Author Topic: Chrono Cross Backgrounds  (Read 22285 times)

utunnels

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Re: Chrono Cross Backgrounds
« Reply #15 on: January 30, 2009, 07:01:53 am »
http://www.chronocompendium.com/Forums/index.php/topic,6779.msg134828.html#msg134828
I talked to Faust in this topic before about the debugger.
It can output GPU log so you can know how the game draws the graphics.

What you need to to:
  • Run the game using that pcsx debugger(it uses same plugins as epsxe, you also need a bios file), Configuration->CPU->Enable Interpreter CPU(Checked).
  • F1 to save a savestate(don't to that in battle, CG nor menu).
  • F3 to reload the savestate, and the debugger will be paused.
  • Check "Chain break" in the debugger window.
  • Click "Resume CPU" in the debugger window, 3 times, it will log enough informations.
  • Click "Dump" button in the debugger window once.
  • Close the emulator.
  • Cut "gpu.log" and paste it under "dump" folder.
  • Download my tool from this topic, un-pack it under the debugger's "dump" folder.
  • Run the tool and the background will be saved as "bg.bmp".
  • Use whatever paint software to clip the picture, the background is pure black you know.

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« Last Edit: January 31, 2009, 06:25:35 pm by utunnels »

utunnels

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Re: Chrono Cross Backgrounds
« Reply #16 on: January 30, 2009, 01:41:02 pm »
Leene square's ruin.

I checked the Encyclopedia, it seems some backgrounds are already done, so I don't want to do duplicated jobs, just made some pictures for fun.

*Click Here*


--------------------

Another Cape Howl Sunset, you will notice the sunshine effect is missing, that's because it is not a sprite effect, this tool only renders normal 2D sprites.

*Click Here*

Background. The scene has 2 scroll layers. Although you have to edit GPU log to delete some sprites from display.
*Click Here*

Foreground.
*Click Here*

---------------------------

Worldmap - Another

I tested the ghost ship mist, which uses alpha blend. Although I commented out that section in the code, because I'm lazy to read GPU document so leave it alone for a while.

*Click Here*

---------------------------
SS Invincible Deck

*Click Here*

SS Invincible's Captain Room

*Click Here*


------------------------

Another Termina - Smith

*Click Here*

Karsh's Room

*Click Here*

Glenn's Room?

*Click Here*

-------------------

Bend of Time

*Click Here*

*Click Here*


--------------------

Guldove - Right Tower

*Click Here*


-------------------------

Divine Dragon Falls

*Click Here*

Divine Dragon Shrine

*Click Here*


-----------------

Starky's Ship

*Click Here*


-----------------

Hermit Hideout - Burnt out

*Click Here*

Hermit Hideout -Basement

*Click Here*

-------------------

Another Viper Manor - Front Yard

*Click Here*

Library

*Click Here*

------------------

Death's Door

*Click Here*


----------------------

Opassa Beach

*Click Here*
« Last Edit: January 30, 2009, 02:54:37 pm by utunnels »

FaustWolf

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Re: Chrono Cross Backgrounds
« Reply #17 on: January 30, 2009, 02:08:26 pm »
utunnels, you're amazing!

utunnels

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Re: Chrono Cross Backgrounds
« Reply #18 on: January 30, 2009, 02:37:39 pm »
Updated some links.

Perhaps I shall make a package, but it will be a huge file.

FaustWolf

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Re: Chrono Cross Backgrounds
« Reply #19 on: January 30, 2009, 02:49:56 pm »
ZeaLitY loves huge files. :D


ZeaLitY

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Re: Chrono Cross Backgrounds
« Reply #20 on: January 30, 2009, 08:30:37 pm »
Yes, I'll happily take it and even offer all the backgrounds as a download since they are pretty nice pieces of art. And I'll begin adding these to the encyclopedia, using the room list on the File Structure page to check off what we have and don't have (special scenes are VERY important, like the image of Chronopolis fighter jets battling Dinopolis, Dinopolis in its home world, etc.).

utunnels

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Re: Chrono Cross Backgrounds
« Reply #21 on: January 31, 2009, 01:07:41 am »
The problem is all 3d models are not rendered.
For example, wave effects/S.S. Invincible on world map, pinwheels in Leena's house, gates/doors in Viper Manor, and the bridge in this picture.

FaustWolf

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Re: Chrono Cross Backgrounds
« Reply #22 on: January 31, 2009, 01:24:32 am »
I've been cataloguing the various field models Vehek isolated earlier, so hopefully we'll have those rendered soon, once I'm done creating a model pack.

ZeaLitY

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Re: Chrono Cross Backgrounds
« Reply #23 on: January 31, 2009, 01:27:03 am »
I checked the Encyclopedia, it seems some backgrounds are already done, so I don't want to do duplicated jobs, just made some pictures for fun.

Only Van's room in Termina and Nadia's Bell in the Dead Sea.

Hm, 3D models aren't so bad a problem...I guess if it only causes a serious misrepresentation of the area would it be a problem. In fact, it's interesting to see what's behind those objects...

utunnels

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Re: Chrono Cross Backgrounds
« Reply #24 on: January 31, 2009, 03:02:14 am »
I've been cataloguing the various field models Vehek isolated earlier, so hopefully we'll have those rendered soon, once I'm done creating a model pack.
Yeah, in fact all those commands are sent to GPU even if the object is not in the display area. Maybe a custom video plugin can draw all of them and output as a picture, but as I know there's no such plugin designed for this feature.

--------------------

Dinopolis



------------------------

I packed some of the backgrounds.
I know rapidshare sucks, but I can't find a better site...boxstr is always down for me, and mediafire is slow these days.

http://rapidshare.com/files/191896290/ccbg.rar.html

FaustWolf

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Re: Chrono Cross Backgrounds
« Reply #25 on: January 31, 2009, 03:29:02 am »
Oh man, those sleek Chronopolis jets flying over the icebergs of 12,000BC...it's so beautiful.

Huge thanks utunnels!

utunnels

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Re: Chrono Cross Backgrounds
« Reply #26 on: January 31, 2009, 03:39:52 am »
Hehe, it sucks there's no save points  before that scene.

There are some duplicated pictures in the package I think. For example, Cape Howl Cave and Cape How Cave Sunset are the same one, the game only changes the light effect.

utunnels

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Re: Chrono Cross Backgrounds
« Reply #27 on: January 31, 2009, 06:29:29 pm »
Darn, I read a wrongly translated document which took me a long time to figure out how sprite transparency works.

Anyway I've updated the code so it now can deal with semi-transparency tiles, although there are only a few of them.
http://www.chronocompendium.com/Forums/index.php/topic,6904.msg141577.html#msg141577

This platform is a typical example.


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Abel

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Re: Chrono Cross Backgrounds
« Reply #28 on: January 31, 2009, 10:25:14 pm »
Hey utunnels,

Is it possible to snag the background for Lucca's house by chance and/or Chronopolis :D?

utunnels

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Re: Chrono Cross Backgrounds
« Reply #29 on: February 01, 2009, 04:06:26 am »
It's only a matter of time.
I've made more than 130 pictures by now, but I found some earlier version has some problems since the earlier code doesn't contain alpha blend feature. For example, Isle of damned, those mirrors are semi-transparency.