View Full Version : Bottles' Glasses
cooliscool
15th August 2009, 06:51 AM
Essentially yes, if not to a slightly smaller extent. Currently it allows full freedom exploration of levels/models, and exporting for use in individual PC-based projects.
Adam
15th August 2009, 07:07 AM
That's b'dass.
StarFox
15th August 2009, 07:15 AM
It definitely is. I have a few places from BK, I was testing fluid simulation. Works like a charm.
Breegullbeak
16th August 2009, 02:05 AM
This could be the greatest program known to man.
cooliscool
16th August 2009, 09:18 PM
I severely doubt that. :P
Adam
17th August 2009, 01:52 AM
Just a quick question, does this mean you can play as Banjo and Kazooie in, say Mario 64?
Tee-Hee
17th August 2009, 01:17 PM
3VIL, you could, however it would take a LOT of work on the Mario 64 end. Especially if you wanted Banjo and Kazooie to control the same way (which is the impression I get from your question).
BanjoPL
18th August 2009, 06:22 AM
Guys You should investigate BT much more...
Breegullbeak
18th August 2009, 04:29 PM
Finishing off on Kazooie, would be a smarter idea IMO because since Tooie is more complex, kazooie would be good practice.
mojobojo
24th August 2009, 10:11 AM
Here's most of the research on the map object/script files at the end of rom. You'll need it to implement full map editing functionality. ;)
So what exactly dose the rom expander do?
cooliscool
Ive noticed some texture stretching in some models
194F60
http://i465.photobucket.com/albums/rr14/mojobojo/194F60_screen_428AM.jpg
444270
http://i465.photobucket.com/albums/rr14/mojobojo/444270_screen_340AM.jpg
B43A00
http://i465.photobucket.com/albums/rr14/mojobojo/B43A00_screen_401AM.jpg
B74FB8 (Really Stretched)
http://i465.photobucket.com/albums/rr14/mojobojo/B74FB8_screen_403AM.jpg
C76D28
http://i465.photobucket.com/albums/rr14/mojobojo/C76D28_screen_404AM.jpg
7796E0
http://i465.photobucket.com/albums/rr14/mojobojo/7796E0_screen_356AM.jpg
and I'm working on the BKmodels INI file a bit more too. I will post it when I am finished.
EDIT:
Here is the updated INI file. Its not a major update but I renamed some Models and named some Unknowns.
runehero123
25th August 2009, 10:21 PM
So what exactly dose the rom expander do?
Well, the name is misleading. I was suppose to make it expand or de-compress the entire rom so you could use it in bottles glasses. However, I felt that it would be better if the decompression code was implemented into BG itself. That way the program would decompress files as needed.
Anyways, the program in the zip file just allows a user to extract files at the end of ROM that aren't accessible with Sub's decompressor. As you can see, I've already included said files in the zip.
mojobojo
25th August 2009, 11:39 PM
Well, the name is misleading. I was suppose to make it expand or de-compress the entire rom so you could use it in bottles glasses. However, I felt that it would be better if the decompression code was implemented into BG itself. That way the program would decompress files as needed.
Anyways, the program in the zip file just allows a user to extract files at the end of ROM that aren't accessible with Sub's decompressor. As you can see, I've already included said files in the zip.
OK, it is a good Idea to incorporate the decompression in BG, it would be like the UOT.
cooliscool
26th August 2009, 01:19 AM
So what exactly dose the rom expander do?
cooliscool
Ive noticed some texture stretching in some models
194F60
http://i465.photobucket.com/albums/rr14/mojobojo/194F60_screen_428AM.jpg
444270
http://i465.photobucket.com/albums/rr14/mojobojo/444270_screen_340AM.jpg
B43A00
http://i465.photobucket.com/albums/rr14/mojobojo/B43A00_screen_401AM.jpg
B74FB8 (Really Stretched)
http://i465.photobucket.com/albums/rr14/mojobojo/B74FB8_screen_403AM.jpg
C76D28
http://i465.photobucket.com/albums/rr14/mojobojo/C76D28_screen_404AM.jpg
7796E0
http://i465.photobucket.com/albums/rr14/mojobojo/7796E0_screen_356AM.jpg
and I'm working on the BKmodels INI file a bit more too. I will post it when I am finished.
EDIT:
Here is the updated INI file. Its not a major update but I renamed some Models and named some Unknowns.
Thanks. I noticed that error shortly after the last release; it's been fixed for a while now. The new release isn't quite ready though.
Breegullbeak
27th August 2009, 01:14 AM
We can wait. I'm content with the current version.
Hopefully TT64 will get it's long awaited update soon(I doubt it though.) so I can use the models with the importer.
stickman
2nd September 2009, 05:18 PM
Great work cooliscool! In future releases, will there be better .obj export compatibility? I tried to export numerous models, but the geometry is a bit messed up.
Here is what I am talking about. http://i685.photobucket.com/albums/vv214/stickman221/bk1.png
Or is it just a problem with me?
Thanks!
cooliscool
2nd September 2009, 08:23 PM
That's a bug that only occurs when exporting animated models. Stationary items like levels should export perfectly. Still working on fixing animated models, and as soon as I do I'll make a new release.
stickman
2nd September 2009, 09:13 PM
That's a bug that only occurs when exporting animated models. Stationary items like levels should export perfectly. Still working on fixing animated models, and as soon as I do I'll make a new release.
That is great to hear. Thank you very much.
Porygon
2nd September 2009, 11:24 PM
The .mtl file is supposed to tell the program where all the textures belong on the .obj, correct? Does anybody know how to get the textures on the .obj using 3DS max? I tried importing the .mtl after having already brought in the .obj but it doesn't seem to work. (I'm not exactly a "pro" when it comes to 3-D software.)
mojobojo
3rd September 2009, 12:45 AM
The .mtl file is supposed to tell the program where all the textures belong on the .obj, correct? Does anybody know how to get the textures on the .obj using 3DS max? I tried importing the .mtl after having already brought in the .obj but it doesn't seem to work. (I'm not exactly a "pro" when it comes to 3-D software.)
What application are you using? I'm using 3DS Max 2010 and its working fine.
Porygon
3rd September 2009, 01:03 AM
Version 9. I'm under the impression that importing the .mtl isn't bringing the textures in with it. I'm sure I'm missing something very obvious.
stickman
3rd September 2009, 03:28 AM
are the textures in the same directory as the .obj and the the .mtl?
Porygon
3rd September 2009, 04:02 AM
Yes. Am I supposed to import the folder somehow, rather than the .obj and .mtl at separate times?
StarFox
3rd September 2009, 04:35 AM
On Lightwave, I have to bring in all of the textures manually.
mojobojo
3rd September 2009, 11:22 AM
This is what I do to import models to 3DS Max
http://www.youtube.com/watch?v=oQGmlaf5tPk
Porygon
4th September 2009, 02:58 AM
Thanks for going through the trouble of making a video. I was under the impression the .mtl file was used to tell all the textures where to go. I was trying to import fairly large objects (level-sized things) which is why I wasn't doing the textures manually.
cooliscool
4th September 2009, 03:55 AM
Thanks for going through the trouble of making a video. I was under the impression the .mtl file was used to tell all the textures where to go. I was trying to import fairly large objects (level-sized things) which is why I wasn't doing the textures manually.
It is, and the obj parser should automatically apply textures. The one I tested with while developing that feature was GLC Player, and it has no problem parsing my exported objs, textures and all.
stickman
4th September 2009, 01:28 PM
It is, and the obj parser should automatically apply textures. The one I tested with while developing that feature was GLC Player, and it has no problem parsing my exported objs, textures and all.
It's weird for me because Blender won't use the .mtl (or at least I haven't figured it out yet) and MeshLab will recognize the .mtl and say that the textures were imported, but nothing happens. I am just cursed with free 3D modeling software. :)
mojobojo
6th September 2009, 06:32 AM
It is, and the obj parser should automatically apply textures. The one I tested with while developing that feature was GLC Player, and it has no problem parsing my exported objs, textures and all.
Yes, GLC player works the best for viewing the models. The mtl is still being imported into 3DS max but you have to manually apply the textures due to the plugin not working correctly.
cooliscool
20th September 2009, 03:44 AM
Here's a new build, and I decided to release the source code (VB .NET and OpenGL code). It's largely uncommented and a little bit messy, but anyone's welcome to do as they please with it, without accreditation. :) Note that to compile it, you'll have to install the Tao Framework (http://www.taoframework.com/) first.
