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Wolfenstein3D - SNES Uncut hack

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

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ShadowOne333

@DarkSamus993:

I think these should serve the purpose for the voice clips:
https://forum.zdoom.org/viewtopic.php?f=37&t=46658

Other options:

https://www.sounds-resource.com/pc_computer/wolfenstein3d/sound/1443/


Let me know if you need something else and I'll get to it.

Shadowhazard

https://ibb.co/cYK9vS

https://ibb.co/nCVch7

Cage and Ammoclip

The Cross we can use from SCD he uncensored it already :)

SCD

I think we might be using the voice tracks from the Jaguar port.

I found all the ones that we need for the enemies & the bosses, you can get them here: https://www.sendspace.com/file/nvxfku

Another thing we should do is give BJ's HUD a darker hair tone, so it'll match the one from his level complete portrait.

Here's a edit that I did as a example:


We should also make his sleeves that appear when you use either the knife or the pistol more grayish looking, to match the ones from his level complete portrait as well.

We can also make this as another optional patch as well.

I fixed up the new Mission Briefing texts from the latest version of the uncut patch a bit, I got rid of all the double spaces and I also fixed a spelling error as well. You can get the updated patch here: https://www.sendspace.com/file/b9362w

Shadowhazard

I found out that a lot of the Boss Sprites in beta and final are not completed by Id.
The Shadows they cast are brown and changes to grey. Death Knight is complete but all other bosses not.
We could correct that ^^


Fire-WSP

#65
@DarkSamus

thanks for the explaination.
I actually tried to copy the section starting from 0x030000 over myself.
But since the file in the beta was a lillte bigger and I have no clue about pointers and stuff, this was doomed to fail :D
Nice to see it work now.

I think we can keep the expanded rom since people here are interested in mofifiy the game more than just a plain uncut hack I intened :)
Would it make sense and/or help to expand it to full 16Mbit? I dont know if 12Mbit could make any trouble with emualtors like canoe?

Also thanks for looking into the gun problem. that would be one more issue gone from the list.

Regarding the MSU.
It is funny you came up with this.
My brother sended me some links to orchestrated Wof3D Music the other day.
After that I walked the dog and on the way I thought well a MSU hack would be a nice option.
Since I have no clue how to do such a hack and I need to rely much on the community in terms of deeper hacking,
I didnt wanted to bring it up yet.
Mut yes, I would support a MSU hack.
I have never looked closer to the MSU stuff, I just know that it makes it possible to play PCM files instead of the games music.
What else does it do?

But since MSU is not real uncut related and also MSU does not work on every device/Emu, it should serve as a additional patch for those who want to use it. Will be for sure a very cool feature. I wont stop you. About the music PCMs, Can they be exchanged by the user or do we need to find fitting music for it already?
Offtopic: Jurassic Park SNES needs also MSU :)

Also since you mentioned there was a bit room left for additional GFX. Do we have space to add a few 8x8 letter with Umlauts?
I checked the Fonts in the game and there are signs like brackets and stuff and it seems that most of that is not used in the game.
I just could redraw a few of them to be a Umlaut like Ü, ü, Ö, ö, Ä, ä, ß
It would be easy to do but it is also a bit messy. It would be more professionel to add in additional signs to choose from.

Regarding the sound files.
ShadowOne and SCD gave already the correct links.
But for the pure uncut hack I am looking for just a few changes /additions if it is even possible.
I have a list for possible changes but first it would make sense to see what can be done for the sounds in general.

@SCD
You have a lot of ideas and want to try out stuff. I really don't want to stop you. ^^
However, most of the stuff you mentined in your last post are actually not really uncut related.
It would change the appearance of the game and would be modding.
The two spaces for example in the text was done for a reason. I want to keep that in the pure uncut.

Same goes for the BJ hair. In regards of this, please try the game with BSNES, Color Emulation on and Scanlines added.
It gets like 1 or 2 tones darker with that. I am not sure if you want it even darker. Since this game was designed for a system running on a CRT we should not give to much attention to the standard poppy bright VGA emulation output.

Your ideas go more towards a SNES/PC conversation hack in general. I am sure a lot of people are interested in playing this so I think it would make sense to split the current patch and have a SNES/PC conversation hack stand alone curated by you. Some feature will be present in both versions, some just in one or the other. What do you think?

I also have a few ideas for cool additions in a SNES/PC conversation hack.
In the case that we can add new sprites or manipulate them or even add new Levels/Episodes, I would like to bring Gretel Grosse in the game and give her a 3 Level Episode after the Übermutant. But she would get new unique sprites and not just a pink version of Hans.

