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Wolfenstein3D - SNES Uncut hack

Started by Fire-WSP, March 19, 2018, 10:19:14 PM

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Shadowhazard

will be the best wolfenstein 3d port :thumbsup:

Fire-WSP

#121
Since we spoke about the possibility of 64x64 textures.
I just tried the new canoe hack for Jurassic Park. The game has similar 3D parts like Wolfenstein.
I just realized that the wall textures they use there are 64x64.
It gives more detail but in JP it has a quite bad frame rate.
There are two possibilities now.
- The 3D part in JP was poorly coded and therfore we have bad frame rate there
or
- 64x64 will make it slow on the SNES no matter how good the code is.
Lets see how this performs in W3D. DarkSamus will find out :)

Shadowhazard

#122
https://ibb.co/j45OGn
https://ibb.co/m45vU7
https://ibb.co/cYHnbn
https://ibb.co/dbbfwn

all cleaned stuff. Hitler has now a propper transparent on his chest not that purple color error.
Standart Soldiers spit Blood instead sweat...all those little things are fixed.

All the Blood and Bones for the Game
https://ibb.co/czVGmn
https://ibb.co/euTQe7
https://ibb.co/eStrK7
https://ibb.co/jyirK7

Fire-WSP

Ah, you also added the chairs. I wonder why they left that out.
I like the additions.

DarkSamus993

This is taking longer than I wanted it to, but it's getting there...

Current state: As you can see, the game is not fetching the correct coordinates to print to the frame buffer. It also doesn't seem to be reading the whole 64x64 sprite yet either. Once I iron out these few wrinkles I'll release a patch for play testing (64x64 wall textures will come later).

Shadowhazard

iam totally fine with it. its more important to get all the uncut Sprites in that game than 64x64 Walls.

Samus, do you need the cleaned sprite files maybe? All i released here are fine but not complete. If you need all files i will upload a zip. :)

Fire-WSP

Quote from: DarkSamus993 on April 15, 2018, 12:26:44 AM


Well this is a... a lamp I guess ;D
Seriously, it looks like progress.
It seems you are on the right track and it appears that your modifications
for the transparency color work already. Cool :thumbsup:

When the patch is ready for testing, we propably need a few people for that to cover as much of the game as possible.
The good thing is that the game still includes all the debug functions.
There is god mode, level select and also level skip.
Important is to have all endboss fights tested.
It would also be good if somebody would be able to make a test run on real hardware.
BSNES/Higan is accurate but better save than sorry.


Shadowhazard

#127
https://ibb.co/e5tBP7


i did the bleeder pics from bj. I used the similar mac pics and scaled them. Some parts copy and paste in the snes tiles and this happend.

They took a lot red and orange from the scaled mac pics...its like Nintedo was fine with a bit red pixelation at least. Its a very interesting process how the orginal Artist was forced to reduce the violence bj shows now.

DarkSamus993

Almost there, just got to tweak the horizontal scaling code a little bit more.

NOTE: I disabled transparency for debugging purposes, I'll enable it when I get the scaling perfected.

Squall_FF8

DarkSamus993, your updates are the most anticipated here  :laugh:

Is there something that we can help with?
Welcome to the FF5 Den: https://discord.gg/AUqDF85

Fire-WSP

Yeah, 100% agree! Very exciting.

@DarkSamus993,
in which format are the sprites now?
8-Bit Linear like the textures?

Also since the sprites are now uncompressed, do we need much more rom space now?





DarkSamus993

Quote from: Squall_FF8 on April 17, 2018, 06:24:34 AM
Is there something that we can help with?
While I work on the code, you guys can edit the sprites/walls: https://drive.google.com/open?id=1yRrxGGuKQPTQ1rDF7ubqeO7PQ8UWhUnS

You can leave them as PNG for me to insert, or if you want to go the extra mile you can convert them to raw bitmaps (Texture_Sprite.bin and Texture_Wall.bin). I've also included a palette file for use with Tile Molester.

Quote from: Fire-WSP on April 17, 2018, 08:41:04 AM
in which format are the sprites now?
8-Bit Linear like the textures?
They're just like the other textures: 8bpp linear, mode 2.

Quote from: Fire-WSP on April 17, 2018, 08:41:04 AM
Also since the sprites are now uncompressed, do we need much more rom space now?
I've expanded the ROM to 16 Mbit (2 MB) to make room for the uncompressed sprites & other new content. The sprites (64x64) take up $AA000 bytes and the walls (64x64) take up $40000 bytes.

The sprites I've moved to the expanded space ($D00000), and the walls start at the same offset ($C20000) and just extend further down since all the old sprite data has been removed.

Fire-WSP

#132
Okay, I got the file. I will include the material made by the guys here.
Edit:
here is the texture sprite.bin with the uncut content.
https://www.dropbox.com/s/82mnm3m6zla4vt4/Texture_Sprite.bin.zip?dl=0
Lets see if it works.

The 64x64 walls are almost complete if I saw this right?

Shadowhazard

#133
New Content could be the whole Face palette like on jaguar...but...better :laugh:

I would take the time and make them all snes fit but only when everyone agrees and Samus is interested in coding it.
I think this coding will be a lot of lines (if,else and stuff :D)

The Zombieface could be implemented any time because its part of the uncensor stuff and that the bleeding starts sooner (at50% maybe).


Fire-WSP

#134
Okay, here are the walls:
https://www.dropbox.com/s/72hetxs6k4yzi9e/Texture_Wall.bin.zip?dl=0

A few wall textures are not final but the set is complete.
I just want to wait and see if the 64x64 walls will work in a playable form.
The textures in this file are mostly based upon the PC version but I remade a few snes exclusive textures in 64x64.
The outside Sky and Night for example. They are still WIP.

@DarkSamus
there is GFX missing at the end of the texture wall file.
It is not important for the editing as this parts need no edit but I just want
to make sure that the missing GFX is present in the game. :thumbsup:

DarkSamus993

Quote from: Fire-WSP on April 18, 2018, 05:56:32 PM
there is GFX missing at the end of the texture wall file.
It is not important for the editing as this parts need no edit but I just want
to make sure that the missing GFX is present in the game. :thumbsup:
They're not missing, that's just a quirk with certain codecs in Tile Molester. You just have to pad the file ($200 bytes in this case) so it will display the last row and then delete the padding after you're done editing.

Fire-WSP



DarkSamus993

I finally got scaling working correctly, all output should be identical now. I just need to clean up my code a little bit and then I should be able to release a patch for playtesting sometime tomorrow.

USA:  -->  Uncut:
Spoiler
[close]

Quick opinion poll: Should I remove the empty space between sprites? My code ignores it anyway, but I also realize without it editing becomes a tiny bit more involved. It's not like we're hurting on space at the moment, but it would optimize the code a little (not having to calculate the 'true' start address of the sprite). This is just something I thought of to save ROM space and a few CPU cycles.
Spoiler
[close]

Shadowhazard

#139
if you can save something internal do it  :thumbsup:
its good to have a few cycles more.

never checkt the pixel movement of the lamp :D... i did in the beta few mins ago. looks the same as on the pics. good job!

its so cool i play SNES before work like as kid before school...morning first level run :D
i test this only on snes mini with tv filter by the way!