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Main - ROM Hacking - The Zeed Project New thread | New reply

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jargon
Posted on 03-24-08 10:02 AM (rev. 2 of 03-24-08 10:08 AM) Link | Quote | ID: 80885


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Here:
The Zeed Homepage

The Zeed Project is a program that simply allows flat world games such as Final Fantasy IV to be trans-coded as to have an additional Z-Axis. (Thus "Zeed")

I shelved this project back in mid-to-late 2007 due to problematics with memory consumption with the Zeed Engine.

-edit-

Here is Castle Baron in 3D via the Zeed artificially intelligent Terra-former: (Click to enlarge images.)




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roxahris
Posted on 03-24-08 10:09 AM Link | Quote | ID: 80886


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ADDRESS NOT FOUND


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jargon
Posted on 03-24-08 10:18 AM Link | Quote | ID: 80887


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Posted by roxahris
ADDRESS NOT FOUND



Your DNS is probably down then.


Microsoft Windows XP [Version 5.1.2600]
(C) Copyright 1985-2001 Microsoft Corp.

C:\WINDOWS>tracert opendns.org

Tracing route to www.opendns.org [208.67.219.99]
over a maximum of 30 hops:

1 2 ms <1 ms <1 ms 192.168.1.1
2 7 ms 7 ms 7 ms 10.85.32.1
3 6 ms 9 ms 7 ms ip68-2-4-25.ph.ph.cox.net [68.2.4.25]
4 8 ms 7 ms 7 ms 68.2.13.106
5 8 ms 7 ms 7 ms 68.2.12.22
6 8 ms 12 ms 8 ms 68.2.12.26
7 9 ms 8 ms 8 ms 68.2.12.30
8 10 ms 9 ms 10 ms chnddsrj02-ae1.0.rd.ph.cox.net [68.2.14.13]
9 22 ms 20 ms 31 ms langbbr01-ae0.r2.la.cox.net [68.1.0.232]
10 20 ms 21 ms 21 ms vl3491.ccr02.lax01.atlas.cogentco.com [154.54.3.
141]
11 31 ms 31 ms 31 ms te3-1.ccr02.sjc01.atlas.cogentco.com [154.54.5.1
85]
12 30 ms 31 ms 31 ms te8-3.ccr02.sfo01.atlas.cogentco.com [154.54.2.1
37]
13 31 ms 30 ms 31 ms te4-4.mpd01.sjc04.atlas.cogentco.com [154.54.7.1
74]
14 30 ms 31 ms 31 ms 38.104.140.46
15 30 ms 33 ms 30 ms www.opendns.com [208.67.219.99]

Trace complete.

C:\WINDOWS>


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Kawa
Posted on 03-24-08 11:08 AM Link | Quote | ID: 80894


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I see it and I still don't believe it.

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jargon
Posted on 03-24-08 11:40 AM (rev. 7 of 03-24-08 12:00 PM) Link | Quote | ID: 80901


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Posted by Kawa
I see it and I still don't believe it.


Kawa: You probably also won't believe I only worked on Zeed for no more than 2 weeks timespan.

-edit-

You can refer to the timestamps of files in The Zeed Homepage downloadable archives to verify this.

-edit-

Posted by Kawa
Indeed I wouldn't.

Posted by "roxahris"
jargon said those screenshots of 'zeed' were handmade some time ago.



Only the screen shots of vapor-ware "Cataclysm" fork and the illustrations on The Zeed Homepage that explain how the Terra-forming algorithm works were hand-made. They are even noted on The Zeed Homepage which ones are output and which ones simply are illustrations. The three images I Hot-Linked in the first post of this thread are screen-shots of actual in-program output.

This is the only image in the project that is a mock: (click to enlarge)

..Which is found on this page: http://mediaplague.com/hosting/Zeed/?p=preview
..This is the caption on The Zeed Homepage for that image:
Posted by "jargon"
CIT Mock Imagery

This is an abstract of the methodology involved in how the floors and walls are planned to be interpreted in Build One.