Also like Shadowhazard said already, it would be nice to keep the rats.
I would like to keep both, Dogs and Rats in the game because they make both sense if you place them correctly.
In the first SNES level for example the rats make no sense. This is not about Bio Weapons or Experiments there.
But later with Schabbs and the Übermutant, they make very well sense and are cool.

Also with additional rom space it should be possible to add different mission briefing screens. Right now we have only one. He speaks always to the President and that makes not much sense. So he is flying always back to the US, gets orders and flys back to Germany, not very efficient XD The PC has some material for this I think.

There is a lot of stuff possible but this also depends on how much time people can or are willing to spend on it.
That is why I try to keep it comprehensible for now. With having it a bit organized, chances are higher to get more help when needed :)

SCD

#66
Thanks, I'm glad that you like my ideas.

Alright, I understand that you want your hack to look good on certain devices, I'm cool with that, it's no big deal.

I'm glad to hear that my PC color idea with all the stuff that I mentioned in my previous posts is going to be added as a optional color patch for it.

Alright, it's no big deal, I just thought it's looks better without the double spaces, the spelling error that I fixed is "offocer" to "officer" in the 5th Mission Briefing.

Maybe another neat optional patch idea is one that will give B.J. his PC head & weapon sprites.

Shadowhazard

#67
https://ibb.co/i5e8qS

the Backpack and ammo belt from the beta1

Fire-WSP

#68
I had to fix a few wall textures. They are now final.
Here is the updated version.
https://www.dropbox.com/s/cytxrd7klbi2ngf/Wolf3-D_uncut_v5.zip?dl=0

This patch only adds the wall texture fixes to the V4.
The textbug found by SCD is not fixed in it.
Since DarkSamus said there is still something to do for him on the text, I left it in.

Edit1:
My brother just contacted me and told me that there is a serious bug in the Trans Grosse Level.
Trans appears in a room where he is not supposed to be and then the game is crashing.
He tried the v5 on the SNES Mini Classic so it was with canoe.
I am a little bit short with time right now and can not test this.
@SCD do you have a bit time to check this out and make a video?
Propably best to test on BSNES/Higan

We propably need a few more good testers.



SCD

I checked out the patch, Trans Grosse was in the right room & in the right spot, but if you go to the other room with the rocket launcher before the big room with all those guards, the game will freeze.

Something similar like that happened in V4 of this patch, in Mission 2-1, if you try going into the secret room next to the exit, the game will freeze.

DarkSamus993

Got weapon switching working: https://www.youtube.com/watch?v=olsp-gFqc4c

I completely scrapped the old routine and coded this from scratch. Now as long as you have collected a weapon and have ammo for it you can freely switch to it. The only oddity right now is the knife is still displaying the previous weapon's ammo count, so I'll see if I can fix that.

Quote from: SCD on March 31, 2018, 12:50:24 AM
I checked out the patch, Trans Grosse was in the right room & in the right spot, but if you go to the other room with the rocket launcher before the big room with all those guards, the game will freeze.

Something similar like that happened in V4 of this patch, in Mission 2-1, if you try going into the secret room next to the exit, the game will freeze.
Pretty sure I know what's causing the crash (sprite 169 - either it's pointer is wrong or where I moved it to is not working out). I'll get it fixed while I work on merging the new stuff.

Quote from: Fire-WSP on March 30, 2018, 07:20:38 AM
I think we can keep the expanded rom since people here are interested in mofifiy the game more than just a plain uncut hack I intened :)
Would it make sense and/or help to expand it to full 16Mbit? I dont know if 12Mbit could make any trouble with emualtors like canoe?
I was just inserting the shortest amount of freespace since I don't know how much we'll need yet. It can easily be expanded further.

Quote from: Fire-WSP on March 30, 2018, 07:20:38 AM
I have never looked closer to the MSU stuff, I just know that it makes it possible to play PCM files instead of the games music.
What else does it do?
It's basically more RAM that you can use anyway you want. For instance, you can use it to play FMVs. I'll admit though, my experience is limited to using it for audio streaming.

Quote from: Fire-WSP on March 30, 2018, 07:20:38 AM
But since MSU is not real uncut related and also MSU does not work on every device/Emu, it should serve as a additional patch for those who want to use it. Will be for sure a very cool feature. I wont stop you. About the music PCMs, Can they be exchanged by the user or do we need to find fitting music for it already?
They can be exchanged as long as the tracks are named properly (if a track is missing I program it to default to the original SNES music). Of course it's good form to have at least one audio pack prepared for the user to download and then they can replace the tracks with different ones if they prefer.

