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Messages - yaz0r

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61
Chrono Cross Modification / Re: CHRONO CROSS FILE EXPLORATION THREAD
« on: November 22, 2007, 01:18:53 pm »
Thanks again for all the help guys. Before I turn to weapon models personally, I'm going to try and map out the rest of Serge's, Kid's, and Guile's battle models and mess with the data as I've been doing, just to see what happens. 

Out of curiosity, how do you mess the data ? Do you rebuild and iso with modified data each time ?

62
Chrono Cross Modification / Re: CHRONO CROSS FILE EXPLORATION THREAD
« on: November 22, 2007, 06:58:50 am »
Don't forget that on PS1 hardware, the data isn't sent directly over the GPU, it is sent to the GTE that will perform all the math processing and finaly project the points in screenspace before sending them to the GPU for rasterization.
Therefor, you should look at the GTE documentation when it comes to vertex format.

It seems the GTE handle fixed-point data following this pattern:
1bit for sign
3bits for intergral part
12 bits for fractional part

I suppose all vertex data are in this format.

That said, I figured that it should be far easier to look into the weapon data than character data. Due to skinning, even if you display Serge's vertex array in 3d, it will not looks like Serge as the vertices will be lacking proper transformation by bones matrix.

Regarding the background data, it seems there is a bunch of DMA commands somewhere that just blit the background data to there correct position.

63
Chrono Cross Modification / Re: CHRONO CROSS FILE EXPLORATION THREAD
« on: November 21, 2007, 04:21:52 pm »
Other than file sharing, our other big "goal" for the short-term is figuring out how Chrono Cross instructs the room GFX in the .raw files to set up. Then, Ramsus or someone else can write a program to assemble the GFX files like that and combine them with the ACT files that your tools provide, giving us instant background images for the encyclopedia.

Regarding that part, I know someone who made a tool to do something similar with Parasite Eve. I think it's really close to the way CC store it's background so I'll be asking him for pointers..

64
Chrono Cross Modification / Re: CHRONO CROSS FILE EXPLORATION THREAD
« on: November 21, 2007, 12:55:39 pm »
First, let me give you a big THANKS on behalf of videogame fans and asset enthusiasts everywhere for the work you've done, both on CC and outside of CC.
I have a few stuff that I decided not to release, like the SOTC model viewer, but I hope it will make it to the public hands someday...

Here goes for the questions:
1.) I can't realy say before I look into the model files myself. I'll have to redump the data files tonight when I get home. I don't have much expertise on PS1 games so I can't really tell, but I suspect that looking how the PS1 handle vertice format and things like that would be interesting.
I don't really have any predefined process when looking into a game, but most of the time, I try to have simple objects work before I try to get animated objets working. This is mostly a question of getting the basic geometric data figured out before starting the skinning.

2.) Writting a model viewer from scratch can be a tricky task. One solution would be to write a tool that would export the data to a more universal format. I suggest you look into the collada format as it's open and widely accepted.

3.) My model viewer is written in C++, and use DirectX for 3d rendering. While C++ is nearly a must-have for that kind of tool, the question of DirectX versus OpenGL is mostly a question of taste. I ditched the OpenGL version mostly to stop supporting old hardware as I wanted my modelviewer to be a testbed for more advanced graphic features. But this is behond the scope of a model viewer.
In term of learning curve, I figure OpenGL is simpler the get started. I suggest you take a look at nehe's tutorial (just google nehe). But keep in mind that learnign programming isn't something you do overnight...


65
Chrono Cross Modification / Re: CHRONO CROSS FILE EXPLORATION THREAD
« on: November 21, 2007, 11:20:51 am »
Hey there,
a few years ago, when my nick was yazoo (it changed a bit since as you may have noticed), I wrote some of the tools you've been using to hack into CC files.
It's been a long time for me, but maybe I can give you a few pointers on where to look and how things work in the game.

Also, some of you may have come to realise that since my work on CC, I wrote a bunch of model viewer for FFX/FFX-2/KH/KH2/FFXII/SOTC/... so maybe I can also help you on that side.

yaz0r

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