In the screen shot:
Purple and yellow are floor tiles at altitudes 0 and 1 respectively.
Blue, Green, Red, and Turquoise are walls at depths 5, 6, 7, and 9 respectively.

Screen shots will be interpreted by Build One based on the best possible guess via the mapping of vertically adjacent regions of wall and floor tiles in the rows and columns as depicted in this screen shot.

The goal set for Z33D Build One will be to import the tiles based off a wall/floor differentation and upper-left subtile offset Z33D import script using screenshots and export them as a three dimension Z33D map script, of which will be able to be loaded and played in Z33D.


The final release of Zeed that I recall making was Build Two, Patch 2.

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Kawa
Posted on 03-24-08 11:41 AM Link | Quote | ID: 80902


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Indeed I wouldn't.

Posted by "roxahris"
jargon said those screenshots of 'zeed' were handmade some time ago.


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roxahris
Posted on 03-24-08 11:56 AM Link | Quote | ID: 80904


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Please, for everyone's sake, lern 2 post!

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jargon
Posted on 03-24-08 12:39 PM (rev. 4 of 03-24-08 12:51 PM) Link | Quote | ID: 80905


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If I do indeed ever continue the Zeed project. I had planned on adding image recognition in order to detect such features such as wall brick texture, and super-imposed wall ornamentation, in addition to even more sanity checks in the artificially intelligent Terra-former algorithm in order to allow a graphical rip of a level to automatically be trans-coded with an additional Z-Axis, without the need of the user mapping out contiguous floor altitudes and contiguous wall depths of tiles in provided source image.

Zeed, as-is, takes that scripted input along with a source image of ripped/quilted screen shots from in-game, and beyond that the Zeed artifically intelligent Terra-forming algorithm takes over upon the user saving the plotted regions as a CIT script, creating a sheet of unique tiles and procuring a voxel-mapped model of the 3D level known as a VIT script.

From that point, the Zeed Engine can then load from the CIT + VIT scripts in order to allow the user to navigate the generated 3D level in first-person.

The Zeed Engine automatically extra-polates the tile sheet the CIT produced to the correct dimensions for use as textures, in addition to simplifying the AI-generated VIT script data so that unused voxel surfaces (cube faces), of which are not part of the model, are reserved as undefined mesh information.

Another change I intended to make upon continuing the Zeed project at Build Three, is simplifying the voxel infromation into sectors, rather than independent voxel surfaces. This means a floor or wall region that exists in a contiguous plane will be united as a single 3D element, in which textures are U,V,W mapped onto each of these super-surfaces. In addtion, I fully intend for the image recognition to be capable of realizing when an object such as a crest of arms is super-imposed on an already issued tile pattern, in order to create a mesh object that mounts onto the surface. This also means that curved walls, the base of which will be detected as an already existing floor surface texture, and the textures themselves will be reverse-projected in order to create a flat version for the tile sheet, of which would make use of curved sector surfaces in order to allow proper high-definition rendering superior to the as-is voxel method.

The as-is voxel method in Zeed "Build Two, Patch 2", simply allots for the reconstruction of the level from 2D to 3D as if the tiles themselves were strictly popped-up Paper Mario style, without any additional mesh-redefinition.

Zeed "Build Two, Patch 2" reconstructs hidden regions of levels on its own, using an embedded artificially intelligent Terra-forming algorithm based on how I, myself, would take the steps in my own mind, in order to decide what would actually occur in the non-visible portions of the 2D level.

Not implemented in Zeed B2P2, is sanity checks for making sure textures for such make sense for the design of the 3D model, as Zeed B2P2 simply recycles the tiles displayed closest to the foreground for the first depth encounterd in the horizontal, Z-Axis, shaft of voxels.

Posted by Kawa
The worst part is that this is apparently supposed to work on games with the standard Final Fantasy perspective, and somehow adds depth to it.