Updates:
+ All texture bugs confirmed to be gone. (Pic 1 (http://img24.imageshack.us/img24/9619/clipboard01ir.jpg), Pic 2 (http://img32.imageshack.us/img32/4595/clipboard02ti.jpg))
+ Tool bar with some quick toggles and model rotation options.
+ Option to associate *.bkm and *.btm files with Windows, so when you double click them they open automatically in BG. You can also drag the files from Windows onto the render Window in BG and they'll load up.
+ Started work on DK64. Nothing to show yet, purely code side.
Download source code (http://webpages.charter.net/cooliscool/BG_Src_0.80.zip)
Download 32-bit binary (http://webpages.charter.net/cooliscool/BG_0.80_x86.rar)
Download 64-bit binary (http://webpages.charter.net/cooliscool/BG_0.80_x64.rar)
stickman
20th September 2009, 04:05 AM
nice update! It is a lot easier to look at the model as a whole and see what it is.
The only thing I can suggest is a zoom toggle (and character .obj exporting fixes :) ) and it will be perfect. Great job, man.
mojobojo
20th September 2009, 07:07 AM
I'm happy, you released the source and its now parsing some files that looked like nothing at the time.
EDIT:
I found some weird orbs that as you move closer to them they spread apart.
Model 3C1C40
http://i465.photobucket.com/albums/rr14/mojobojo/3C1C40_screen_1248PM.png
Model 746348
http://i465.photobucket.com/albums/rr14/mojobojo/746348_screen_1247PM.png
Model 749710
http://i465.photobucket.com/albums/rr14/mojobojo/749710_screen_1247PM.png
Also
There is something wrong with Mumbos Huts from Mumbos Mountain
http://i465.photobucket.com/albums/rr14/mojobojo/516F78_screen_104PM.png
Breegullbeak
20th September 2009, 06:56 PM
Downloading now.
runehero123
20th September 2009, 08:07 PM
Downloading source and binary now. :D And I'm eagerly awaiting DK64 functionality.
Breegullbeak
20th September 2009, 08:50 PM
It's pretty beast. And that one item marked "?" is Mumbo's hand and arm.
cooliscool
20th September 2009, 10:20 PM
I'm happy, you released the source and its now parsing some files that looked like nothing at the time.
EDIT:
I found some weird orbs that as you move closer to them they spread apart.
Model 3C1C40
http://i465.photobucket.com/albums/rr14/mojobojo/3C1C40_screen_1248PM.png
Model 746348
http://i465.photobucket.com/albums/rr14/mojobojo/746348_screen_1247PM.png
Model 749710
http://i465.photobucket.com/albums/rr14/mojobojo/749710_screen_1247PM.png
Also
There is something wrong with Mumbos Huts from Mumbos Mountain
http://i465.photobucket.com/albums/rr14/mojobojo/516F78_screen_104PM.png
Yeah. The ones that showed nothing before did so because they lack any display lists, but contain vertices (which is very strange). In that case I just draw the vertices as points since I have no triangle commands to build triangles from.
SubDrag
20th September 2009, 10:25 PM
Are you sure you're not missing a separate tri draw command? Sometimes there are 2 in ones, and it's possible there are solo tri draws in BK?
cooliscool
20th September 2009, 10:31 PM
Nope, I handle both TRI1 (0xBF), and TRI2 (0xB1). If I didn't handle them both, most models would look incorrect. The files I was referring to completely lack any display list commands at all, nor a pointer to one. It's really odd. I theorize that since they seem to be very simple geometry, there's some sort of interpolation algorithm that builds a dlist on the fly.
Private Sub TRI1()
If Game = 0 Then
V1 = ((n64dlist(0).Commands(curCMD).CMDDword(5)) \ 2)
V2 = ((n64dlist(0).Commands(curCMD).CMDDword(6)) \ 2)
V3 = ((n64dlist(0).Commands(curCMD).CMDDword(7)) \ 2)
Else
V1 = ((n64dlist(0).Commands(curCMD).CMDDword(1)) \ 2)
V2 = ((n64dlist(0).Commands(curCMD).CMDDword(2)) \ 2)
V3 = ((n64dlist(0).Commands(curCMD).CMDDword(3)) \ 2)
End If
If OBJMode Then
V1 += vtxbegin
V2 += vtxbegin
V3 += vtxbegin
With OBJData
.vt(V1) = "vt " & CSng(Vertices.u(V1) * TextureWRatio) & " " & -CSng(Vertices.v(V1) * TextureHRatio)
.vt(V2) = "vt " & CSng(Vertices.u(V2) * TextureWRatio) & " " & -CSng(Vertices.v(V2) * TextureHRatio)
.vt(V3) = "vt " & CSng(Vertices.u(V3) * TextureWRatio) & " " & -CSng(Vertices.v(V3) * TextureHRatio)
End With
V1 += 1
V2 += 1
V3 += 1
With OBJData
.g.Add("f " & V1 & "/" & _
V1 & " " _
& V2 & "/" & V2 & _
" " & V3 & "/" & V3)
End With
Exit Sub
End If
If EnableLighting Or Not EnableCC Then
Gl.glBegin(Gl.GL_TRIANGLES)
Gl.glColor3f(1, 1, 1)
Gl.glNormal3f(VertCache.r(V1), VertCache.g(V1), VertCache.b(V1))
Gl.glTexCoord2f(VertCache.u(V1) * TextureWRatio, VertCache.v(V1) * TextureHRatio)
Gl.glVertex3f(VertCache.x(V1), VertCache.y(V1), VertCache.z(V1))
Gl.glNormal3f(VertCache.r(V2), VertCache.g(V2), VertCache.b(V2))
Gl.glTexCoord2f(VertCache.u(V2) * TextureWRatio, VertCache.v(V2) * TextureHRatio)
Gl.glVertex3f(VertCache.x(V2), VertCache.y(V2), VertCache.z(V2))
Gl.glNormal3f(VertCache.r(V3), VertCache.g(V3), VertCache.b(V3))
Gl.glTexCoord2f(VertCache.u(V3) * TextureWRatio, VertCache.v(V3) * TextureHRatio)
Gl.glVertex3f(VertCache.x(V3), VertCache.y(V3), VertCache.z(V3))
Gl.glEnd()
Else
Gl.glBegin(Gl.GL_TRIANGLES)
Gl.glColor4f(VertCache.r(V1), VertCache.g(V1), VertCache.b(V1), VertCache.a(V1))
Gl.glTexCoord2f(VertCache.u(V1) * TextureWRatio, VertCache.v(V1) * TextureHRatio)
Gl.glVertex3f(VertCache.x(V1), VertCache.y(V1), VertCache.z(V1))
Gl.glColor4f(VertCache.r(V2), VertCache.g(V2), VertCache.b(V2), VertCache.a(V2))
Gl.glTexCoord2f(VertCache.u(V2) * TextureWRatio, VertCache.v(V2) * TextureHRatio)
Gl.glVertex3f(VertCache.x(V2), VertCache.y(V2), VertCache.z(V2))
Gl.glColor4f(VertCache.r(V3), VertCache.g(V3), VertCache.b(V3), VertCache.a(V3))
Gl.glTexCoord2f(VertCache.u(V3) * TextureWRatio, VertCache.v(V3) * TextureHRatio)
Gl.glVertex3f(VertCache.x(V3), VertCache.y(V3), VertCache.z(V3))
Gl.glEnd()
End If
End Sub
Private Sub TRI2()
V1 = (n64dlist(0).Commands(curCMD).CMDDword(1) \ 2)
V2 = (n64dlist(0).Commands(curCMD).CMDDword(2) \ 2)
V3 = (n64dlist(0).Commands(curCMD).CMDDword(3) \ 2)
V4 = (n64dlist(0).Commands(curCMD).CMDDword(5) \ 2)
V5 = (n64dlist(0).Commands(curCMD).CMDDword(6) \ 2)
V6 = (n64dlist(0).Commands(curCMD).CMDDword(7) \ 2)
If OBJMode Then
V1 += vtxbegin
V2 += vtxbegin
V3 += vtxbegin
