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Josh_7774
Josh_7774 - - 3 comments @ LEV99 Showcase

Current progress is getting all of the 3D models dumped with Avocado.

Another thing that I need for some of the models are the vertex colors.

Models like the Female Warrior models & others use grayscale textures that get their colors after the game applies vertex coloring onto the model itself, to colorize the texture basically. And unfortunately, it's usually not a solid color that is used, but moreso a gradient-to-black kind of coloring.

I have been able to get these colors to varying degrees at the moment by using MeshLab and importing any dumped models from Avocado, which actually dumps the vertex colors as well.

Good karma+1 vote
Josh_7774
Josh_7774 - - 3 comments @ Hybrid TC

Maybe once the TC is out in alpha/beta form, you could help out with testing the online multiplayer functionality with the TC to make sure performance is smooth and that there are no anomalies lying around besides the anomalies that feature in the original game (ex. Level 0: Temple of Madness has an outdoor area with water around it, one sector floor in the water has a faster animation than the other water sectors).

As of right now, I still need the models from the game, and a couple have yet to be decompiled from the games' .POB/.POD files, complete with textures & animations.

I use Avocado to pseudo-dump the models in the meantime, but ideally, it's better to have the uncompressed files themselves.

If you are somebody with good knowledge in reverse engineering proprietary game formats used on the PlayStation 1, you could help out with decompiling the models. The game uses very standard, typical PS1 file formats like .TIM for some graphics so I'd imagine it not being too difficult to do.

Good karma+2 votes
Josh_7774
Josh_7774 - - 3 comments @ Hybrid TC

The 3D assets are a definite yes since they're part of the original game. I just don't know how to rip them yet.

The game uses rather typical PSX file formats like .TIM for graphics, .VH .VB & .SEQ for the MIDI music, .XA for some audio, and a few others, so I'd imagine it wouldn't be too difficult for someone to reverse engineer the .POD & .POB files that house the 3D models themselves, maybe even complete with animations.

There's the P69.EXE sitting right in plain view inside the STARTUP directory, so reverse engineering the PS-X EXE is also an option.

I did manage to get one model, but it's not 1:1. It's the stone column model. It can be seen in one of the screenshots.

I dumped it with a PSX emulator called Avocado. There's a special version of it that allows 3D dumping. And many different settings for how the dumping will function.

Avocado is also very rich in debugging tools.

I got the textures with RetroArch with the Beetle PSX Hardware core, which supports texture dumping.

Pretty much all of the level textures are extracted along with the 2D sprite textures. Might be missing some things here & there, but for the most part, I can say 90% of the 2D assets are dumped.

Good karma+2 votes