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Homebrew Games and Tools If you've created a trainer, texture editor, or a full-blown fangame we'd like to see it here. Show off your mad programming skills.

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  #556  
Old 16th October 2009, 01:54 AM
mojobojo's Avatar
mojobojo mojobojo is offline
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Quote:
Originally Posted by Mombi Jombo View Post
But how i make obj in bkm it becouse i'm making a beta Banjo Kazooie rom
You cant yet.
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  #557  
Old 16th October 2009, 01:54 AM
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runehero123 runehero123 is offline
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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.

Code:
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:

Code:
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:

Code:
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

Last edited by runehero123; 16th October 2009 at 02:02 AM.
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  #558  
Old 16th October 2009, 01:56 AM
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mojobojo mojobojo is offline
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Noicenoice ^.^

Last edited by mojobojo; 16th October 2009 at 01:58 AM.
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  #559  
Old 16th October 2009, 01:58 AM
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Breegullbeak Breegullbeak is offline
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Quote:
Originally Posted by mojobojo View Post
Noicenioce ^.^
forgot an "N".

In other news hows the hacking?
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  #560  
Old 16th October 2009, 02:03 AM
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mojobojo mojobojo is offline
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Quote:
Originally Posted by Breegullbeak View Post
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.
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  #561  
Old 19th October 2009, 09:19 PM
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Mombi Jombo Mombi Jombo is offline
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Check what you need fix coolisU
Attached Images
File Type: jpg 0E287C4_screen_1808.jpg (32.2 KB, 53 views)
File Type: png 114FBEC_screen_1816.png (67.6 KB, 48 views)
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  #562  
Old 19th October 2009, 09:28 PM
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Breegullbeak Breegullbeak is offline
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Quote:
Originally Posted by Mombi Jombo View Post
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.
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  #563  
Old 20th October 2009, 12:04 AM
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cooliscool cooliscool is offline
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Disable textures for BT maps right now. I'll get to it sometime.

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.

Last edited by cooliscool; 20th October 2009 at 12:41 AM.
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  #564  
Old 20th October 2009, 02:11 AM
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Mombi Jombo Mombi Jombo is offline
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Quote:
Originally Posted by cooliscool View Post
Disable textures for BT maps right now. I'll get to it sometime.

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

Last edited by Mombi Jombo; 20th October 2009 at 02:15 AM.
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  #565  
Old 20th October 2009, 02:20 AM
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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
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  #566  
Old 20th October 2009, 02:39 AM
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cooliscool cooliscool is offline
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Quote:
Originally Posted by SubDrag View Post
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
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  #567  
Old 20th October 2009, 09:59 PM
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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.
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  #568  
Old 21st October 2009, 01:42 AM
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Mombi Jombo Mombi Jombo is offline
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i can't wait the next update
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  #569  
Old 21st October 2009, 02:22 AM
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mojobojo mojobojo is offline
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Yo cooliscool, how is the Dlist speration and the animated character exporting going?

Last edited by mojobojo; 21st October 2009 at 08:08 PM.
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  #570  
Old 21st October 2009, 11:30 AM
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Quote:
Originally Posted by SubDrag View Post
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.

Last edited by cooliscool; 21st October 2009 at 11:33 AM.
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