#556
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You cant yet.
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#557
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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 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) 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 01:02 AM. |
#558
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Noicenoice ^.^
Last edited by mojobojo; 16th October 2009 at 12:58 AM. |
#559
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__________________
From where you're kneeling, it must seem like an 18-carat run of bad luck. Truth is... the game was rigged from the start -Benny |
#560
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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
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Check what you need fix coolisU
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#562
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I know what the second one is, but whats the first one?
I'm pretty sure he'll finish off the simple game first.
__________________
From where you're kneeling, it must seem like an 18-carat run of bad luck. Truth is... the game was rigged from the start -Benny |
#563
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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; 19th October 2009 at 11:41 PM. |
#564
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Quote:
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 01:15 AM. |
#565
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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
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Quote:
You can view the file here: http://jul.rustedlogic.net/thread.php?pid=191668#191668 |
#567
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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
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i can't wait the next update
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#569
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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 07:08 PM. |
#570
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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 10:33 AM. |
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