|
Post by xdaniel on Jul 27, 2012 12:17:33 GMT -5
To begin this thread, have some screenshots of some of my results when it comes to modding MML1's PSX version - or rather, interpreting and viewing the game's data using "DashViewer": Roll's model from ST02 (cutscenes etc. related to the Flutter crash-landing and such, if I remember correctly): i.imgur.com/fiW8V.pngSlightly older screenshot showing the program's general GUI: BIN archive browser: i.imgur.com/5Xwzh.png"Pseudo-TIM" image viewer: i.imgur.com/h9bxM.pngPSX framebuffer simulation (used for texture mapping in the model viewer): i.imgur.com/U7bog.pngAnd an even older video on YouTube, featuring a since scrapped version of the program (badly coded, etc), showing off some models and images: www.youtube.com/watch?v=lLWrJrQsu3sEverything's a gigantic work-in-progress, basically, with many glitches still occuring (check out Barrell's pink pants! ^^"), but it's going places. I'll also try to document everything I figure out, instead of just implementing it and nobody else being able to understand the source code when they look at it, so that this might eventually lead to actually modding the levels and such. I'm not much of a writer tho, let alone for technical stuff, so I'm not sure when I'll get to it or how understandable it'll end up being... Well, that's about it for now, I suppose. I'm still working out certain problems, but I'm thinking about getting a kinda limited version of the program released over the weekend or next week or so, so that you can actually try it out
|
|
BrawlingSakura
Fritto
To Drink or Not To Drink Juice? That is the Question.
Posts: 69
|
Post by BrawlingSakura on Jul 27, 2012 14:28:11 GMT -5
This is really impressive stuff. Good work. However, maybe you should reallocate your resources to MegaMan Legends 2. Most people have hacked MML1 already via its N64 Port (MegaMan 64), but MML2 remains mostly unhacked in comparison. Some people really want to extract the 3D models from that game. Still, your choice. Keep at it!
|
|
|
Post by Chiz on Jul 27, 2012 18:11:22 GMT -5
I agree, it's very very impressive. I'll also try to document everything I figure out, instead of just implementing it and nobody else being able to understand the source code when they look at it, so that this might eventually lead to actually modding the levels and such. I'm not much of a writer tho, let alone for technical stuff, so I'm not sure when I'll get to it or how understandable it'll end up being... THIS. So very much important. I don't want to depress you, but understand that there are very few technically-minded individuals on the forum who could directly use the information, but where there's a will, there's a way, and making your documentation readily available (either freely or on request) is, IMO, the best way to contribute your talents and expertise to the community. I remember looking at the N64 model extractions a few years ago, and wondering how exactly it was done (probably a 3D ripper through an emulator or some such)...but since no real information was readily available for it, you couldn't just go and do it yourself. You had to accept what was already done, and that was the end of the story. I think that hurts progress more than it helps. For notes and organization, I personally use a XAMPP installation with MediaWiki wiki software for organization and notes. It's very effective with regular use and can not only turn your possibly mess of notes and source code into something trivially referencable and cross-referenceable, but at the same time, will probably increase your efficiency because you're not looking for how you did this and that, like I was a few years ago on my own project. ...and you can too! One last thing - don't give up on this. You might need to take breaks from it and you'll definitely suffer burnout, but don't write the project off as impossible or not worth your while. This is as worthy of your time as any other fan project, and possibly more so, since it'd benefit a lot of people in the community. I wouldn't mind exchanging notes & info at some point, either, but considering the differences between MML1 and MML2, and the PS1 and PC versions, I doubt that much will come of it. ...but MML2 remains mostly unhacked in comparison. Some people really want to extract the 3D models from that game. :22:
|
|
|
Post by xdaniel on Jul 27, 2012 19:16:44 GMT -5
For notes and organization, I personally use a XAMPP installation with MediaWiki wiki software for organization and notes. It's very effective with regular use and can not only turn your possibly mess of notes and source code into something trivially referencable and cross-referenceable, but at the same time, will probably increase your efficiency because you're not looking for how you did this and that, like I was a few years ago on my own project. That is actually a pretty good idea - far better than just having scattered text files containing notes, or comments in the source code. I think I'm gonna get me a MediaWiki setup going and try that. One last thing - don't give up on this. You might need to take breaks from it and you'll definitely suffer burnout, but don't write the project off as impossible or not worth your while. This is as worthy of your time as any other fan project, and possibly more so, since it'd benefit a lot of people in the community. I know that feeling of burnout, yeah. Besides Legends now, I'm also somewhat active in modding Zelda OoT, especially in writing tools for that and in turn Majora's Mask. One thing that's given me many headaches, feelings of burnout and such is a level importer I've done - it's grown into quite a beast, in the negative sense, and is full of quirks and bad design decisions, and theoretically needs a total rewrite. I just don't feel like doing that currently - or much that's OoT-related in general -, which is why DashViewer here is a nice change of pace, I suppose. I wouldn't mind exchanging notes & info at some point, either, but considering the differences between MML1 and MML2, and the PS1 and PC versions, I doubt that much will come of it. Sure, I wouldn't mind either - even with those differences, I could imagine that you'll be able to see or understand certain things I'm overlooking, or maybe even vice versa. Well, once I've got this awful mess of notes and comments in order...
