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#1 Jun 29, 2014 9:25 PM
- Ulfbjörn
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Spyro Nostalgia
Last edited by Ulfbjörn (Jun 29, 2014 9:30 PM)
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#2 Jul 01, 2014 12:41 AM
- Breaking Bad
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Re: Spyro Nostalgia
Too nice!
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#3 Jul 01, 2014 3:58 AM
- spyroyo
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Re: Spyro Nostalgia
Wow this is really awesome. Good job on finding out the level geometry btw.
If you need any help on this I'll be more than glad to give it a shot. I probably can't help you that much in modeling seeing I only have brief experience in that department, but I could help you out with other aspects associated, (programming, story-line, etc).
Good luck.
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#4 Jul 03, 2014 4:44 PM
- Ulfbjörn
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Re: Spyro Nostalgia
Thanks
The really cool part is that since the textures are available and what with the geometry being as low-poly as it is, it shouldn't be too hard to add things to them or extend them while still making them look authentic.
It would be quite something to pull that off.
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#5 Jul 03, 2014 5:27 PM
- CuttingEdge
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Re: Spyro Nostalgia
This is too good to exist. But why are you placing gems at the mountains, where the player doesn't have any access? ._. Or are they generated randomly?
Never ask what I'd do for a klondike bar. No one wants to go down that road.
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#6 Jul 03, 2014 6:12 PM
- Stormy
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Re: Spyro Nostalgia
It says under the first screenshot that they are randomly placed.
This is awesome; great work. If you ever have this completed to your satisfaction, I'm sure we'd all like to try it out.
That document you found might be interesting as well, if you wanted to share that.
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#7 Jul 11, 2014 6:23 PM
- Ulfbjörn
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Re: Spyro Nostalgia
WAD.WAD:
____16_bytes___
| |
0: f1 - s1 = f2 - s2 // f* = subfile offset * (4 bytes)
f3 - s3 = f4 - s4 // s* = subfile size * (4 bytes)
.. .. .. ..
.. .. .. ..
.. - .. = fn - sn // end of header
00000000000000000
00000000000000000
.. .. .. ..
// nulls
.. .. .. ..
00000000000000000
f1: ................. // first subfile
................. :f1+s1
f2: ................. // second subfile
................. :f2+s2
.. .. .. ..
// subfiles...
.. .. .. ..
fn: ................. // last subfile
................. :fn+sn
// end of WAD.WAD
For Spyro1 some of subfiles (11, 13, 15 ... 77, 79) are `level` subfiles; `cutscenes` subfiles = 4,5,6,7; `starring` subfiles = 83,84 .. 101,102
/\
`level` subfile X: __||__
offset = fx, size = sx
0: o1 - s1 = o2 - s2 // o* = offset * (4 bytes)
o3 - s3 = o4 - s4 // s* = size * (4 bytes)
.. .. .. ..
// kind of `wad` header
................. (Vram zone)
o1: ................. // first sub-subfile (See below)
................. :o1+s1
o2: !!!!!!!!!!!!!!!!! // second sub-subfile
!!!!!!!!!!!!!!!!! :o2+s2 <--_
\
o3: ................. |
................. :o3+s3 |
|
.. .. .. .. // data |
/
/\
Second sub-subfile: ||
offset = o2, size = s2 (`!!!!!!!` block)
0: j1 - .. = .. - .. // j1 - jump offset (4 bytes)
.. - .. = .. - ..
.. .. .. .. (texture list, see below)
.................
j1: j2 - !! = !! - !! // j2 - second jump offset (4 bytes)
!!!!!!!!!!!!!!!!!
!! !! !! !!
// `ground` model binary data (size = j2-4)
!! !! !! !!
j1+ !!!!!!!!!!!!!!!!!
+j2: j3 - .. = .. - ..
................. // j3 - next jump offset (4 bytes)
j1+ // if j3=0 then offset (of) = j1+j2, goto --_
+j2+ ................. | | \
+j3: j4 - .. = .. - .. \ ___/ |
................. // new jump | |
j1+ | /
+j2+ \ | / /
+j3+ ................. // jump again \|/ /
+j4: j5 - .. = .. - .. | | /
................. | | /
/ |/____
of = offset = j1 + j2 + j3 + j4 + j5 : <<-_/
of: ss - cc = !! - !!
!!!!!!!!!!!!!!!!! // ss = size of `sky`-4 or 0 (4 bytes)
!! !! !! !! // cc = background color (4 bytes)
!! !! !! !! // `sky 1` model binary data
of+ !!!!!!!!!!!!!!!!!
+ss: .. - .. = .. - ..
................. // space between `sky 1` and `sky 2`
.. .. .. ..
.. .. .. ..
.................
.. - ff = .. - .. // FF = 0xFFFFFFFF (4 byte)
.................
.. .. .. ..
.. .. .. ..
.. - 00 = 00 - 00 // nulls
00000000000000000
00 00 00 00
00 00 00 00
00000000000000000
ss - cc = !! - !! // start of `sky 2`...
!!!!!!!!!!!!!!!!!
!! !! !! !!
~~~~~!!!!...FF...00!!!!...FF...00!!!!~~~~~ // `sky 3`, `sky 4` ...
// until FF (-1) or 00 not found (end of file)
`Vram` is the first sub-subfile of a `level` (marked `Vram zone` above)
Size = 524288
`Model` is a beginning of second sub-subfile,
Size = `j1` (just before first `sky`, see `Second sub-subfile`)
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#8 Sep 23, 2014 3:18 PM
- JayTurns
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Re: Spyro Nostalgia
What is this being rendered in?
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#9 Sep 30, 2014 8:33 AM
- Ulfbjörn
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Re: Spyro Nostalgia
DirectX 9.
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#10 Jun 14, 2015 8:07 PM
- 1jn14r
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Re: Spyro Nostalgia
Hey dude do you still have this documentation for Spyro? I would like a copy
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