V4 += vtxbegin
V5 += vtxbegin
V6 += vtxbegin
With OBJData
.vt(V1) = "vt " & CSng(Vertices.u(V1) * TextureWRatio) & " " & -CSng(Vertices.v(V1) * TextureHRatio)
.vt(V2) = "vt " & CSng(Vertices.u(V2) * TextureWRatio) & " " & -CSng(Vertices.v(V2) * TextureHRatio)
.vt(V3) = "vt " & CSng(Vertices.u(V3) * TextureWRatio) & " " & -CSng(Vertices.v(V3) * TextureHRatio)
.vt(V4) = "vt " & CSng(Vertices.u(V4) * TextureWRatio) & " " & -CSng(Vertices.v(V4) * TextureHRatio)
.vt(V5) = "vt " & CSng(Vertices.u(V5) * TextureWRatio) & " " & -CSng(Vertices.v(V5) * TextureHRatio)
.vt(V6) = "vt " & CSng(Vertices.u(V6) * TextureWRatio) & " " & -CSng(Vertices.v(V6) * TextureHRatio)
End With
V1 += 1
V2 += 1
V3 += 1
V4 += 1
V5 += 1
V6 += 1
With OBJData
.g.Add("f " & V1 & "/" & _
V1 & " " _
& V2 & "/" & V2 & _
" " & V3 & "/" & V3)
.g.Add("f " & V4 & "/" & _
V4 & " " _
& V5 & "/" & V5 & _
" " & V6 & "/" & V6)
End With
Exit Sub
End If
If EnableLighting Or Not EnableCC Then
Gl.glBegin(Gl.GL_TRIANGLES)
Gl.glColor3f(1, 1, 1)
Gl.glNormal3f(VertCache.r(V1), VertCache.g(V1), VertCache.b(V1))
Gl.glTexCoord2f(VertCache.u(V1) * TextureWRatio, VertCache.v(V1) * TextureHRatio)
Gl.glVertex3f(VertCache.x(V1), VertCache.y(V1), VertCache.z(V1))
Gl.glNormal3f(VertCache.r(V2), VertCache.g(V2), VertCache.b(V2))
Gl.glTexCoord2f(VertCache.u(V2) * TextureWRatio, VertCache.v(V2) * TextureHRatio)
Gl.glVertex3f(VertCache.x(V2), VertCache.y(V2), VertCache.z(V2))
Gl.glNormal3f(VertCache.r(V3), VertCache.g(V3), VertCache.b(V3))
Gl.glTexCoord2f(VertCache.u(V3) * TextureWRatio, VertCache.v(V3) * TextureHRatio)
Gl.glVertex3f(VertCache.x(V3), VertCache.y(V3), VertCache.z(V3))
Gl.glNormal3f(VertCache.r(V4), VertCache.g(V4), VertCache.b(V4))
Gl.glTexCoord2f(VertCache.u(V4) * TextureWRatio, VertCache.v(V4) * TextureHRatio)
Gl.glVertex3f(VertCache.x(V4), VertCache.y(V4), VertCache.z(V4))
Gl.glNormal3f(VertCache.r(V5), VertCache.g(V5), VertCache.b(V5))
Gl.glTexCoord2f(VertCache.u(V5) * TextureWRatio, VertCache.v(V5) * TextureHRatio)
Gl.glVertex3f(VertCache.x(V5), VertCache.y(V5), VertCache.z(V5))
Gl.glNormal3f(VertCache.r(V6), VertCache.g(V6), VertCache.b(V6))
Gl.glTexCoord2f(VertCache.u(V6) * TextureWRatio, VertCache.v(V6) * TextureHRatio)
Gl.glVertex3f(VertCache.x(V6), VertCache.y(V6), VertCache.z(V6))
Gl.glEnd()
Else
Gl.glBegin(Gl.GL_TRIANGLES)
Gl.glColor4f(VertCache.r(V1), VertCache.g(V1), VertCache.b(V1), VertCache.a(V1))
Gl.glTexCoord2f(VertCache.u(V1) * TextureWRatio, VertCache.v(V1) * TextureHRatio)
Gl.glVertex3f(VertCache.x(V1), VertCache.y(V1), VertCache.z(V1))
Gl.glColor4f(VertCache.r(V2), VertCache.g(V2), VertCache.b(V2), VertCache.a(V2))
Gl.glTexCoord2f(VertCache.u(V2) * TextureWRatio, VertCache.v(V2) * TextureHRatio)
Gl.glVertex3f(VertCache.x(V2), VertCache.y(V2), VertCache.z(V2))
Gl.glColor4f(VertCache.r(V3), VertCache.g(V3), VertCache.b(V3), VertCache.a(V3))
Gl.glTexCoord2f(VertCache.u(V3) * TextureWRatio, VertCache.v(V3) * TextureHRatio)
Gl.glVertex3f(VertCache.x(V3), VertCache.y(V3), VertCache.z(V3))
Gl.glColor4f(VertCache.r(V4), VertCache.g(V4), VertCache.b(V4), VertCache.a(V4))
Gl.glTexCoord2f(VertCache.u(V4) * TextureWRatio, VertCache.v(V4) * TextureHRatio)
Gl.glVertex3f(VertCache.x(V4), VertCache.y(V4), VertCache.z(V4))
Gl.glColor4f(VertCache.r(V5), VertCache.g(V5), VertCache.b(V5), VertCache.a(V5))
Gl.glTexCoord2f(VertCache.u(V5) * TextureWRatio, VertCache.v(V5) * TextureHRatio)
Gl.glVertex3f(VertCache.x(V5), VertCache.y(V5), VertCache.z(V5))
Gl.glColor4f(VertCache.r(V6), VertCache.g(V6), VertCache.b(V6), VertCache.a(V6))
Gl.glTexCoord2f(VertCache.u(V6) * TextureWRatio, VertCache.v(V6) * TextureHRatio)
Gl.glVertex3f(VertCache.x(V6), VertCache.y(V6), VertCache.z(V6))
Gl.glEnd()
End If
End Sub
mojobojo
21st September 2009, 12:20 AM
Yeah. The ones that showed nothing before did so because they lack any display lists, but contain vertices (which is very strange). In that case I just draw the vertices as points since I have no triangle commands to build triangles from.
Interesting, that explains why they were not showing up in the previous versions. Are you ever going to be able to make them into a viewable model?
EDIT: Are you ever going to add the ability to export the shaders too? The models look too plain without the shaders, and some scenes need it to blend the textures.
mojobojo
6th October 2009, 11:00 AM
So after a while in a hex editor I happened to move some geometry around in the test map. I made a slope smaller.
http://i465.photobucket.com/albums/rr14/mojobojo/Banjo-Kazooie-0.png
Breegullbeak
6th October 2009, 09:13 PM
One step closer. :thumbsup:
LoMoNoCrAt
7th October 2009, 12:51 AM
This is actually very interesting. I hope that when its complete it will be somewhat accessible to coding-noobs like me. That's what tends to happen with software like this, unless you have an intimate knowledge of how all the processes work, the program can be very hard to find your way around.
mojobojo
7th October 2009, 02:44 AM
Alright, you guys have gotta see this. I modified 7A2148.bkt (Mumbos Mountain B) in hoping that I would get a lower water level. But as a matter of fact it did something unexpected. I somehow changed the characteristics of the water to get this...
http://www.youtube.com/watch?v=-6plgIxDBkY
List of modified offsets (Set to value 0x00C8 (200) signed int16)
0x00004F4A
0x00004F6A
0x00004F8A
0x00004F9A
0x00004FAA
0x00004FBA
0x00004FCA
0x00004FDA
0x00004FEA
0x00004FFA
0x0000500A
0x0000501A
0x0000502A
0x0000503A
0x0000504A
0x0000505A
0x0000506A
0x0000507A
0x0000508A
0x0000509A
0x000050AA
0x000050BA
0x000050CA
0x000050DA
0x000050EA
0x000050FA
0x0000510A
0x0000511A
0x0000512A
0x0000513A
0x0000514A
0x0000515A
0x0000516A
0x0000517A
0x0000518A
0x0000519A
0x000051AA
0x000051BA
0x000051CA
0x000051DA
0x000051EA
0x000051FA
0x0000520A
0x0000521A
0x0000522A
0x0000523A
0x0000524A
0x0000525A
0x0000526A
0x0000527A
0x0000528A
0x0000529A
0x000052AA
0x000052BA
0x000052CA
0x000052DA
0x000052EA
0x000052FA
0x0000530A
0x0000531A
and here is another pic of some geometry modifications I'm testing out.
http://i465.photobucket.com/albums/rr14/mojobojo/Banjo-Kazooie-1.png
Here is the modified file.
