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#26 Jul 13, 2015 11:34 AM
- Sheep
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Re: Spyro Texture Hacks
How I got it back into the game:
SpyroEdit basically have two functions(among many, many others) that I edited and used, SaveColours() and LoadColours() What they do is write to a file a part of the memory, or read from that file back into memory.
Originally, the functions saved/loaded the part of memory that was just the vertex colors, and I added a few lines to make it also include segment coordinates, the vertex coordinates relative to segment's, and faces(which basically hold information of which vertices and colors they are made of, which texture it has, and a few other bits of information).
SpyroEdit already included variables for where in memory these things could be found, and more details could be found in the SpyroWorldViewer source comments, so that's not really a huge achievement on my end. My main struggles were mainly because of my inexperience in dealing with binary operations and things like that xD
So far, at least, memory hasn't been a problem, since I simply replace a portion of memory with a chunk of data of the exact same size.
Inverted faces:
Last edited by Sheep (Jul 13, 2015 11:46 AM)
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#27 Jul 13, 2015 12:00 PM
- CrystalFissure
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Re: Spyro Texture Hacks
Ah, I see. So it's nothing too concrete yet, but it looks promising. I should show Kly_Men_COmpany some of this and see what he thinks. May encourage him to show me more of what he's up to.
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#28 Jul 13, 2015 12:21 PM
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Re: Spyro Texture Hacks
I think the memory issue only applies when you add in more than what already was there. Textures with too many colors, for example, or new level geometry that don't replace, but go on top of what's already there. As long as you only move around the bits you have, or perhaps even remove things, I'm fairly sure it should work. Like, one could probably reduce the polygon count in one place, and remodel a different place to be more detailed or completely different in appearance, as long as you don't add more ones and zeroes to the total chunk of data.
(This should be my last post before leaving )
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#29 Jul 17, 2015 12:51 AM
- CrystalFissure
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Re: Spyro Texture Hacks
I just uploaded Rubbberrabbbit2's excellent texture hack to my channel. Here is his amazing level! Looking forward until he gets back.
There's also another texture hack I found by YFourteen:
Last edited by CrystalFissure (Jul 17, 2015 1:33 AM)
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#30 Jul 18, 2015 4:50 PM
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Re: Spyro Texture Hacks
Nice video! (oh, and such a self esteem boost xD)
I'll try to get back to the Spyro hacking in a couple of days after a 3 day game development jam(most of the first whole day has passed by now).
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#31 Jul 19, 2015 1:14 AM
- CrystalFissure
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Re: Spyro Texture Hacks
Nice video! (oh, and such a self esteem boost xD)
I'll try to get back to the Spyro hacking in a couple of days after a 3 day game development jam(most of the first whole day has passed by now).
Ah yes GDJ! Good stuff! And good luck.
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#32 Jul 23, 2015 3:01 AM
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Re: Spyro Texture Hacks
man every time i try to use textures from spyro 1 and 2 to use in spyro 3 the game says "no" and crashes
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#33 Jul 23, 2015 3:21 AM
- CrystalFissure
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Re: Spyro Texture Hacks
Two new texture hacks by YFourteen. Real interesting ideas. Could be implemented slightly better, but a lot of it isn't his fault. It's the fault of the memory of the PS1.
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#34 Jul 23, 2015 6:13 AM
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Re: Spyro Texture Hacks
Both really nice! The second one is much more like how I hoped the Super Bonus Round would be before I entered the level for the first time
Edit:
Just thought I should mention that I played a bit with the doors in Summer Forest with the psx emulation cheater, and successfully manipulated the z(height) coordinates of first a few of the "visible" vertices of the door, and then some of the collision model ones. I first pushed the button to make the door go up, then did some random stuff to some random visible model vertices. Then I lowered a few of the collision model vertices so that Spyro collides with the air below the door. I don't really have a way of knowing exactly what the values I'm changing are, so this might not lead to anything more, but it's a first step
(To find the memory addresses of the vertices' z coordinates(or something very much like that), search for values not equal to just a random value(I chose 3), then push the button so the door opens, and then continue with only those values that have increased. Push the button again, and continue with only decreased values. Do this until the number of values seem to stabilize. They stabilized at 202 for me. Then you can try to modify the values.)
Edit:
Looks like it might not be vertex positions, but rather some kind of polygon/triangle offsets, that might or might not be specifically for the doors.
Last edited by Sheep (Jul 23, 2015 11:28 PM)
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#35 Aug 06, 2015 11:17 AM
- CrystalFissure
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Re: Spyro Texture Hacks
Been enjoying the videos you've been making regarding hacking the collision. I'm sure you got a heap of great info from Kly_Men_COmpany. I'm glad he made an account here.
As for texture hacks, I have a few more to link:
This one's by me:
This one is by Najvyexi:
And these are by YFourteen:
Last edited by CrystalFissure (Aug 06, 2015 11:18 AM)
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#36 Aug 07, 2015 11:36 AM
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Re: Spyro Texture Hacks
Have you thought of creating high-res textures and creating a high-res texture pack for the game? That would be awesome.