|
|
|
Post by Chiz on Jul 28, 2012 7:27:14 GMT -5
Well, if you need any assistance, let me know. I'm more than happy to help sort and parse through information, to the extent that I understand it, and it'd be a good opportunity to make comments. I can also add you to the whitelist for access to my wiki, too. Who knows, at some point, our 2 documents databases will probably merge at some point and get hosted on MMLS or something, given the fact that they're both trying to achieve the same ends, albeit starting on different sides of the playing field. The information will end up compiled somewhere.
|
|
|
Post by rockv on Jul 28, 2012 17:13:56 GMT -5
Sounds promising. Please let us know when it's up to download!
|
|
|
Post by OKeijiDragon on Jul 29, 2012 14:14:51 GMT -5
Could I ask for the name or URL of that Wiki you show, Chiz?
|
|
|
Post by xdaniel on Mar 24, 2014 14:29:53 GMT -5
Sooooo... *cough* I've been... busy... yeah, busy, that's it! I hadn't lost interest in researching and modding PSX Legends, nope, not at all! *cough* ...I'm not fooling anyone, am I? I'm really sorry, in particular to those who actually asked me about this on YouTube and Twitter. Which is why I'm pulling this up thread again - hope no one minds! - and am now releasing what I have, program- and source-wise. I have no idea if I'll ever pick this up again (it's been ca. 1 1/2 years by now...), so I'm posting all this, hoping that it'll be useful to someone else trying to mod the game. And while I did set up a local MediaWiki to document stuff, I hadn't actually written down anything substantial about Legends there... besides the codes I made for, and some notes about, the RMDASH Capcom Friendly Club demo. I think I might have some text files about the level layouts somewhere - nothing comprehensive, just basic notes -, but I'll need to dig those up again, too... and I'll refrain from making any digging/Digger puns here. Anyway, without further ado, magicstone.de/dzd/random/MMLPSX.rar - written in C# (VC# 2010 Express) with .NET 4 and using OpenTK; archive contains some binaries and all source code. \DashTest2\DashViewer\bin\Release\DashViewer.exe ...is a working binary of the DashViewer rewrite I was doing, which is missing one or two features from the older, scrapped version. The one in the Debug folder doesn't seem to start for me anymore... \DashTest\DashTest\bin\Release\DashViewer.exe ...is said older, scrapped version. Unlike the rewrite, it ex. allows selection of the different level-of-detail variants of models. Feel free to ask me about all this stuff, and I'll try to answer as best as I can. But keep in mind that it's been quite some time since I worked on this, tho, so I might've forgotten some stuff or might need to look it up (Btw, both have a typo in their OpenFileDialogs, which breaks the "All Files (*.*)" option - don't be surprised if you're not seeing any files or something, just select "All BIN Files" or whatever the option is called, or type in a filename directly.) Edit: Yeah, found highly incomplete (potentially wrong?) notes about floors: MDT - level floor, 0x800+
EXAMPLE: ST00.BIN (intro ruin), \MAP\DATA\ST00_MAP.MDT [05000000] [3D][37][0B][12][2C401680] [35][26][16][16][B8411680] [...]
- 0x00000005 = amount of rooms -- 0x3D = room 1, ?? -- 0x37 = room 1, ?? -- 0x0B = room 1, map width -- 0x12 = room 1, map height -- 0x8016402C = room 1, RAM pointer -- 0x35 = room 2, ?? -- 0x26 = room 2, ?? -- 0x16 = room 2, map width -- 0x16 = room 2, map height -- 0x801641B8 = room 1, RAM pointer
-> Room 1 floor data: ((11 * 18) * 2) = 0x18C bytes -> Room 2 floor data: ((22 * 22) * 2) = 0x3C8 bytes DEMO st08.stg b80 -> 01 07 0100 1600 007D || A84719 4 0 285519 13 || ... AA BB CCCC DDDD EEEE || FFFFFF G H IIIIII JJ || ...
AA = ??? BB = entry count (BB*8) CCCC = ? seen 0000, 0100 DDDD + EEEE = that texture page crap??
FFFFFF = ram adr, ???? (A84719 -> [80]1947A8) G = scale H = texpage related?? IIIIII = ram adr, primitives/verts/whatever? (285519 -> [80]195528) JJ = count for items at GGGGGG
------------------------------------------------------------ 808080...................
0x->4pt 1x->??? 2x->3pt 3x->??? 4x->4pt 5x-> ...
x0:rgb x1: x2:rgb translucent x3:translucent x4:rgb x5: x6:rgb translucent x7:translucent x8:rgb x9: xA:rgb translucent xB:translucent xC:rgb xD: xE:rgb translucent xF:translucent
7 6 5 4 3 2 1 0 ____TXSH??COTR??
TR: translucency on/off CO: coloring on/off SH: shading? (0:flat?, 1:gouraud?) TX: texcoord-related?
------------------------------------------------------------
|
|
|
Post by spideyseth on Jun 1, 2015 15:20:17 GMT -5
xdaniel could it be possible to view pc bins or extract the bins from a psx rom?
|
|
|
Post by xinus22 on Aug 16, 2017 17:11:30 GMT -5
Sorry for bumping old thread but does anyone still have this? Link seems to be dead now. And it sounds like really interesting.
|
|
|
Post by spideyseth on Aug 17, 2017 12:54:42 GMT -5
I actually figured out how to get textures into legends pc.
|
|
|
Post by xinus22 on Aug 17, 2017 14:16:47 GMT -5
I usually just use ninjaripper to get MML textures.
And never mind about what is asked. i already got it.
|
|