HUMANZ
7th October 2009, 03:57 AM
Alright, you guys have gotta see this. I modified 7A2148.bkt (Mumbos Mountain B) in hoping that I would get a lower water level. But as a matter of fact it did something unexpected. I somehow changed the characteristics of the water to get this...
http://www.youtube.com/watch?v=-6plgIxDBkY
List of modified offsets (Set to value 0x00C8 (200) signed int16)
0x00004F4A
0x00004F5A
0x00004F6A
0x00004F8A
0x00004F9A
0x00004FAA
0x00004FBA
0x00004FCA
0x00004FDA
0x00004FEA
0x00004FFA
0x0000500A
0x0000501A
0x0000502A
0x0000503A
0x0000504A
0x0000505A
0x0000506A
0x0000507A
0x0000508A
0x0000509A
0x000050AA
0x000050BA
0x000050CA
0x000050DA
0x000050EA
0x000050FA
0x0000510A
0x0000511A
0x0000512A
0x0000513A
0x0000514A
0x0000515A
0x0000516A
0x0000517A
0x0000518A
0x0000519A
0x000051AA
0x000051BA
0x000051CA
0x000051DA
0x000051EA
0x000051FA
0x0000520A
0x0000521A
0x0000522A
0x0000523A
0x0000524A
0x0000525A
0x0000526A
0x0000527A
0x0000528A
0x0000529A
0x000052AA
0x000052BA
0x000052CA
0x000052DA
0x000052EA
0x000052FA
0x0000530A
0x0000531A
and here is another pic of some geometry modifications I'm testing out.
http://i465.photobucket.com/albums/rr14/mojobojo/Banjo-Kazooie-1.png
Here is the modified file.
That is awesome!
Breegullbeak
8th October 2009, 12:29 AM
It is awsome. See if you can lower the water level while keeping this intact. It would be awsome.
mojobojo
8th October 2009, 03:06 AM
It is awsome. See if you can lower the water level while keeping this intact. It would be awsome.
Like this
http://i465.photobucket.com/albums/rr14/mojobojo/Banjo-Kazooie-2.png
Breegullbeak
8th October 2009, 08:11 PM
Yes. Like that. Now try moving the fish if you can find out how.
Breegullbeak
11th October 2009, 02:36 AM
Ho
ly
Shit!
http://www.youtube.com/watch?v=CEwBEhdCay0
I ask messain(frauber on youtube) for some help getting this large obj. file of spiral mountain into his model importer. He did it.
Virtual High Five to you, him, and VL-tone.
SubDrag
11th October 2009, 12:06 PM
I guess their obj import doesn't support textures yet?
Breegullbeak
11th October 2009, 05:09 PM
I guess their obj import doesn't support textures yet?
It's in the works. I sent him them the textures and I'll keep up with how it's going.
Timboid
12th October 2009, 02:36 AM
Whoa, looks like they have some working textures!
http://jul.rustedlogic.net/thread.php?pid=187966#187966
Breegullbeak
12th October 2009, 09:54 PM
Yeah. I just saw that. I'm pretty sure a bit of handy work can fix up the flowers at least.
mojobojo
14th October 2009, 08:22 PM
http://www.youtube.com/watch?v=sNWF3w3jkvM
You guys might like this, I tried editing MM's setup and got this out of it.
Breegullbeak
14th October 2009, 08:27 PM
Awsome sauce!
mojobojo
15th October 2009, 02:07 AM
I theorize that since they seem to be very simple geometry, there's some sort of interpolation algorithm that builds a dlist on the fly.
I think what these are are invisible barriers, I just replaced Conga in MM with 194248.bkm. It was invisible and in an attempt to walk into the area of the tree I was being held back. It seemed to be the same shape as the points too.
EDIT: Here is what I have got as far as the model values in FB42D9.bin
0x64: Mumbos huts
0x94: Chimpys Stump
0x10C: Conga
0x1AC: Chimpy
0x22C: Grublin
0x284: Ju-Ju
Mombi Jombo
15th October 2009, 10:49 PM
But how i make obj in bkm it becouse i'm making a beta Banjo Kazooie rom
mojobojo
16th October 2009, 12:54 AM
But how i make obj in bkm it becouse i'm making a beta Banjo Kazooie rom
You cant yet.
runehero123
16th October 2009, 12:54 AM
Just to save you some time mojobojo, I've got a list of objects within those files that I compiled a while back. Most of it is incomplete, but should be helpful.
These files contain which objects will be loaded into a world and every map within that world.
Address / Value / Description
Global Objects - F9CAE0: 0036783C
0x00294 - 0000 - ????
0x002A8 - 0000 - ????
0x002BC - 0000 - ????
0x02D74 - 035E - Jiggy Podium?
0x04288 - 050D - Secret SNS Egg
0x042AC - 055A - BK warp disc
0x042D0 - 04DC - Witch Switch
0x042F4 - 04DC - Witch Switch
0x04318 - 04DC - Witch Switch
0x0433C - 04DC - Witch Switch
0x04360 - 04DC - Witch Switch
0x04384 - 04DC - Witch Switch
0x043A8 - 04DC - Witch Switch
0x043CC - 04DC - Witch Switch
0x043F0 - 04DC - Witch Switch
0x04490 - 0366 - Welly Boots
0x044C4 - 03BF - Shadow
0x04524 - 0000 - ????
0x04548 - 0000 - ????
0x0456C - 0000 - ????
0x04598 - 0000 - ????
0x045F4 - 02D2 - Orange (beta?)
0x04618 - 03C7 - Blubber's Gold
0x0463C - 047C - Z (2D)
0x04660 - 0480 - FP, Green Present
0x04684 - 0481 - FP, Red Present
0x046D8 - 0000 - ????
0x04704 - 0580 - Red Feather(2d)
0x04728 - 06D1 - Gold Feather (2D)
0x04774 - 036D - Blue Egg (2D)
0x04798 - 0580 - Red Feather (2D)
0x047bC - 06D1 - Gold Feather (2D)
0x04814 - 0387 - Bottles
0x04894 - 0388 - Bottles Mound
0x048E2 - 0351 - TTC, Oyster
0x049A4 - 0000 - ????
0x04A54 - 0000 - ????
0x04aC0 - 054C - Game Over Sign
0x04aF0 - 056C - The End sign
0x04B20 - 054D - Banjo Kazooie sign
0x04B50 - 054E - ?? Nothing ?? (Beta menu content???)
0x04B98 - 055C - Press Start sign
0x04BE8 - 055D - No Controller sign
0x04D44 - 046C - Jiggy Picture
0x04DB0 - 056D - ?
0x04E00 - 0472 - Nonsense picture
0x04E8C - 0565 - Banjo's hand [bottles game)
0x04EC4 - 03AD - Fire sparkle
INCOMPLETE
Clanker's Cavern - FA5D96: 00389aa0 3863f0
0x0004 - 0890 - Screw
0x0034 - 0429 - CC: Key at bottom
0x0064 - 0309 - Rock
0x0088 - 030A - Rock(?)
NOT FINISHED
803864D4 - Screw script
80386B28 -
Mad Monster Mansion - FA8CE6:
0x001c - 0519 - Loggo
0x0044 - 055E - Phantom
0x008C - 03AE - Cemetery Pot
0x00B4 - 088C - Motzand
0x00F4 - 0521 - Portrait Chompa
0x02B8 - 03D3 - MMM - Church Door
INCOMPlETE
Treasure Trove Cove - FB1AEB:
0x0024 - 0351 - Oyster
0x0164 - 0370 - Blubber
0x01D4 - 03D5 - Nipper's shell
0x0234 - 03D2 - Hatch
0x0258 - 03D6 - ?? Nothing ?? (Ladder)
0x027C - 050A - Sharkfood Island
0x02A0 - 03BD - Lighthouse body
0x02C4 - 03BE - Lighthouse
0x02E8 - 03B6 - Stairs
0x030C - 03B7 - Underwater Ship Warp?
0x0330 - 03A9 - Palm Tree
0x036C - 051A - Leaky
0x03E4 - 03D4 - Lock up box
0x042C - 03D4 - Lock up box
0x0504 - 03E9 - Red arrow
0x054C - 03EA - Red Cross
0x0914 - 042C - Gold chest
Gobi's Valley - FAE27E:
0x0024 - 0434 - Fat Slug ??
