Welcome to Spyro the Dragon Forums!

You are not logged in.

#1 Jun 29, 2014 9:25 PM

Ulfbjörn
Member
From: Sweden
Registered: Sep 18, 2013
Posts: 54
Gems: 0

Spyro Nostalgia

Last edited by Ulfbjörn (Jun 29, 2014 9:30 PM)

Offline

#2 Jul 01, 2014 12:41 AM

Breaking Bad
Member
From: Denver, Colorado
Registered: Dec 15, 2012
Posts: 266
Gems: 73
Birthday: 20 January
Age: 26 years old
Gender: Male

Re: Spyro Nostalgia

Too nice!

Offline

#3 Jul 01, 2014 3:58 AM

spyroyo
Member
Registered: Nov 24, 2013
Posts: 16
Gems: 0

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.

Offline

#4 Jul 03, 2014 4:44 PM

Ulfbjörn
Member
From: Sweden
Registered: Sep 18, 2013
Posts: 54
Gems: 0

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.

Offline

#5 Jul 03, 2014 5:27 PM

CuttingEdge
Member
From: Straight Outta Poland
Registered: May 04, 2014
Posts: 1,038
Gems: -27
Birthday: 11 November
Age: 24 years old
Gender: Male

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.

Offline

#6 Jul 03, 2014 6:12 PM

Stormy
Administrator
Award: Admin
From: Illinois
Registered: Jun 01, 2006
Posts: 10,383
Gems: 540
Birthday: 3 April
Gender: Female
Website

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.

Offline

#7 Jul 11, 2014 6:23 PM

Ulfbjörn
Member
From: Sweden
Registered: Sep 18, 2013
Posts: 54
Gems: 0

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`)

Offline

#8 Sep 23, 2014 3:18 PM

JayTurns
New Member
Registered: Aug 08, 2014
Posts: 1
Gems: 0

Re: Spyro Nostalgia

What is this being rendered in?

Offline

#9 Sep 30, 2014 8:33 AM

Ulfbjörn
Member
From: Sweden
Registered: Sep 18, 2013
Posts: 54
Gems: 0

Re: Spyro Nostalgia

DirectX 9.

Offline

#10 Jun 14, 2015 8:07 PM

1jn14r
New Member
Registered: Jun 14, 2015
Posts: 1
Gems: 0

Re: Spyro Nostalgia

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

Offline

Board footer

Powered by FluxBB