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Messages - Drahsid

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Turok 3 Shadow of Oblivion / Re: N64UNPAK Tool ?
« on: December 28, 2019, 01:09:05 PM »
I don't want to be negative or disrupt anyone's hope, but based on what you write I can't help but be skeptical.

What I mean:
...I just got done adding support for the following rom's and file extensions with the tool "N64UNPAK Tool"
Atari 7800
Atari Jaguar
Capcom Play System 1
Capcom Play System 2
GameBoy Advance
GameBoy Color
Nintendo 64...
Why does N64UNPAK Tool need to handle formats for other, and vastly different hardware? extractor tool to Dump all the contents from a ".n64 Rom" or N64 File if you want to call it that...

I'd quote all of them if I were mean, but anyone who's worked with N64 games in this sense knows that the rom format which you would use is .z64.

So, in other words a universal "N64 Rom Extractor"...

This is kinda vague and ambiguous if it makes any sense, and in such a case there are some tools that already fulfill such a purpose.
In the more likely case; that it does not make any sense: N64 roms don't have a real filesystem that you can extract, in an overwhelming most cases, it is literally just read-only-memory. Unless you're trying to extract particular things (chances are there is a tool for most of these particular things, especially textures), the rom itself is already the extracted data. Is this Rom Extracter tool supposed to be some sort of hub for other tools instead?

I found out that each n64 rom holds these file types "png , wav , map, exe, dll , cfg" So these files can be extracted from the roms easily.
I've also got done the  classes for open read write so next is to do some classes for opening pacific file extensions
Then, make some read and write classes for pacific file extensions.

  • PNG images are very unlikely to be in an N64, especially considering how little memory it had for textures. Not to consider how new and unlikely PNG was.
  • While Irix did have some features to support dos-like things, the N64 does not have embedded executable files, nor libraries. This is a pretty crazy thing to assert; the source just became code when they were compiled.
  • cfg file on rom?

But, A question for anybody that can answer it which model file extensions was used for n64 games. Like did shadow-man n64 use 3d models or sprite-batches
In this time, there wasn't really much of a standard for model formats. This stuff was new. The model format differs per-game pretty regularly. Mayhaps you could reference the graphics microcode used for a particular game and make some guesses from there. The RDP is more complicated than the fully-fledged Reality Engine from the hardware that many games were developed on. It is more complicated than some ancient and archaic opengl.

If you've got something to show, I'd love to see it in action, say an alpha or something; maybe make it open source. Though it really seems that you made a promise to make software that you fundamentally do not understand. If that's the case, don't fret, it's alright; if you're really interested in it, take a step back, do some research, read many documents, ask questions, and return to the project when you have a clear idea for what you want to make.

Coincidentally I have put this together recently. :turok:
If you're serious about this, I already have a lot of knowledge about Turok 3's version of CEngine; and moreso does Kaiser know about CEngine generally.
Moreover, if you know something I don't, I'm all for documenting this ancient knowledge. Make a pull request will ya'  ;)

Turok Evolution / Re: Turok Evolution Community Fan Game
« on: December 08, 2018, 04:07:13 PM »
Iirc I have no intentions on resuming this project.
I have other stuff that I'm working on, and I'm sure that Nightdive will eventually get to this.

Turok Dinosaur Hunter / Re: Time to get this board up. SOURCE CODE LEAKED!
« on: November 25, 2018, 07:06:17 PM »
I'll have an SGI O2 soon enough. I'll actually be able to compile the source code, assuming that the N64 SDK for Irix works as documented. Though I'm pretty sure the games shipped being built with a more up-to-date source.

Turok 2 Seeds of Evil Modding/Mapping / Re: TUROK 2 ASCENSION
« on: August 22, 2018, 02:31:36 PM »
Find it in kexstudio, that should help.

Really cool stuff.  :turok:

Don't hire somebody before you can even import the assets.
I'm slowly working on something but I've been distracted recently.             

Since every world component share the same base class, I'm pretty sure this bug is unfixable, unless you completely reprogram the blood particles.

Somehow ended up with better textures and a smaller file size.
The link will be up in about 5 minutes.

if you have two kpfs in your mods folder, the game will load them both. If they both modify the same file, then I think the last one loaded will be the result.

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