11 March 2016 - Forum Rules
Started by dyson132, April 11, 2012, 01:41:57 PM
Quote from: Stef on March 06, 2013, 08:01:26 AMI downloaded the zip file he sent but looks like that is all we already have on different topic / forum / archive we explored.
QuoteNote that some of the things that you find in SFXedit might not be used by the program itself and are just some text I pasted in my project for reference. Also, SFXedit doesn't use/emulate any Super-FX code. It does feature a very simple 65c816 dissembler/assembler because level data sometimes depends on ASM code to branch, but it doesn't actually emulate the code.
Quote from: Stef on March 06, 2013, 08:01:26 AMI am still looking to find a bit more infos about object and after having spent some time on that i can only make some assumptions...I figured the scale data but all others infos as object looks weird...I will describe them later when i will be back at home but i guess VL-Tone can help with that (if he can remember)
Quote from: dyson132 on March 06, 2013, 08:26:37 AMMaking a level editor would be awesome but I now see that without deconstructing the logic of the header information in the game it would be impossible to modify a stage size or amount of objects it can hold.By the way, is it hard or even meaningful to map out a ROM? As in, "$60F58 here is the something that does this". Are there any tools for such a thing? I ask because I wish to make a cleaner document about what we already have.
$00: vertex address offset (2 bytes, low byte first)$02: bank number (1 byte)$03: face address offset (2 bytes, low byte first)$05: Z position ?? (2 bytes, low byte first)$07: scale, used as left shift operator: value <<= scale (1 byte)$08: unknown address, collision infos ?? (2 bytes, low byte first)$0A: size X (2 bytes, low byte first)$0C: size Y (2 bytes, low byte first)$0E: size Z (2 bytes, low byte first)$10: Z distance / alignment ? (2 bytes, low byte first)$12: palette address (2 bytes, low byte first)$14: id1$16: id2$18: id3$1A: id4
Quote from: Stef on March 06, 2013, 05:14:03 PMI started to work on it a long time ago but i can now display direct object from starfox which is awesome =)Ah yeah, you need a sega megadrive emulator to test it
Quote from: dyson132 on March 06, 2013, 06:36:22 PMWhere did this come from? xDHow did you do this a long time ago if you just now have the models?!?! It looks great! How did you make this work?
QuoteEverything else sounds great. I think I will wait a bit more to rewrite my code, specially since I am kind of stuck with the stage information. You've had awesome progress!
QuoteTo help you out I'll begin hacking at the rom and using your table as reference for distorting objects. the only one I did get to work as you mentioned out was the scale one. The collision ones are interesting but I couldn't figure out their inner workings although I know they are collisions since I managed to destroy the ship many times before actually starting the game. I also tried using the two bytes as 4 face index values but I'm still not sure.The "$05: Z position ?? (2 bytes, low byte first)" seems to be right too because it shifter the position at with the Arwing becomes available.
QuoteI also answered a question I had for some time which was why is there a face missing from the the Corneria Base obj. It actually isn't missing, it is loaded as a separate object in order to be correctly drawn on screen using the BSP. See, this rectangle appears in front of the ship which should appear in front of the Corneria Base. This rectangle also appears as a separate object in the SFXEdit.
QuoteDo you want me to post the complete header info to VL-Tone or should you?.
Quote from: dyson132 on March 07, 2013, 07:43:36 AMA lot of great info in your post. I hope you finish the port.
QuoteI had already posted the link to this thread and I think he read it since he commented on SuperFX being emulated in SFXEdit. I'll post the header info in case he can give some insight.I posted the link to your post about your port too, the idea is too good not to mention.
Quote from: Stef on March 07, 2013, 08:20:45 AMThanks I hope to finish it too but that is really *a lot* of work so that might become a simple "demo" but who know
Quote from: Stef on March 08, 2013, 08:29:14 PMWell anyway it would have be a shame to stop here now we have dig that far I first want to be able to use the max data i can from the original rom, the more we can extract, the less we have to reproduce :p
Quote from: Stef on March 08, 2013, 08:29:14 PMI got new inspirations about some infos present in header I think the Z position /distance stuff are related to the Z clipping / collision test, this is something i need to test !
Quote from: dyson132 on March 08, 2013, 08:43:12 PMSure lets continue. I don't have much to offer since I am not as experienced as you are but I can verify stuff very quickly.Also, since VL-Tone mentioned that he needed an 65c816 dissembler/assembler for level info, my guess is you can completely port the game. I was just playing a Doom 64 port for PC:http://www.doomworld.com/vb/source-ports/54058-doom64-ex-2-0a-feedback-build-updated-1-25-11/The guy started out replicating the game from what he saw but ended up making an application that read from the rom data. It works very well. I want to do this with Star Fox.
QuoteGreat! I need more distractions from work! at least I won't get fired for coding so, do you need help?I should be able to corrupt the game so much that it shows wireframe 3D cubes where the collision boundaries should be. I know you can do it too but I have the code ready and everything.
Quote from: Stef on March 09, 2013, 07:07:20 AMOf course you're welcome to test that Honestly you are a lot faster than me for that as you already shown
Quote from: dyson132 on March 09, 2013, 09:17:07 AMI'll do it. Do you have any more guesses about the Z position /distance and Z clipping / collision test?
Quote from: Stef on March 11, 2013, 11:29:06 AMThanks Honestly not really for the moment, i need to look more closely in these. I think you can try display a sort of bounding box around object using object size and also try to display straight Z line corresponding to object Z center minus the Z distance in header so you can see if this value is reliable as a clipping or collision detection.
glPolygonStipple (halftone); glBegin(GL_POLYGON); glVertex3f(200, 0, 0); glVertex3f(250, 0, 0); glVertex3f(250,100, 0); glVertex3f( 50,100, 0); glEnd(); glDisable (GL_POLYGON_STIPPLE);
Quote from: Stef on March 23, 2013, 06:51:31 AMHey,Glad to hear that Unfortunately i did not made any progress as i did not have any free time lately and that is, until April...So you can consider i am exactly at the same point as i was in the last post :p
Quote from: dyson132 on April 10, 2013, 12:09:51 AMThat is horrible! I hope you get your stuff back soon! I've been away too, progress is down to 0 on the Star Fox decode because I had to learn GLSL and stuff. I don't know when I'll resume it but I haven't left the thread either.Good luck!
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