Quote from: Fire-WSP on March 30, 2018, 07:20:38 AM
Also since you mentioned there was a bit room left for additional GFX. Do we have space to add a few 8x8 letter with Umlauts?
I checked the Fonts in the game and there are signs like brackets and stuff and it seems that most of that is not used in the game.
I just could redraw a few of them to be a Umlaut like Ü, ü, Ö, ö, Ä, ä, ß
It would be easy to do but it is also a bit messy. It would be more professionel to add in additional signs to choose from.
It probably could be done. I'd have to tell the game to load the font to an earlier address in VRAM to account for the added tiles. I'll look into it once I finish merging the latest changes into my source.

Asaki

#71
Quote from: SCD on March 28, 2018, 12:50:12 AM
Actually, I think this hack does need some minor color changes added to it, because I discovered that three other enemies have different colors:

Mutant (Different Colored Uniform) Han Grosse (Greenish Hair) Trans Grosse (Different Colored Armored Suit) Ubermutant (Different Colored Uniform)

This was probably intentional. In the PC version, episode 2 has a lot of green walls and hanging vines, so they probably wanted the Mutants to stand out a little better.

Quote from: Fire-WSP on March 28, 2018, 11:32:49 AM
My guess is that they just didnt care if its mirrored or not.
The original SNES textures also in the beta roms are without symbols. There was no direction required anyway.
I don't think this is about memory or other shortages of the system.
My theory is to open the map and just switch or force the tile into the correct direction and make it permanent.
There are propably control bits available.

I think you'll find that any faces that are pointed towards a certain axis will have mirrored textures on them. I know in Quake, it's -X and +Y.

March 31, 2018, 02:09:02 AM - (Auto Merged - Double Posts are not allowed before 7 days.)

Quote from: Squall_FF8 on March 29, 2018, 08:13:22 PM
I made a special version of Visual SAK for you, with extra buttons so you can check all Sprites (around 170):

I think your program needs a slight tweak, since extra pixels are getting drawn at the very bottom of each sprite. You can even see it in your screenshot, where some of his coat and skin are getting drawn at the bottom of his shadow.

Edit: I'm looking at the armor, comparing it to the original PC version, and it looks like at each run of compressed blank space, at the very beginning of the blank space, it's also duplicating the color that should be at the end of the space. And then that extra row at the bottom shouldn't even be there, it's saving the graphic as 64x65.

Funny that even one single pixel of blank space gets compressed =) Whoops.

Squall_FF8

#72
Quote from: Asaki on March 31, 2018, 01:46:27 AM
I think your program needs a slight tweak, since extra pixels are getting drawn at the very bottom of each sprite. You can even see it in your screenshot, where some of his coat and skin are getting drawn at the bottom of his shadow.

Edit: I'm looking at the armor, comparing it to the original PC version, and it looks like at each run of compressed blank space, at the very beginning of the blank space, it's also duplicating the color that should be at the end of the space. And then that extra row at the bottom shouldn't even be there, it's saving the graphic as 64x65.

Funny that even one single pixel of blank space gets compressed =) Whoops.
Whoah Asaki excellent observations!!! I will be glad to hear your observations and suggestions on the tool in general (not specific to Wolf 3D)

Here is the problem:
for y in range(top_y, bottom_y):
This is in Python. Now I know nothing about Python, but my guess is: this loop include both boundaries (TopY, BottomY). The problem is that the data gives me values that are 0 to 64. It should be 0 to 63 or 1 to 64 ... To include all that I added an extra row, that is why the picture is actually 64x65 instead of 64x64.

Do you guys know why we get extra 1 value (0..64)? Is that a bug? If not what values are supposed to have 0..63 or 1..64?

March 31, 2018, 05:03:02 AM - (Auto Merged - Double Posts are not allowed before 7 days.)

OK mystery solved  :beer:

I don't care how it is in Python, but it seems the right boundary of  the loop should not be used. So values are 0..63. That fixes the strange 'noise' in the graphics.
Also there were strange transparency ... it seems color index of 255 is used as transparent instead of SNES PPU one - 0. Now Black is black, not transparent as it was  :laugh:

Thank you Asaki for sharing your observations! I sensed that something is wrong but didn't know what to expect so couldn't see the difference.

Here is the revised version: Download
Welcome to the FF5 Den: https://discord.gg/AUqDF85

Fire-WSP

#73
Quote from: DarkSamus993 on March 31, 2018, 01:30:40 AM
Got weapon switching working: https://www.youtube.com/watch?v=olsp-gFqc4c

I completely scrapped the old routine and coded this from scratch. Now as long as you have collected a weapon and have ammo for it you can freely switch to it. The only oddity right now is the knife is still displaying the previous weapon's ammo count, so I'll see if I can fix that.