Problem is that Castle Baron already has depth. You can see how tall the walls and how high from ground level the floors are. As well, there is information hidden behind things.

Just about everything I've heard about you so far simply screams that you're an insane, stupid ass. I simply cannot imagine you writing a program that intelligently determines things, let alone detecting brick textures and ornaments.


You may believe what-ever it is you want to believe. Just don't bawl your brains out when you have alienated everyone due to acting like a douche-bag.

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Kawa
Posted on 03-24-08 12:46 PM (rev. 2 of 03-24-08 12:51 PM) Link | Quote | ID: 80906


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The worst part is that this is apparently supposed to work on games with the standard Final Fantasy perspective, and somehow adds depth to it.

Problem is that Castle Baron already has depth. You can see how tall the walls and how high from ground level the floors are. As well, there is information hidden behind things.

Just about everything I've heard about you so far simply screams that you're an insane, stupid ass. I simply cannot imagine you writing a program that intelligently determines things, let alone detecting brick textures and ornaments.

Edit:
FOR FUCKS SAKE MAN! STOP REPLYING IN AN EDIT! YOU CAN AND SHOULD JUST HIT THE REPLY BUTTON YOU MORON!

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Ailure
Posted on 03-24-08 12:55 PM Link | Quote | ID: 80907

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Alright, since people are highly annoyed about it.

If you edit again instead of replying, I trash this thread.

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RetroRain
Posted on 03-24-08 09:21 PM Link | Quote | ID: 80925


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Pretty cool work there jargon. I'm sure some Final Fantasy fans would be interested in this.

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MathOnNapkins
Posted on 03-24-08 09:39 PM Link | Quote | ID: 80927


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Great, where's the source code?

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jargon
Posted on 03-25-08 04:24 AM (rev. 4 of 03-25-08 04:51 AM) Link | Quote | ID: 80950


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Posted by MathOnNapkins
Great, where's the source code?


I was pretty sure it was included with the binary.

Maybe I never bundled them. :| I thought I had though.

Sorry for the edit,

If they aren't bundled my backups might be corrupt. I started a fork called "Cataclysm", apparently when I forked the project, the Zeed "Build Two, Patch 2" and prior source codes got fouled somehow, due to an error on my part. I will try to get working source code back up as soon as possible, if it is missing that is.

Sorry for another edit, didn't see Rockman's reply at first:

Posted by Rockman
Pretty cool work there jargon. I'm sure some Final Fantasy fans would be interested in this.


Thanks, that means a lot to me.

When I forked Zeed into Cataclysm, I accidentally deleted the unmodified Zeed source codes somehow by overwriting the archives on accident. (Media Plague Dot Com v2.xx)

All Cataclysm was, was a mod of the artifically intelligent Terra-forming algorithm and CIT scripting interface portions, specifically for Zelda games.

Zeed didn't work very well with many Zelda quilted screen shots, and thus I made a fork called Cataclysm to experiment with.

Some time in late 2007, I ended up downloading the Cataclysm site on top of the Zeed back-ups by mistake.

Meaning I might only have back-ups of the Cataclysm source, not the Zeed source possibly. I will have to buy laptop HDD enclosure next month in order to data-recover the Zeed/Cataclysm source codes, as the only computer I own powerful enough to debug Zeed/Cataclysm, is out for the count.

So sorry, until I am able to get a laptop HDD enclosure and permission to develop using either my mom's or brother's desktop computer, it's a no go for data recovery.

Worst case scenario, I will either have to reverse engineer each release of Zeed and undo the changes in the Cataclysm version of each release, or else make a new version called Zeed "Build Three" until I can find another way to do so.

-edit-
(Fixing typos galore.)

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NightKev
Posted on 03-25-08 10:56 PM Link | Quote | ID: 80989


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How convenient.