0x0090 - 03E8 - Ancient one
0x00B4 - 03E0 - Gobi
0x00E4 - 03E0 - Gobi
0x0134 - 03E0 - Gobi
0x0164 - 03E3 - Bamboo[upon smashing mumbo hut)
0x0194 - 03E4 - Jinxy's legs ?
0x01C4 - 03DF - Trunker
0x0204 - 03E7 - Square shadow
0x0264 - 033D - Sarcopphagus
0x0288 - 033D - Sarcopphagus
0x0304 - 03DD - Rubee
0x0334 - 03E1 - Pot
0x0374 - 0000 - ????
0x0404 - 03DC - Magic Carpet
0x0444 - 03DC - Magic Carpet
0x04CC - 0376 - Purple Slapper
0x058C - 0371 - Grey Slappa
0x05F4 - 03E5 - Hand shadow
NOT FINISHED
Mumbo's Mountain - FB42D9:
0x0004 - 02EB - Orange Pad
0x0064 - 07D7 - MM Hut
0x0094 - 03C8 - Chimpy's tree stump
0x010C - 035C - Conga
0x0284 - 02E6 - Ju-Ju totem pole
0x0144 - 02D2 - Orange
0x01AC - 035D - Chimpy
0x022C - 03C5 - Grublin
0x0254 - 0000 - Ju-Ju totem pole
Bubble Gloop Swamp - FB9610:
0x0004 - 0375 - Flibbit
0x006C - 0380 - BGS/CCW Pink shade egg [massive)
INCOMPLETE
Rusty Bucket Bay - FBE5E2:
0x0004 - 0402 - Weird Green Ball
0x0094 - 0493 - RBB: DOOR
0x00B8 - 0492 - Wooden door
0x00DC - 04BA - RBB window
INCOMPLETE
Freezeezy Peak - FC3FEF:
0x0024 - 0352 - FP:Sled
0x00C4 - 0421 - FP:Bullseye [faded)
Gruntilda's Lair - FCF698:
0x1B04 - 048B - Jiggy Podium (unlit)
INCOMPLETE
Final Boss - FD5A60:
0x0180 - 053D - Gruntilda
0x04c4 - 03BC - Orange Jinjo
INCOMPLETE
Also, this describes the format a little bit of the object data at those addresses listed above. The specific example here is for Brentilda which can be found in the Gruntilda's Lair objects:
BRENTILDA OBJECT DATA:
~In file FCF698(Grunty Lair Objects)~
0xA68 - 0xA7F: Animation Frame Data (Pointers?)
0xA80(32-bit): ????
0xA84(16-bit): Image Value
0xA86(16-bit): Trigger? Affects the AI.
0xA88(32-bit): Animation RAM Pointer to (0xA68 - 0xA7F) (Would be left null if no animation data)
0xA8C(32-bit): Ram Pointer to AI ASM script.
0xA90(32-bit): Ram Pointer to ???? (ASM script)
0xA94(32-bit): Ram Pointer to ???? (ASM script)
and finally, a list describing every file at the end of ROM not decompressed with GEDecompressor:
F9CAE0 - Global Objects + map setup data. (See comment 1 below)
FA3FD0 - Scripts
FA5D96 - Clanker's Cavern Objects (See comment 2 below)
FA8CE6 - Mad Monster MAnsion Objects
FA9150 - Scripts
FAE27E - Gobi's Valley Objects
FAE860 - Scripts
FB1AEB - TTC Objects
FB42D9 - Mumbo's Mountain Objects
FB44E0 - Scripts
FB9610 - BGS Objects
FB9A30 - Scripts
FBE5E2 - RBB Objects
FBEBE0 - Scripts
FC3FEF - Freezeezy Peak Objects
FC4810 - Scripts
FC6F20 - Scripts
FC8AFC - CutScene Objects
FCF150 - Gruntilda Lair Scripts
FCF698 - Gruntilda Lair Objects
FD0420 - Scripts
FD5A60 - Final Boss Objects
FD6190 - Scripts
FDA2FF - CCW Objects
FDAA10 - Blank File (A removed world? possibly the test map area)
FDAA1E - Blank File
mojobojo
16th October 2009, 12:56 AM
Noicenoice ^.^
Breegullbeak
16th October 2009, 12:58 AM
Noicenioce ^.^
forgot an "N".
In other news hows the hacking?
mojobojo
16th October 2009, 01:03 AM
forgot an "N".
In other news hows the hacking?
I know, I typed a bit too fast. But the hacking is going good, right now I'm working on moving objects.
Mombi Jombo
19th October 2009, 08:19 PM
Check what you need fix coolisU
Breegullbeak
19th October 2009, 08:28 PM
Check what you need fix coolisU
I know what the second one is, but whats the first one?
I'm pretty sure he'll finish off the simple game first.
cooliscool
19th October 2009, 11:04 PM
Disable textures for BT maps right now. I'll get to it sometime. :P
Edit: VL_Tone's work is very nice. I posted a version of Spiral Mountain with proper vertex colors & combiner setup. It's not supported in the obj format spec, but if he decides to adopt it, versions of BG from now on will export with this data.
Mombi Jombo
20th October 2009, 01:11 AM
Disable textures for BT maps right now. I'll get to it sometime. :P
Edit: VL_Tone's work is very nice. I posted a version of Spiral Mountain with proper vertex colors & combiner setup. It's not supported in the obj format spec, but if he decides to adopt it, versions of BG from now on will export with this data.
Thanks
If you have a few time after fix it maybe you could Rendering of actors within their respective maps
SubDrag
20th October 2009, 01:20 AM
Cooliscool how did you do that? I've been using Kd (diffuse color) for shading which is a valid material item. But didn't think about combiner settings, etc. Just defaulted, was thinking transparent images would be named TRANSPARENT______.bmp
cooliscool
20th October 2009, 01:39 AM
Cooliscool how did you do that? I've been using Kd (diffuse color) for shading which is a valid material item. But didn't think about combiner settings, etc. Just defaulted, was thinking transparent images would be named TRANSPARENT______.bmp
As I said above, I added them to the obj file in a fashion that would facilitate VL-Tone's importer. It's not part of the official obj spec; there's no way to do per vertex shading within it, as obj only supports per-face shading.
You can view the file here: http://jul.rustedlogic.net/thread.php?pid=191668#191668
SubDrag
20th October 2009, 08:59 PM
That'll work for your stuff, but unless someone writes a converter it won't work from modellers. Not that it's a bad thing to do.
Mombi Jombo
21st October 2009, 12:42 AM
i can't wait the next update
mojobojo
21st October 2009, 01:22 AM
Yo cooliscool, how is the Dlist speration and the animated character exporting going?
cooliscool
21st October 2009, 10:30 AM
That'll work for your stuff, but unless someone writes a converter it won't work from modellers. Not that it's a bad thing to do.
Yeah, it's not really a fix, more of a way to help VL-Tone better understand how to make things work (and of course get all of BK's models into M64 with little effort). Unfortunately the obj spec is a little too limiting to take advantage of the RDP, so moving to VRML would be a big benefit.
Coolboyman
23rd October 2009, 10:32 AM
Glad to see you're still working on it cooliscool, and everyone else helping him along the way with whatever they can do. Keep it up.
Cooliscool IS cool.
cooliscool
23rd October 2009, 10:58 PM
Glad to see you're still working on it cooliscool, and everyone else helping him along the way with whatever they can do. Keep it up.
Cooliscool IS cool.
Thanks for the encouraging words. Much appreciated. :)
Speaking of which, my Zelda 64 editor's coming a long way, too. It's been distracting me from BG recently, thanks to the fact that OoT's a "wee bit" more complex than BK. :P
http://img198.imageshack.us/img198/719/clipboard02mg.jpg
Ice Mario
24th October 2009, 08:25 PM
Unfortunately the obj spec is a little too limiting to take advantage of the RDP, so moving to VRML would be a big benefit.
It's a great little format for visualising stuff early, but it always falls short. I also went down the route of writing the vertex colour information into the obj and then writing a simple plugin for Maya which parsed the extra data.
rover-T
30th October 2009, 01:46 AM
Great program, but I have one suggestion:
Please make the camera more movable! The object just rotates in one spot. It would be great to be able to move the camera around and see every detail of a world or model.
Also, the object titled "Mumbo's Mountain Sign" says click clock wood. Just an error.
Breegullbeak
30th October 2009, 01:47 AM
Try the WASD keys.
rover-T
30th October 2009, 09:27 PM
Oh, okay. Thanks.
