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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 smile

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. smile 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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From: Sweden
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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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Registered: Aug 08, 2014
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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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From: Sweden
Registered: Sep 18, 2013
Posts: 54
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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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Registered: Jun 14, 2015
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Re: Spyro Nostalgia

Hey dude do you still have this documentation for Spyro? I would like a copy smile

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