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troopa pride
Posted on 03-26-08 11:22 AM (rev. 2 of 03-26-08 11:23 AM) Link | Quote | ID: 81012


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Wait, so you can make a 2D map 3D?! ( )_____( )

Kawa
Posted on 03-26-08 08:20 PM Link | Quote | ID: 81020


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Posted by troopa pride
Wait, so you can make a 2D map 3D?! ( )_____( )

Yes! And they're not even top-down maps! We're talking 2D maps that carry the illusion of height! Maps that hide objects behind things! Incredible, isn't it?

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jargon
Posted on 03-27-08 03:03 AM (rev. 4 of 03-27-08 03:37 AM) Link | Quote | ID: 81036


Ninji
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Posted by NightKev
How convenient.

No, very inconvenient. Don't spam up my thread with sarcasm, thank you.

Posted by Kawa
Posted by troopa pride
Wait, so you can make a 2D map 3D?! ( )_____( )

Yes! And they're not even top-down maps! We're talking 2D maps that carry the illusion of height! Maps that hide objects behind things! Incredible, isn't it?


troopa pride:
Yes, as-is you feed it a screen shot that you script the regions of wall surface, and floor surface, along with cube altitude for floors, and then it uses the artificially intelligent Terra-forming algorithm to best-guess what the 3D level looks like, it does pretty well with the Castle Baron outdoors level from Final Fantasy IV Easy/Hard Type, however Zelda levels it does not perform so well.

Main issue with Zelda games is things like trees and dungeon walls or anything that has floor thickness zero.

Final Fantasy IV works fairly well for most levels. Mystic Quest works fairly well too.

You don't provide the algorithm a game dump, just quilted screen shots of levels.

In Zeed "Build Two, Patch 2", it is fairly more easy to select entire contiguous regions of similar tiles etcetera, and even assign properties to all the same imagery tiles in the quilted screen shot you feed the CIT program.

The CIT editor portion is very much like ms-paint on steroids.

Kawa:
Please stop reverse-trolling/spamming my thread.

-edit-
BTW, I just remembered that one of my plans for a future build was the ability to Terra-form a prerecorded zSNES movie into both a 3D model sequence as both an AVI file and some source database of some as-yet undecided format.

This means I would have to add sprite recognition, in order to better map out how multiple maps interconnect, etcetera.

-edit-
Here is illustrations of the default scripting and Castle Baron scripting for the Castle Baron quilted screen-shot as imported into the Zeed "TIT" Tile Integration Tool, for piping into the autonomous Zeed "CIT" Construct Integration Tool artificially intelligent Terra-forming algorithm:

Default settings: (click to enlarge)


Castle Baron settings: (click to enlarge)



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interdpth
Posted on 03-27-08 03:48 AM Link | Quote | ID: 81037


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Uh, yeah, your Zeed programs crash on my computer. It's unorganized and confusing man
I hope this is purely beta.

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jargon
Posted on 03-27-08 04:54 AM (rev. 3 of 03-27-08 05:23 AM) Link | Quote | ID: 81040


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Posted by interdpth
Uh, yeah, your Zeed programs crash on my computer. It's unorganized and confusing man
I hope this is purely beta.


Hopefully, I included a "readme.txt" of some sort that explained how to write a loader script as a windows short-cut.

Otherwise, sorry, you will have to reverse engineer the binaries using a hex editor to figure out the command line parameter formatting. :/

-edit-
The Cataclysm Project Homepage

This page includes a link to the "Cataclysm" forked copy of Zeed "Build Two, Patch 2" along with source code.

No guarantee it runs at all due to fore-mentioned issues.

-edit-
Sorry for the broken links!

Here:
Zeed Downloads
Or Here:
Cataclysm Downloads

Castle Baron in 3D:


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interdpth
Posted on 03-27-08 06:23 AM Link | Quote | ID: 81044


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Why did you need so many excess files and folders?
And it appears to split the original image into smaller pieces or something, the idea seems cool, and you should code it to get screen capture
Hope it becomes fruitful!

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