Breegullbeak
30th October 2009, 09:28 PM
Also, Mumbo's Mouantin is in the works.
LoMoNoCrAt
30th October 2009, 10:11 PM
0x0164 - 03E3 - Bamboo[upon smashing mumbo hut)
Upon doing what?!
Airman
31st October 2009, 06:12 PM
The huts in Mumbo's Mountain.
Mombi Jombo
31st October 2009, 11:54 PM
oh man you guys. I can't bealive cooliscool is taking a long time for complete this cool thing
Coolboyman
1st November 2009, 01:21 AM
oh man you guys. I can't bealive cooliscool is taking a long time for complete this cool thing
You know him making this is 100% optional. He DOESN'T have to work on this at all. Be grateful that he's working on it at all.
Mombi Jombo
1st November 2009, 11:13 AM
You know him making this is 100% optional. He DOESN'T have to work on this at all. Be grateful that he's working on it at all.
I know but he he want do all it 100%
Smouvy
1st November 2009, 05:36 PM
Mombi, have you ever realized that making Bottles Glasses is not a job he gets payed for?
He has a life outside of doing that, and for all we know, that's a very buys life. And on the points that he finally has some time for himself, I can also quite immagine that he doesn't want to immediately spent all of that free time on this project.
It will be finished, but do not ask when or how.
rover-T
2nd November 2009, 02:33 AM
Mombi, have you ever realized that making Bottles Glasses is not a job he gets payed for?
He has a life outside of doing that, and for all we know, that's a very buys life. And on the points that he finally has some time for himself, I can also quite immagine that he doesn't want to immediately spent all of that free time on this project.
It will be finished, but do not ask when or how.
well said. Keep it up, Cooliscool!
Mombi Jombo
2nd November 2009, 05:35 PM
Mombi, have you ever realized that making Bottles Glasses is not a job he gets payed for?
He has a life outside of doing that, and for all we know, that's a very buys life. And on the points that he finally has some time for himself, I can also quite immagine that he doesn't want to immediately spent all of that free time on this project.
It will be finished, but do not ask when or how.
Wait a minute he continue online to 24th October 2009 20:23 (He die)
rover-T
2nd November 2009, 08:56 PM
Okay, I got another question now;
I've seen some people reanimate models that were extracted from banjo kazooie:
http://www.youtube.com/watch?v=pS6Zh39rvzk&feature=related
What program would be best to do this with?
Smouvy
2nd November 2009, 09:46 PM
Wait a minute he continue online to 24th October 2009 20:23 (He die)
...
Wait a minute he continue online to 24th October 2009 20:23 (He die)
...
Wait a minute he continue online to 24th October 2009 20:23 (He die)
...
Wait a minute he continue online to 24th October 2009 20:23 (He die)
...
The longer I watch that sentence, the less it makes sense to me...
...
cooliscool
3rd November 2009, 12:05 AM
Yeah, I died. :confused:
Thanks for the kind words everyone. You guys nailed it.
Breegullbeak
3rd November 2009, 12:23 AM
Yeah, I died. :confused:
Thanks for the kind words everyone. You guys nailed it.
Unlike those people, I await updates like a dog waits for treats scratching the fridge. I check both fourms every day for updates.
Brainstorm
3rd November 2009, 12:14 PM
cooliscool, where do you post updates for UoT? :confused:
Anyway, awesome work on BG, keep it up!
cooliscool
3rd November 2009, 06:12 PM
I've posted a few Here (http://z64.spinout182.com/index.php?topic=366.msg3532#new), and plan to continue using that as a hub to post updates.
Mombi Jombo
3rd November 2009, 07:05 PM
Yeah, I died. :confused:
Thanks for the kind words everyone. You guys nailed it.
just kidding
rover-T
3rd November 2009, 08:24 PM
Okay, I got another question now;
I've seen some people reanimate models that were extracted from banjo kazooie:
http://www.youtube.com/watch?v=pS6Zh39rvzk&feature=related
What program would be best to do this with?
Please reply!
mojobojo
4th November 2009, 12:18 AM
Use 3DS max, it is best for animations. But if you wanna go cheap go Milkshape and you wanna go free you can use blender.
rover-T
4th November 2009, 11:07 AM
Use 3DS max, it is best for animations. But if you wanna go cheap go Milkshape and you wanna go free you can use blender.
Thankyou! :)
Mombi Jombo
7th November 2009, 01:58 AM
When the update will be done of my dear hacker
Breegullbeak
7th November 2009, 02:02 AM
When the update will be done of my dear druged and great hacker
I wouldn't be suprised if you drove him away.:-/
Mombi Jombo
7th November 2009, 07:57 PM
I wouldn't be suprised if you drove him away.:-/
i updated my reply
cooliscool
7th November 2009, 08:08 PM
Drugged.. I actually find that kind of funny, because drugs are awesome.
As far as an update goes, I haven't worked on much lately, but as soon as I make any progress RWP is the first place I inform. It takes a lot of time, and I'm really busy on average.
Mombi Jombo
13th November 2009, 10:07 PM
how much time
Coolboyman
14th November 2009, 12:30 AM
how much time
You know if you're so damn inpatient why don't you make your own damn Banjo-Kazooie/Tooie/Donkey Kong 64 model viewer?
Mombi Jombo
20th November 2009, 07:59 PM
You know if you're so damn inpatient why don't you make your own damn Banjo-Kazooie/Tooie/Donkey Kong 64 model viewer?
Becouse i don't know how do
Smouvy
20th November 2009, 09:38 PM
Then be patient and let him do it in his own time. I believe that Coolboyman is in college, which means that the time that he actually has outside of classes will be filled with homework. I can imagine that he wouldn't want to use all those small pieces of time for himself just to satisfy you more.
Mombi Jombo
29th November 2009, 12:39 PM
Then be patient and let him do it in his own time. I believe that Coolboyman is in college, which means that the time that he actually has outside of classes will be filled with homework. I can imagine that he wouldn't want to use all those small pieces of time for himself just to satisfy you more.
Thanks but i can't wait becouse i want make a beta verson of banjo kazooie
Smouvy
29th November 2009, 01:45 PM
If you can't wait, learn how to program it yourself. :)
You can't expect people to work harder just because you want to start making something that will probably never get finished anyways, as that happens with 98% of all home made romhacks. Additionally, most of the things that do get finished suck anyways :)
runehero123
1st December 2009, 03:34 AM
how much time
Thanks but i can't wait becouse i want make a beta verson of banjo kazooie
I'm working on implementing the map editor functions which will load and parse header, map setup, models, and other essential files for editing a level. When done, I'll send the source to Cooliscool who can load and parse model data from buffers using the Bottles' Glasses source.
I'd say a basic ROM editor should be released by the end of this month if all goes well.
Airman
1st December 2009, 01:14 PM
I'm working on implementing the map editor functions which will load and parse header, map setup, models, and other essential files for editing a level. When done, I'll send the source to Cooliscool who can load and parse model data from buffers using the Bottles' Glasses source.
I'd say a basic ROM editor should be released by the end of this month if all goes well.
Best...news...ever!
Breegullbeak
1st December 2009, 11:38 PM
I'm working on implementing the map editor functions which will load and parse header, map setup, models, and other essential files for editing a level. When done, I'll send the source to Cooliscool who can load and parse model data from buffers using the Bottles' Glasses source.
I'd say a basic ROM editor should be released by the end of this month if all goes well.
Basic Smasic. It's an editor.
rover-T
20th December 2009, 03:27 PM
I have a problem; Whenever I decompress the Banjo-Tooie rom, there are no models, only .bin and.txt files. Am I using a bad rom? What is going on?
Tee-Hee
23rd December 2009, 04:40 AM
You need to run the model isolator too in order to get the .bkm files.
rover-T
23rd December 2009, 11:34 AM
But there are no models to isolate. It works just fine with Banjo Kazooie, but Banjo Tooie screws up.
Breegullbeak
23rd December 2009, 11:38 AM
He hasn't really started with Tooie yet. He plans to finish up the simpler game first.
cooliscool
27th December 2009, 04:38 AM
But there are no models to isolate. It works just fine with Banjo Kazooie, but Banjo Tooie screws up.
