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To any hopeful DKCR modders: good luck
Holy unknown properties Batman. How the heck did Retro even cope with that? O.O
For anyone interested - I'm releasing a minor update to PakTool because Bearborg found a bug. Apparently the MP2 demo's paks are actually compressed with zlib. I don't think I ever looked so I actually had no idea.

Also PWE's beginning to get very close to what I would consider a release-ready state. Don't want to commit to a particular timeframe right now but it should be soon.
I really don't get why they didn't just stick with zlib, yeah lzo is faster at decompression, but the compression ratio sucks to begin with.
Edit history:
Odylg: 2016-01-26 12:55:49 pm
Odylg: 2016-01-26 12:41:53 pm
I run this here hotel of an evening
Quote from Parax:
Also PWE's beginning to get very close to what I would consider a release-ready state

Excitement!

Dumb question: how do I repack a pak file?
Edit: I should clarify. I'm trying to repack NoARAM.pak and it tells me

Error! No MLVL file!

And creates a 0mb pak file. MLVL files I've only seen in world paks, does this pak need one too?
It sounds like you are using a reeeeeally old version of PakTool. Get the one from the link I just posted and try again.
I run this here hotel of an evening
Ah. Yep, that was it. Thanks
Edit history:
Antidote: 2016-01-30 06:55:59 pm
Need a few testers for an upcoming prototype build, please note that this is NOT a finalized release, and this thread is NOT a bug report thread:
Prototype 7
Report Issue
Jack and I have been working our butts off trying to get something tangible for you guys, if you've been following our github repo you probably already have an idea what it is, otherwise sit tight we should have something to show in a couple of weeks, but we're not entirely sure when exactly it'll be ready, but we're pretty confident we'll be done soon!
Quote:
Player Can Haz Factory Key L5?
Player Can Haz Factory Key L6?
Player Can Haz Factory Key L7?
Player Can Haz Tiki Tong [Award]?


these are seriously instance names from DKCR on the world map. Retro why.
XD retro and their silly instance names.
So, quick question. Anyone figure out where inside Prime the looping is handled for the 4 .rsf files? I've got a custom music project that's basically been on the edge of completion since '13 (was using the old proprietary dsp tools for a long while) and I'm interested in seeing if we can't get the menu, title, mission finale, and credits themes replaced as well. Many thanks goes to jackoalan for the audacity build which actually lets us convert to rsf now.

If this works out and is popular enough I might consider doing Prime 2 since audacity lets us convert to Prime 2 DSPs too.
Edit history:
Antidote: 2016-02-17 05:45:43 pm
Antidote: 2016-02-17 02:14:39 pm
Antidote: 2016-02-17 02:09:02 pm
I haven't found them in retail yet, but I'll keep looking.

EDIT: Found 'em!
These are for MP1 only and are in samples.
frontend_1.rsf
Start: 416,480
End: 1,973,664

frontend_2.rsf
Start: 273,556
End: 1,636,980

ending3.rsf
Start: 0
End: 6,126,592
(the whole thing)

samusjack.rsf
Start: 2,717,832
End: 7,916,368
Quote from Antidote:
I haven't found them in retail yet, but I'll keep looking.

EDIT: Found 'em!
These are for MP1 only and are in samples.
frontend_1.rsf
Start: 416,480
End: 1,973,664

frontend_2.rsf
Start: 273,556
End: 1,636,980

ending3.rsf
Start: 0
End: 6,126,592
(the whole thing)

samusjack.rsf
Start: 2,717,832
End: 7,916,368

That's amazingly helpful! You have no idea! But I think I misunderstand something. I was under the impression that RSF's do not contain loop information. Isn't there a certain file and/or hex offset I should be looking for within Prime 1 (0-00)?
Edit history:
jackoalan: 2016-02-17 11:49:38 pm
Those loop-point values are hard coded in the game's source code, specifically managed by the background video player.

The only way to extract them is by disassembling the game

Edit: An offset into the executable isn't practical due to the way PowerPC loads constant values into parameter registers (split into 2 16-bit halves, and both are arbitrarily placed by the compiler)
Yeah, the offsets aren't extremely informative, you'll need knowledge of PPC assembly in order to really understand the full story. On top of that CodeWarrior isn't the best compiler/IDE in existence, so it has some extremely bizarre behavior.
Edit history:
jackoalan: 2016-02-18 12:08:43 am
If you're interested in modding the game with new values, it would be best accomplished by a special-purpose tool for patching the lis/addi instructions in the PPC code.

We'll consider it if you're interested in such a tool
Could be done with two offsets into the executable, you'd just have to be wary of the fact that the top half would need to be incremented by 1 if the lower half is >= 0x8000.
Edit history:
Tanks: 2016-02-18 07:39:07 pm
I'd hate to put people out of their way, but I think it'd definitely be a good tool for the community to have available. If someone's going to attempt a Prime hack, music is honestly the easiest of all things to replace and it wouldn't be complete without the ability to replace those 4 odd rsf files. Up to you guys though if you think it's worth the trouble. If not, I may mess around with working within the sample/loop point constraints this weekend to see how feasible that is.
Edit history:
Aruki: 2016-02-18 08:41:02 pm
I definitely wanna implement it in PWE at some point at least. There are a lot of pieces of data like this in the dol that it'd be useful to be able to change; not just this but also stuff like the starting world, max capacity for each item slot, number of world paks, etc

It'd definitely be handy (and probably not very difficult) to have a tool for it in the meantime though. Can't imagine it taking more than like half an hour at most if you already know where the offsets are.
Edit history:
Baby Sheegoth: 2016-02-18 10:24:43 pm
Okay so I went through the last 10 pages trying to find it, where is Jackoalan's Audacity with support for RSF?
First post.
Edit history:
jackoalan: 2016-02-19 04:49:58 pm
OK! Got the RSF loop-editor tool ready:
https://github.com/jackoalan/RSFLoopPatcher/releases

You can drag boot.dol on top of the executable to start it in cmd.exe, then follow the interactive prompts:

Code:
Validating 'boot.dol'
 4177152 bytes

1: frontend_1.rsf [416480, 1973664]
2: frontend_2.rsf [273556, 1636980]
3: ending3.rsf [0, 6126592]
4: samusjak.rsf [2718088, 7916384]
Type a number [1-4] to change, or 's' to save, or 'q' to cancel:
frontend_2.rsf start: 1234
frontend_2.rsf end: 5678

1: frontend_1.rsf [416480, 1973664]
2: frontend_2.rsf [1234, 5678]*
3: ending3.rsf [0, 6126592]
4: samusjak.rsf [2718088, 7916384]
Type a number [1-4] to change, or 's' to save, or 'q' to cancel:

Only works with GM8E-0-00 (verified by hash) and samples are rounded down to the nearest even number.

@parax: Thanks for the heads-up about the sign-extension, got it in just how you suggested
Yeah, looks like I goofed a couple of the offsets, those are correct.
Oh, and ending3.rsf is a special non-looping case, the tool fixes the start-point at 0