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11-02-05 12:59 PM
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Acmlm's Board - I2 Archive - Rom Hacking - StarFox 1 and 2 Polygonal Object Decoder/Viewer Demo release! | |
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VL-Tone

Red Cheep-cheep
Level: 23

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Since: 06-06-04
From: In the Moon!

Since last post: 5 days
Last activity: 2 hours
Posted on 08-15-04 09:17 PM Link | Quote
Ahhh StarFox, the first polygonal game I ever played on a console at home...

Now I present you, The StarFox 1 and 2 Polygonal Object Decoder/Viewer!
It's in Shockwave, so you can try it in your browser.

It's at:
http://pages.infinit.net/voxel/StarFoxObjectDecoder.htm

If you don't fell like installing Shockwave there are more screenshots there:
http://pages.infinit.net/voxel/SFXdecoderScreenshots.htm



It includes about 1/3 of the objects in Starfox 1, 2 early beta and final beta.
Still 1/3 is alot considering there is about 450, 200 and 500 objects in the 3 versions.

You can rotate, move and zoom each object made available in a similar fashion to
the continue screen in StarFox 1 and StarGlider 2.

Missing for now is color and texture assignation, and all animated objects are absent.
I know how the colors and textures are assigned, but there is 256 color/texture
possibilities that I will have to get a screenshot of, that will take hours!

I'm still trying to figure out the details in the format of animated objects, but
it's pretty much a matter of finding in what order the vertices positions are stored.

There are other bytes that I just skip for now in the data, I'm not sure what they
do for now.

There is a couple of objects unused in the game, like a parrot in StarFox 1,
it looks better in color tough. To see it in the real SNES game, go on the continue
screen (you must earn bonus credits and be game over) you'll be able to rotate and
zoom the high poly arwing. If you press buttons on controller 2 you'll be able to
switch to various enemies and power ups.

Use the following cheats/PAR codes 7E0020:60 7E0021:BC. Now you can see and rotate
the hidden parrot object!

Anyhow aside from finding a parrot, I guess I could either try to make an object
editor and/or do a whole new fangame in Shockwave using all objects found in StarFox.

Maybe StarFox converted to 4d like someone proposed in another thread!
The shield item in StarFox 1 is actually much like the wireframe shadow of an
hypercube (which is a 4d cube), that can be a good start!.




d4s

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Since: 03-23-04

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Posted on 08-16-04 01:10 AM Link | Quote
this is stunning, absolutely awesome.
i cant use shockwave yet but the pictures look great.
considering your knowledge, did you ever think about an
format conversion tool to and from a common 3d mesh file format, take
.3ds for example?
having custom 3d objects in starfox would rock for sure.
Omega45889

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Since: 03-22-04
From: Vancouver Canada

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Posted on 08-16-04 09:33 AM Link | Quote
Awesome. I would love to hack starfox. That would kick ass.
VL-Tone

Red Cheep-cheep
Level: 23

Posts: 24/200
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Since: 06-06-04
From: In the Moon!

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Posted on 08-17-04 03:59 AM Link | Quote
Well thanks for the kind comments

Yes I was thinking about using the DXF ascii format to export and import 3d models.

Exporting should be relatively easy to implement, importing back could cause problems.
You wouldhave to make sure that your 3d program doesn't create extra polygons and
informationwhen saving to DXF. The other problem is some of the data is still unknown to me, things that are not needed to reconstruct a visual equivalent but are used in the game and
they are dependent on the vertice data. One part seems to be related to "normals", so
that the light angle of each face is already calculated. I'll try to crack this before I can
try to edit objects.

Now I'm planning to try to implement an editor myself. It would be a matter of enabling
manipulation of the X Y Z vertice positions and their connection order, and then saving
the changes back to the ROM. It would be much more limited than a full featured 3d
program, but the FX chip polygon format is limited... You have to work with very few
polygons, and usually you are better off doing vertice-level editing. One thing my editor
would help to is predicting the size of an object in ROM, an external editor wouldn't
be able to do that.

Just as I suspected, most of not all FX chip games use the same polygon format so games
like Stunt Race FX could be editable too. Removing the eyes on the cars could be interesting,
though it would be a little cruel, they are soo cute after all

So I'm not sure about the idea of implementing import for now, maybe exports only could
still be usefull to many. Though I would have liked to be the first to do a Starfox
fangame remake with the exact polygon shapes as the original

I'll see what I can do about basic importing, but I'm not promising anything...

Edit:major typo


(edited by VL-Tone on 08-23-04 01:58 AM)
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