Banjo tooie actors work fine, but maps look bad since I don't really know how textures are addressed in their display lists (they're not in line with the dlist data). I'll probably look into it more pretty soon.
marshallh
28th February 2010, 07:34 AM
In for an update :) (it'd be supercool to plug in my own f3dex displaylists and see them with the editor :D, though I moved to f3dex2 last week :( )
I know that BT used some crazy self-modifying code using c/r data from the lockout chip to decode itself, I can only hope this only affects the code and not the game data.
Regarding the texture addressing, this may be a really long shot, but it could be to changing RSP segments (you can set the RSP to address several segments at once, and choose between them in a DL) Most games have segment 0 set to the base of RDRAM and segment 1 set to the start of a buffer in RDRAM holding dls loaded from ROM.
Any more specific info?
True_Dude
7th March 2010, 11:18 PM
Quick question, will this eventually have Conker's Bad Fur Day support? (After DK64, anyways) Any other games BG will support? And on that note, will the Utility of Time support Majora's Mask eventually?
Breegullbeak
8th March 2010, 01:18 AM
Quick question, will this eventually have Conker's Bad Fur Day support? (After DK64, anyways) Any other games BG will support? And on that note, will the Utility of Time support Majora's Mask eventually?
Bottles Glasses can support DK64, BK, and BT, because they all run on the same modified Super Mario 64 Engine. I'm pretty sure Conker doesn't run on the same engine, but I could be wrong.
I'm pretty sure MM and OoT share an Engine, but I don't really keep up with that.
Also Cooliscool, is there any updates, or have you been busy with more important things.(Like Life)
collecter
8th March 2010, 03:03 PM
I read somewhere that the first version of the OOT engine was retooled from the Super Mario 64 engine... But I don't know if it is still similar enough after it was modified for the game.
Mombi Jombo
11th March 2010, 07:36 PM
Look i find a error (don't be surprised with this things in portugese i'm brazilian)
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.BadImageFormatException: Foi feita uma tentativa de se carregar um programa com um formato incorreto. (Exception from HRESULT: 0x8007000B)
at Tao.DevIl.Il.ilInit()
at BK_Viewer.Main.Form1_Load(Object sender, EventArgs e)
at System.EventHandler.Invoke(Object sender, EventArgs e)
at System.Windows.Forms.Form.OnLoad(EventArgs e)
at System.Windows.Forms.Form.OnCreateControl()
at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
at System.Windows.Forms.Control.CreateControl()
at System.Windows.Forms.Control.WmShowWindow(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Mes sage& m)
at System.Windows.Forms.ContainerControl.WndProc(Mess age& m)
at System.Windows.Forms.Form.WmShowWindow(Message& m)
at System.Windows.Forms.Form.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.O nMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.W ndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3603 (GDR.050727-3600)
CodeBase: file:///c:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
BK_Viewer
Assembly Version: 0.0.8.0
Win32 Version: 0.0.8.0
CodeBase: file:///C:/Documents%20and%20Settings/Lucas/Meus%20documentos/Cidade%20dos%20Games/E-Burro%20Lanhouse/Oficina/Banjo%20Kazooie%20Tool/Bottles'%20Glasses.exe
----------------------------------------
Microsoft.VisualBasic
Assembly Version: 8.0.0.0
Win32 Version: 8.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Runtime.Remoting
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Runtime.Remoting/2.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
Tao.Platform.Windows
Assembly Version: 1.0.0.5
Win32 Version: 1.0.0.5
CodeBase: file:///C:/Documents%20and%20Settings/Lucas/Meus%20documentos/Cidade%20dos%20Games/E-Burro%20Lanhouse/Oficina/Banjo%20Kazooie%20Tool/Tao.Platform.Windows.DLL
----------------------------------------
CodersLab.Windows.Controls.TreeView
Assembly Version: 1.0.1.23525
Win32 Version: 1.0.1.23525
CodeBase: file:///C:/Documents%20and%20Settings/Lucas/Meus%20documentos/Cidade%20dos%20Games/E-Burro%20Lanhouse/Oficina/Banjo%20Kazooie%20Tool/CodersLab.Windows.Controls.TreeView.DLL
----------------------------------------
Tao.OpenGl
Assembly Version: 2.1.0.12
Win32 Version: 2.1.0.12
CodeBase: file:///C:/Documents%20and%20Settings/Lucas/Meus%20documentos/Cidade%20dos%20Games/E-Burro%20Lanhouse/Oficina/Banjo%20Kazooie%20Tool/Tao.OpenGl.DLL
----------------------------------------
Tao.DevIl
Assembly Version: 1.6.8.3
Win32 Version: 1.6.8.3
CodeBase: file:///C:/Documents%20and%20Settings/Lucas/Meus%20documentos/Cidade%20dos%20Games/E-Burro%20Lanhouse/Oficina/Banjo%20Kazooie%20Tool/Tao.DevIl.DLL
----------------------------------------
************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
For example:
<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>
When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
Breegullbeak
11th March 2010, 11:57 PM
I read somewhere that the first version of the OOT engine was retooled from the Super Mario 64 engine... But I don't know if it is still similar enough after it was modified for the game.
OOT was built on a modified SM64 engine, but I doubt it shares an engine with Banjo. Of course I could be wrong about that last part.
lemurboy12
15th March 2010, 11:40 PM
Diddy Kong Racing and Jet Force Gemini run on the same engine.
Goldeneye and Perfect Dark run on the same engine.
Legend of Zelda Ocarina of Time and Majora's Mask run on the same engine.
Most N64 games by Nintendo run on Super Mario 64's engine.
spoondiddly
16th March 2010, 07:12 PM
Diddy Kong Racing and Jet Force Gemini run on the same engine.
Goldeneye and Perfect Dark run on the same engine.
Legend of Zelda Ocarina of Time and Majora's Mask run on the same engine.
Most N64 games by Nintendo run on Super Mario 64's engine.
Nothing personal, but that is heavily oversimplifying things. PD was built on GE's framework, but virtually nothing--down to file storage and display output--is even remotely the same. You can't even find the same motion physics. PD is more similiar to BT than either is to GE or BK.
Engines weren't bandied about as much as code was. There's a development website called warioworld.com which had samples of code, and not just Nintendo's. Many games borrow simple compression schemes (as in exact code) and alter headers as needed. We aren't just talking MIO0 and Yaz0, but RLE and HUFFman types. After Zelda you see the microcode used by everyone is Zelda's, and eventually there was 3rd party mp3 output.
Breegullbeak
17th March 2010, 01:56 AM
Kazooie, Tooie, and DK use the exact same engine. Not other games are built on the same engine to my knowledge. Any slight modification to the engine would make the engine no longer the same as the BK engine and therefore, it would not work in Bottle's Glasses.
Ice Mario
17th March 2010, 05:25 AM
BT does not use the exact same engine as BK.
lemurboy12
23rd March 2010, 09:20 PM
I don't see anything. All I get is a white, crashed screen.
thecakeisalie81
4th April 2010, 09:38 AM
Thanks for the encouraging words. Much appreciated. :)
Speaking of which, my Zelda 64 editor's coming a long way, too. It's been distracting me from BG recently, thanks to the fact that OoT's a "wee bit" more complex than BK. :P
http://img198.imageshack.us/img198/719/clipboard02mg.jpg
DROOOOOOOOLLLL....
Breegullbeak
4th April 2010, 03:07 PM
BT does not use the exact same engine as BK.
Alright, not the exact same engine, but they all built off one another so they are very similar.
Chicken Eater 40652
4th April 2010, 05:16 PM
BT does not use the exact same engine as BK.
Yeah, but only very slight changes surely.
thecakeisalie81
10th April 2010, 11:13 PM
Download links for latest version are broken.
Karsten95
22nd April 2010, 12:59 PM
Is the Project canceled ?
Mombi Jombo
29th April 2010, 05:59 PM
Is the Project canceled ?
Is sure this
lemurboy12
29th April 2010, 10:20 PM
Is sure this
Sadly, sure this.
Mombi Jombo
16th May 2010, 09:27 PM
Sadly, sure this.
Well R.I.P. Bottles Glasses :(
BKGeno4Ever
16th May 2010, 10:56 PM
Oh, I've seen this before. Sounds difficult.
cooliscool
3rd June 2010, 10:43 PM
Nope, it's not dead. Slowed down heavily due to a grueling work schedule, but I've made a few worthwhile additions (display list differentiation and toggling), and laid some ground work for editing features.
http://img18.imageshack.us/img18/8238/dlistseparate.jpg
Breegullbeak
3rd June 2010, 10:50 PM
Nope, it's not dead. Slowed down heavily due to a grueling work schedule, but I've made a few worthwhile additions (display list differentiation and toggling), and laid some ground work for editing features.
http://img18.imageshack.us/img18/8238/dlistseparate.jpg
Looking good. So your preping for texture editing from the looks of it. Is there anything hidden away in the Toolbar?
