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Aruki: 2014-10-10 01:46:34 am
Has anyone tried looking at AFSM? It's a finite-state machine used by AI to determine enemy behavior. So it begins with a list of possible states, then what I assume is a list of state transitions. It's tough to nail down the format because there's not really an easy way to distinguish between the end of one transition's data and the start of the next, as far as I can tell. But I'm pretty sure each transition has a unique set of parameters, like SCLY objects. For instance, the "Delay" string is always followed by a float, which I assume would indicate the length of the delay. I'm thinking it would also need an index to indicate which transition or state to proceed to next, but I've got no idea which one does it.

The dol contains a list of transition/state strings, which indicates to me the strings themselves are used as type identifiers rather than descriptors. In any case, here's the full list.
Parax, I have, I also have a partial template on my github repo.
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Antidote: 2014-10-10 03:33:38 am
Quote from Paraxade:
Yeah, Elite Luminoth is just the Ingsmasher... nothing unused. Also, I think the GF Trooper cutscene is labeled CineLastStand? There's not a whole lot of stuff in the CineLastStand folder, so most of it is probably part of the prerendered video like Bearborg said. (EDIT: If you have a rip of the demo disc, you might want to check that one instead - it has more CineLastStand sounds than the final.)

Also, the sample rate for those UI sounds is definitely set to 24000 Hz in the file. I don't think the rips are technically incorrect. Not sure what the game does with them to modify playback. (EDIT: The crater "evacuate immediately" clip is actually already set to 16000 Hz, but seems to play at the same speed anyway. That makes me more sure that it's not an issue with the decoder.)

Echoes DSPs are basically a different format... the header is totally different and they use two interleaved audio streams, instead of being mono streams like regular DSPs. I'd be really surprised if there wasn't already a tool that decoded or played them, though. vgmstream probably does it.

vgmstream already has support for them iirc.

EDIT:
Yep just checked.
Quote from Antidote:
Parax, I have, I also have a partial template on my github repo.


Link?
Ah crap, apparently it's not in my github, I'll have to remedy that >.>
Holy f, is there any stuff to do with kraid?
Kraid only got as far as a render, he received no animations, sfx, or AI. NOTHING of kraid remains on the disc, as he never made it to the disc.
Quote from Paraxade:
Also, there's a weird dial tone sound effect that's been in every Prime 1 AGSC I've dumped so far. Not sure what's up with that.

I wonder. Does it sound like the Hypermode time-out sound in Corruption?
Nope, not even close.
One little new thing on the geometry format. When reading the primitive type from a submesh, we've always had to ignore the bottom three bits of the flag value, because it seems to be used for something completely different, but we had no idea what. Antidote told me he thought it was a render group setting of some sort for transparent meshes a while ago, and I decided to look into it a little further. It seems to signify add-blended transparent meshes. Anything opaque or alpha-blended has a value of 2; anything add-blended has a value of 1. Not sure if anything uses any other values; I never paid much attention to that value before.

So not super exciting, but at least we mostly know what that is now.
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Antidote: 2014-10-14 02:35:53 am
I've only ever seen those values, and looking at MP3 it's the same deal.

Edit:
Some CMDLs (i.e the test tube model used during the frigate escape) also have the flags set.
my umbrella goes directly to Bankai
is there a tool that can convert different kinds of audio files to mp1 and mp2's audio formats?
no idea. There's some tools around that'll let you convert from wav to Prime 1's dsp format (like dspadpcm), but I have no idea about the other audio formats. There definitely isn't anything for AGSC at the moment.
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Aruki: 2014-10-16 06:40:09 am
Hahaha, this is totally minor but I just found something silly in Quarantine Cave.



So there's a little strip of light on the floor here. Except...



...there's nothing over here letting in light. So where did this strip come from??



Oh. That's where.



And a bird's-eye view lining up the actual terrain with the lightmaps shows exactly what's going on. You can also observe a couple other instances of the same thing happening in other places, although less noticeable. I also like the giant obvious circles of light. Wonder what kind of light they used to light this room :P

The light for the entry hallways also seems to have been set up at a different angle than the light for the main room. I don't think sunlight works that way xP
my umbrella goes directly to Bankai
wow, did they light the room but then forget to put the hole in the visible ceiling part? i never paid attention to the roof.
It's actually that there's not supposed to be a hole at all; some of the backfaces on the terrain models weren't covered up properly, so when they rendered the scene the light went straight through it and lit areas that should have been shadowed. Most of it is covered up - that's the purpose of all the "ceiling" geometry way up there that you normally can't see - but they missed a couple spots.

It's not a big deal at all, I just thought it was kinda funny.
Heh, retro loves them spotlamps.
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MrSinistar: 2014-10-18 03:08:11 pm
God, I'm loving all this behind the scenes stuff.  The dual spotlights are hilarious; keep it up, dude! 

You would think with Retro's attention to detail, they would've spotted that glitch, especially in such an important area. 
Uh... hsve you not seen some of the other glitches they missed?
I'm sure I have, but they're not coming to mind at the moment.  It's been a while since I played the Prime trilogy.
Here is a list of glitches in the prime series: metroid2002.com
I kinda have a hard time believing they missed that one though. If they were paying attention to how the lighting was coming out they should have caught it. I think it might be more likely that they -did- catch it, but it was after the scene was finished being modeled, or it was after they'd already rendered the lighting, and at that point it didn't seem worth it to fix it, since it would require bringing the artist back in/rerendering the stage (rendering baked lighting takes a pretty long time). Of course, they could have fixed it manually without doing any of that by manually editing the lightmap... but those aren't exactly nice to edit manually.

So who knows.
On a map that small, and that minor (face it most of us only go in that room 2 or 3 times max, if at all) they probably decided it wasn't worth the extra bake, which echoes what Paraxade is saying.
... it's one of the biggest rooms in Phendrana, and it has a boss fight in it. I would not call it small or minor.