in SFA, though not everything. My most favorite one being Swapstone Circle. Do you have any proof a copy was sold once?
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Posted on 11-02-13 09:50:37 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
Originally posted by divingkataetheweirdo
Originally posted by Hugo_Peters
Just something to cheer 'ya guys up, hopefully: http://hugo-peters.tumblr.com/post/65826666332/something-i-did-a-little-while-ago-applied-some

Same thing here. You did a nice job with this. koolaidman already ripped pretty much all the game's music though, just so you know. It's also on YT too.

Thank you. I knew about the midi's, in fact, that's what got me into all this (thanks koolaidman ^^ I sincerely hope all this work will be rewarded)
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Posted on 11-03-13 09:22:49 AM, in Star Fox Adventures E3 2002 prototype (5/17/02) (last edited by Hugo_Peters at 11-03-13 09:31:23 AM) Link
So there's a lot of stuff from DKR 2. Yay. Personally not so excited about that one. I'm very curious what else is in the file though, if there's anything left. I hope we soon know what's in the other TEX files, and maybe what's in the TEX files of the SFA retail disc?

All exported textures together are around 800 KB, while TEX.bin is more than 2 MB. Should be more in there. Have to be DP textures, otherwise it wouldn't make sense to keep the file on the E3 disc, and since Rare is secret as fuck about everything, they wouldn't.
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Posted on 11-03-13 11:31:03 AM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
Originally posted by xdaniel
Originally posted by Hugo_Peters
All exported textures together are around 800 KB, while TEX.bin is more than 2 MB. Should be more in there. Have to be DP textures, otherwise it wouldn't make sense to keep the file on the E3 disc, and since Rare is secret as fuck about everything, they wouldn't.

I've used the .tab file to locate the textures for extraction, so I should've gotten every image in the file, and I've saved them to PNG files, which are compressed and thus not representative of how big the original image was in TEX.bin. So I'm pretty sure those 850 textures are all there is to TEX.bin.


Hah, I see. But what about the other TEX files, they're compressed. And note how on the retail disc, all TEX# files are a different size, with TEX1 being over 2 MB. Could be possible that those ARE from DP?

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