BobbyTheCat
3rd June 2010, 10:56 PM
Yay, you're back!
True_Dude
9th June 2010, 07:44 PM
I asked this earlier, but I never got a proper response; is there going to be support in the future for other Rare games, especially Conker's Bad Fur Day? Will other, non-Rare games be able to be modified in any ways?
Mombi Jombo
10th June 2010, 05:17 PM
Phew i knew that you come back
cooliscool
10th June 2010, 10:36 PM
I asked this earlier, but I never got a proper response; is there going to be support in the future for other Rare games, especially Conker's Bad Fur Day? Will other, non-Rare games be able to be modified in any ways?
I'll consider vast expansion once core features and framework are developed. I can make model viewers for pretty much any N64 game that has its compression cracked (with little modification to the current DL parsers); but game specific editing (actor positions, etc) will take a significant amount of reverse engineering and/or good documentation. As I recall BK/BT are very limited in that regard, due to the fact that actors have to be tied to a level to be loaded. There's probably a way around that.
In other words, it's just a matter of time. I'm not quitting BG's development any time soon, so anything could happen.
BobbyTheCat
10th June 2010, 10:49 PM
So when would you say the editor would out?
Mombi Jombo
28th June 2010, 11:12 PM
I asked this earlier, but I never got a proper response; is there going to be support in the future for other Rare games, especially Conker's Bad Fur Day? Will other, non-Rare games be able to be modified in any ways?
Yes becouse i'm programing a Conker's Bad Fur Day called Conker in a Bad Fur Day Out
torrentstorm
4th July 2010, 10:35 AM
Can someone post the latest release of Bottles' Glasses? Cooliscool's download links are not active anymore.
BobbyTheCat
5th July 2010, 12:00 AM
Bottles' Glasses x86 (32-bit) download
(http://www.mediafire.com/?xmxodjjv2eo)
Bottles' Glasses x64 (64-bit) download (http://www.mediafire.com/?wutzigidmww)
torrentstorm
5th July 2010, 12:55 AM
Bottles' Glasses x86 (32-bit) download
(http://www.mediafire.com/?xmxodjjv2eo)
Bottles' Glasses x64 (64-bit) download (http://www.mediafire.com/?wutzigidmww)
Thanks a lot!
BobbyTheCat
6th July 2010, 04:03 AM
Thanks a lot!
You're welcome. You have no idea how long that took from my iPod.
N64DD
6th July 2010, 12:33 PM
You're welcome. You have no idea how long that took from my iPod.aww man i would have waited to do that on my computer you definitely get :cake for that
Mombi Jombo
8th July 2010, 10:25 PM
I can't wait with DK64 becouse i want taste the removed thing on kiosk edition
BobbyTheCat
8th July 2010, 10:45 PM
^ Why would you want to taste a video game?
Goku
8th July 2010, 10:51 PM
I saw Spiral Mountain in SM64. Can anyone explain that?
________
Buy E Cigs (http://www.ecigarettes123.com/)
Breegullbeak
8th July 2010, 10:53 PM
I saw Spiral Mountain in SM64. Can anyone explain that?
That would be me showing some Super Mario 64 Hackers Bottle's Glasses.
Goku
8th July 2010, 11:00 PM
That would be me showing some Super Mario 64 Hackers Bottle's Glasses.
You can actually DO that? How?
________
MONTANA DISPENSARIES (http://montana.dispensaries.org/)
Spyke4995
8th July 2010, 11:13 PM
Still no DKR support...
Seriously though, I'm sure I stumbled upon this a while ago, but only tried it recently. Good work!
runehero123
9th July 2010, 12:10 AM
Still no DKR support...
Seriously though, I'm sure I stumbled upon this a while ago, but only tried it recently. Good work!
Problem is we aren't able to decompress data in the ROM; Sub's decompressor tool, unfortunately, does not support DKR.
Spyke4995
9th July 2010, 12:33 PM
Yeah. It would be nice to have been able to go through DKR's 3D, but I guess I can only dream!
InTrepidCognito
13th September 2010, 01:09 AM
Sorry for the bump, but I keep getting driver errors while attempting to use Bottles' Glasses. And yes, I already installed the correct Windows driver myself, but it then says it's corrupted. Now there's no way of me using this program. Can anyone help?
But make sure you DON'T just pm me the decompressed files. That'd be BAD. Don't do that.
RainbowJinjo
29th September 2010, 02:26 AM
I've always dreamed of this being more like WowModelViewer, is this project still in development or is it just sitting there?
hsmboy2
21st October 2010, 02:27 PM
how can you find the models?
Airman
22nd October 2010, 03:24 AM
Decompress the ROM with the decompresser that Subdrag posted, use Bottles Glasses' "Isolate Models" function, select where the decompressed files are stored and then select a folder to output the models to. Navigate to this folder with Bottles Glasses and select a model.
cooliscool
27th October 2010, 09:16 AM
Mombi-Jombo: Cool, I'm interested in seeing what you've got. Mind sending the code my way (cooliscool at msn dot com)? If I consider it worthwhile, I'll repackage it and release.
Everyone else: I've not touched the source code in a very long time, simply due to my life being far, far more important, and I'm fairly content with where I left it (aside from the source's messiness :p). I'll definitely work towards making it an editor before it's finished, but I'm not sure when that will begin. Sorry for the lack of updates, I absolutely feel like I left a lot of people hanging. I'll make it worth the wait soon enough. :P
BobbyTheCat
28th October 2010, 04:04 AM
That's okay, as long as it comes, I'm happy :thumbsup::)
Tee-Hee
15th November 2010, 08:00 AM
Anybody ever find the level model for Jinjo Village? If so, can you send me the file?
SubDrag
22nd May 2011, 11:29 PM
You have an updated link to src? Looks like links bad. Wanted to see how similar format was to JFG.
SvalinnAsgard
23rd May 2011, 12:31 AM
I looked all over the internet, and my own hard drives for the source code, but unfortunately it is nowhere to be found.
I second the request for the source, it will pave the way for a JFG viewer/extractor. Cooliscool said it was not very hard at all to support new model formats once they were uncompressed.
sonicpacker
15th October 2012, 03:10 AM
Is there some way to get the textures working for Banjo-Tooie level models? Every single main level (i.e. Glitter Gulch Mine (http://i.imgur.com/WGs1T.jpg), etc.) is messed up in the viewer aside from Spiral Mountain (from what I found anyway). I believe all the other non-level BT models are working fine after quickly scrolling through them (aside from the occasional error (http://i.imgur.com/drKUo.png)(?)). All of the Banjo-Kazooie models work for me as well including the levels (I've successfully ripped them all (http://i.imgur.com/ssJII.png)). I'm not sure what the problem is, so I figured maybe someone here can help me out.
Edit: Man am I lucky getting the 666th post in this thread for my first post on the forum. Take that as you will, hahaha. :o
mccartney-tm
15th October 2012, 03:55 AM
welcome to the crew sonicpacker!
qwertyo76
15th October 2012, 04:39 AM
I notice you haven't ripped Click Clock Wood's hub area.
sonicpacker
15th October 2012, 07:22 AM
Thanks, mccartney-tm!
I notice you haven't ripped Click Clock Wood's hub area.
Yeah, I was just going for the main area of all the levels. I import them into Mario 64 and then make tool-assisted (http://www.youtube.com/watch?v=QEyhJucneX4) "freerun" (http://www.youtube.com/watch?v=Kh5LYwAPAbg) videos (http://www.youtube.com/watch?v=rL6dB3Qfi-k). That's why I'd like the Banjo-Tooie textures to work. So I can freerun some of those as well! :)
Mombi Jombo
27th October 2012, 02:14 AM
Well there is no news so i guess the projetic is dead just like the Diddy Kong Racing Beta Restoration by Jake.
Smouvy
27th October 2012, 12:30 PM
There's work still going on on Mumbo's Wand. All is not lost :p
LordWooFakFak
27th October 2012, 11:56 PM
Sounds neat.
UED
19th January 2013, 04:05 PM
Anone, please upload the source. :( I need it.
I hope anyone have got the code.
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