That was fast! Nice. I think this alone is a good improvement for the game.

QuotePretty sure I know what's causing the crash (sprite 169 - either it's pointer is wrong or where I moved it to is not working out). I'll get it fixed while I work on merging the new stuff.

I was not really worried about this. You talked about pointers. There is always the chance to miss one.
Bugs are a normal thing, they happen, that is why I proposed testing ;)

QuoteI was just inserting the shortest amount of freespace since I don't know how much we'll need yet. It can easily be expanded further.
Okay, so no problem here.  :thumbsup:

QuoteIt's basically more RAM that you can use anyway you want. For instance, you can use it to play FMVs. I'll admit though, my experience is limited to using it for audio streaming.
They can be exchanged as long as the tracks are named properly (if a track is missing I program it to default to the original SNES music). Of course it's good form to have at least one audio pack prepared for the user to download and then they can replace the tracks with different ones if they prefer.
Interesting to hear about the FMVs. But I think to remember the Road Racing Game portet by D4s.
that was also MSU, just forgot about it. Okay so Basically MSU is the never relesed CD drive in form of a theoretical extra chip.
I wonder if it would work as real thing.
Anyway. I believe, for our Wolf3D hack we only need music streaming anyway.
(and for the proposed Jurassic Park its the same. The biggest problem for me is the music in this game. it is so not JP like often.)
We could pack the Wolf3D PC music as standard in it or something else. I am sure we will get some good suggestions here.

Quote
It probably could be done. I'd have to tell the game to load the font to an earlier address in VRAM to account for the added tiles. I'll look into it once I finish merging the latest changes into my source.
Cool, proper Umlauts :D

Edit: Btw, if I read it right, the beta sprite part is bigger than in the final version because of one sprite.
What is the additional sprite in that beta?

@Squall_FF8
Cool, nice to see your programm progressing  :thumbsup:
I still have visitors here but will check it out as soon as I can.

@SCD
Thanks for testing  :thumbsup:

DarkSamus993

I updated weapon switching so the knife no longer displays the previous weapon's ammo count: https://www.youtube.com/watch?v=iA489UtufFY
I was debating whether to have it display "0" or to not show the counter at all. I went with the later, but I can change it if people would prefer the other way.

Now to finish compiling the recent changes and release a new patch.

Fire-WSP

I checked your video and I think that looks very good. Knife without numbers is good.
The only more logical sign would be the unlimited sign but this is not in the game.

Asaki


Shadowhazard

#77
At all. Please observe the Video.
https://www.youtube.com/watch?v=1wbMcOp8to0

The guy uses the chaingun and suddenly the rotation is going faster so the the gun is like the popcornmachine on pc. Maybe some Action Replay stuff? I do not know this feature and i played the orginal pal version as kid.

This fast function is kind of cool.

Ok, puzzle solved just emulated and played some parts double speed...

But, the Chaingun on Snes is slow compared to other ports. As Suggestion to the Weaponswitch funktion, could we increase a bit the speed  of the gun with the sideeffect that it wastes more ammo. So the Player is forced to switch to lighter guns. We have 299 Ammo that is way more than on pc :) And it think the weapon lock in the basic game was because of the slow chaingun. Slow and ammo saving but powerfull compared to other ports with a fast not ammo friendly and powerfull chaingun

DarkSamus993

Got the next version ready (includes source): https://drive.google.com/open?id=1it0CBn8xqbDDh-NIpl9Qb_zJDrFS7SeZ

Changes:
- Updated the wall textures.
- Allows switching freely between any weapon as long it's collected & has ammo.
- Disabled auto weapon switching when picking up ammo/weapons.
- Fixed a typo on the #05 mission briefing screen.
- Fixed the game crashing bug on certain levels (see below).

The reason the game was crashing was because I had only updated the pointer that links to the start of sprite #169, and had forgotten to update all the pointers that make up the graphics compression format the sprites use. This was only needed for sprite #169 (rocket ammo crate), since it no longer shares the same offset as in the 2nd beta (from which all the data had been copied over from).

I haven't had time to fix the text top/bottom margins on the mission briefing screens yet, but perhaps in the next update that can be changed.

Squall_FF8

Quote from: Asaki on April 01, 2018, 01:15:19 AM
Looks much better now =)
Not without your help  :thumbsup:

@DarkSamus993
Since now with the expansion, Sprites were moved to a different location, is it enough to change the starting address from $30000 to the new location? Have you changed the address of the table that points them?
Welcome to the FF5 Den: https://discord.gg/AUqDF85