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1 user currently in Rom Hacking: |
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 Posts: 23/200 EXP: 64158 For next: 3565 Since: 06-06-04 From: In the Moon! Since last post: 5 days Last activity: 2 hours |
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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!. |
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d4s Panser Level: 29 Posts: 55/325 EXP: 142151 For next: 5734 Since: 03-23-04 Since last post: 13 days Last activity: 1 day |
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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. |
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Omega45889 Panser Level: 30 Posts: 170/335 EXP: 148978 For next: 16891 Since: 03-22-04 From: Vancouver Canada Since last post: 5 days Last activity: 6 hours |
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Awesome. I would love to hack starfox. That would kick ass. | |||
VL-Tone Red Cheep-cheep Level: 23 Posts: 24/200 EXP: 64158 For next: 3565 Since: 06-06-04 From: In the Moon! Since last post: 5 days Last activity: 2 hours |
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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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Acmlm's Board - I2 Archive - Rom Hacking - StarFox 1 and 2 Polygonal Object Decoder/Viewer Demo release! | | | |