I'm not sorry if I offended you.
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#37 Aug 07, 2015 1:07 PM
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Re: Spyro Texture Hacks
Have you thought of creating high-res textures and creating a high-res texture pack for the game? That would be awesome.
I don't think we're anywhere near this at the moment... I would expect the game to be pretty much hard coded to use the texture format that it does, not to mention the limited texture memory, which wouldn't have room for four or more times the data, at least without sacrificing something else.
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#38 Aug 07, 2015 11:54 PM
- Flapjacks
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Re: Spyro Texture Hacks
Flapjacks wrote:Have you thought of creating high-res textures and creating a high-res texture pack for the game? That would be awesome.
I don't think we're anywhere near this at the moment... I would expect the game to be pretty much hard coded to use the texture format that it does, not to mention the limited texture memory, which wouldn't have room for four or more times the data, at least without sacrificing something else.
is this not using an emulator?
I'm not sorry if I offended you.
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#39 Aug 08, 2015 2:25 AM
- CrystalFissure
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Re: Spyro Texture Hacks
Have you thought of creating high-res textures and creating a high-res texture pack for the game? That would be awesome.
No way. I think many may be surprised by that statement, but honestly I've looked at the Spyro 1-3 textures, and unless we had a professional artist trying to upscale and improve them, it would simply not work. And that's only design-wise. Technologically, it's not possible and likely never will be unless we extract the game. To be honest I just don't think making everything "HD" makes something better. I'd much rather redistributing textures and creating additional ones to go alongside those to create new environments and climates.
However, if you've taken a look at the Spyro World Viewer, there's a big reason why it looks so great. NO DRAW DISTANCE. That's what makes Spyro outdated. Not the textures. They look great. It's the fact that if you're a little bit too far away from the texture, it's a low quality one. And then the further you get, the worse it gets. If we could eliminate the draw distance textures, that would make the game look like PS2 (like the world viewer). That, and get a widescreen hack to have no glitches and load everything. Simply put, we need more VRAM.
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#40 Aug 29, 2015 1:41 AM
- CrystalFissure
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Re: Spyro Texture Hacks
Some new texture hacks!
This one's by YFourteen:
And this is Starfish Islands, created by me:
Last edited by CrystalFissure (Aug 29, 2015 1:47 AM)
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#41 Feb 13, 2016 6:19 AM
- CrystalFissure
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Re: Spyro Texture Hacks
New texture hack! I have one more world viewer level planned and two more level texture hacks that aren't just a night time version. Stay tuned!
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#42 Feb 19, 2016 12:41 AM
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Re: Spyro Texture Hacks
question, is spyroworld viewer still only compatible w/ discs or can emulators be used now?
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#43 Feb 27, 2016 1:07 AM
- CrystalFissure
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Re: Spyro Texture Hacks
You can use the ISO to get it to work. You need to connect your version of the game to the program. There are a few tutorials on YouTube that explain it better.
More texture hacks: this one is for Spyro World Viewer:
And here's a preview for a future texture hack.. B A N J O..
Last edited by CrystalFissure (Feb 27, 2016 1:07 AM)
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#44 Feb 28, 2016 12:17 AM
- CrystalFissure
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Re: Spyro Texture Hacks
More more more! Welcome to Snowy Beach:
..And a preview for the next World Viewer hack:
Last edited by CrystalFissure (Feb 28, 2016 12:21 AM)
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#45 Mar 09, 2016 12:44 AM
- CrystalFissure
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Re: Spyro Texture Hacks
Another One. Artisan Wastelands!
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#46 Mar 21, 2016 9:13 AM
- CrystalFissure
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Re: Spyro Texture Hacks
Two new texture hacks!
This is my new one. Banjo-Kazooie Plains. I've taken textures from B-K and this is the result. It is playable in-game!
Here's Rettroix's new Spyro World Viewer texture hack; unfortunately it is not available in game. He's used textures from Sonic Colours.
EDIT: And another one!
Last edited by CrystalFissure (Mar 22, 2016 12:43 AM)
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#47 Mar 22, 2016 2:47 AM
- Paranoia
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Re: Spyro Texture Hacks
Nice work as always, man. Artisan Wasteland and Midnight Wizard Peak look super cool.
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#48 Mar 22, 2016 4:16 AM
- CrystalFissure
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Re: Spyro Texture Hacks
Nice work as always, man. Artisan Wasteland and Midnight Wizard Peak look super cool.
Thanks very much! World Viewer Hacks are fun because they are easier to do overall, but they can't alter the lighting at all, so sometimes things can look weird. Luckily in the last two ones, there's no issues at all!
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#49 Mar 30, 2016 4:41 AM
- CrystalFissure
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Re: Spyro Texture Hacks
Three more texture hacks, this time done by AngelOfTheTriad!
Last edited by CrystalFissure (Mar 30, 2016 4:41 AM)
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