swapd0 Posted November 27, 2015 Share Posted November 27, 2015 I was bored and had a look into the files, most of them are 8bpp, there are no textures. GZ000325 GZ000326 GZ000327 GZ000328 GZ000329 GZ000330 GZ000331 GZ000332 Level Map GZ000333 Level Map GZ000334 Level Map GZ000335 Level Map GZ000336 Level Map GZ000337 Almost 0 GZ000338 Almost 0 GZ000339 Almost 0 GZ000340 Almost 0 GZ000341 Almost 0 GZ000342 Almost 0 GZ000343 Almost 0 GZ000344 Almost 0 GZ000345 Level Map GZ000346 Level Map GZ000347 Backgroud with ‘w’ Wayland Vutani GZ000348 Pistol or flamethrower? GZ000349 Rifle GZ000350 Shotgun GZ000351 Other weapon GZ000352 Guy with a serial number GZ000353 Same guy side photo GZ000354 Guy #2 GZ000355 Side Guy #2 GZ000356 Guy #3 GZ000357 Side Guy #3 GZ000358 Guy #4 GZ000359 Side Guy #4 GZ000360 Marine Id Label GZ000361 Alien Face (Cartoon like) GZ000362 Another Cartoon like face, but it’s not from predator GZ000363 Cartoon like creature GZ000364 Alien egg GZ000365 Alien spider GZ000366 Marine face? GZ000367 Another cartoon like drawing GZ000368 Planet and orbit drawing #1 GZ000369 Planet and orbit drawing #2 GZ000370 Planet and orbit drawing #3 GZ000371 Planet and orbit drawing #4 GZ000372 Level #1 drawing GZ000373 Level #2 drawing GZ000374 Level #3 drawing GZ000375 Level #4 drawing GZ000376 Level #5 drawing GZ000377 #1 GZ000378 #2 GZ000379 Hand & Machinegun GZ000380 Little explosion #1 GZ000381 Little explosion #2 GZ000382 Little explosion #3 GZ000383 Machinegun shoot #1 GZ000384 Machinegun shoot #2 GZ000385 Little explosion #1 GZ000386 Little explosion #2 GZ000387 Arm & shotgun #1 GZ000388 Arm & shotgun #2 GZ000389 Arm & shotgun #3 GZ000390 Arm & shotgun #4 GZ000391 Hand & another waapon GZ000392 Alien spider big sprite (when it gets attached to your face) GZ000393 Alien arm #1 GZ000394 Alien arm #2 GZ000395 Looks like a fat worm #1 GZ000396 Looks like a fat worm #2 GZ000397 Looks like a fat worm #3 GZ000398 Looks like a fat worm #4 GZ000399 Alien tail #1 GZ000400 Alien tail #2 GZ000401 Alien mouth #1 GZ000402 Alien mouth #2 GZ000403 Alien mouth #3 GZ000404 Predator arm #1 no weapon GZ000405 Predator arm #2 no weapon GZ000406 Predator arm #3 no weapon GZ000407 Predator arm #4 weapon 1 GZ000408 Predator amr #5 weapon 2 GZ000409 Predator spear? #1 GZ000410 Predator spear? #2 GZ000411 Predator spear? #3 GZ000412 Predator spear? #4 GZ000413 Marine overlay, full screen GZ000414 Alien overlay, full screen GZ000415 Predator overlay, full screen GZ000416 too small GZ000417 numbers GZ000418 alien numbers 7 segments GZ000419 GZ000420 radar GZ000421 another overlay GZ000422 more overlays GZ000423 overlay or mask, from circle to small alien animation GZ000424 more overlays GZ000425 more overlays GZ000426 more overlays GZ000427 Predator logo, looks like 16bpp GZ000428 Copyright letters in 16bpp GZ000429 3 fonts together GZ000430 Another font GZ000431 Alien logo, 16bpp GZ000432 Predator logo GZ000433 Full game credits, 4bpp GZ000434 looks like some color banding 1 Quote Link to comment Share on other sites More sharing options...
swapd0 Posted November 27, 2015 Share Posted November 27, 2015 Sorry but I haven't played AvP, so I don't know the weapons. There are a lot of wasted space with the programmers (?) images (guy #1 to #4) and all HUD graphics are stored as 8bpp but only uses a few colors, also the credits are stored as a tall 4bpp bitmap. Quote Link to comment Share on other sites More sharing options...
Mutantant Posted November 28, 2015 Author Share Posted November 28, 2015 (edited) Sorry but I haven't played AvP, so I don't know the weapons. There are a lot of wasted space with the programmers (?) images (guy #1 to #4) and all HUD graphics are stored as 8bpp but only uses a few colors, also the credits are stored as a tall 4bpp bitmap. What did you use to view the images? JagView makes a mess of these, and a small utility I found called view_jag does a good enough job on some but not on all. Also, as per usual, the colors seem all wrong, meaning a palate file exists somewhere (or not, could be hard coded). EDIT: Looks like JagView does fine if you know what you're doing...lol. Oddly, I get the best results with the weapons when I view them as PAL 8-bit. But then they are greyscale. Interesting. EDIT 2: And some of the images (like the arm and shotgun) display better as CRY, but still with crap colors. Some colors are almost right, and the rest are way off. Edited November 28, 2015 by Mutantant Quote Link to comment Share on other sites More sharing options...
ggn Posted November 28, 2015 Share Posted November 28, 2015 (edited) Okay, 2nd try then! After digging through the code (first gzipped file in the archive I posted above) I found the file "load" code, which led me to the positions inside the rom that the included files begin. There I noticed a "JP80" header, which of course would be jagpeg quality 80 - double d'oh! After that realisation it was "simply" a matter of cutting the files and tweaking the Atari test jagpeg decoder to display everything in order. testjpg\testjpg.rom can be ran in virtualjaguar for your viewing pleasure! P.S.1 I left the original pics included with the code for dramatic effect P.S.2 For some reason the version of vj I have places the object a bit to the left, so some pixels are lost. Therefore I moved the textures a bit to the right so they can be ripped properly P.S.3 If the pause between screens is too short, open test.s, go to lines 119-121 and uncomment (i.e. remove the semicolon) to double/triple/quadruple the pause. Run make.bat to rebuild the ROM. P.S.4 Built with rmac/rln, the cross-compiler for Atari 16/32 and Jaguar machines! avp_jagpeg.zip Edited November 28, 2015 by ggn 9 Quote Link to comment Share on other sites More sharing options...
GroovyBee Posted November 28, 2015 Share Posted November 28, 2015 Damn! No spidey pics! 3 Quote Link to comment Share on other sites More sharing options...
ggn Posted November 28, 2015 Share Posted November 28, 2015 Damn! No spidey pics! Oh very well Mark, just for you: 6 Quote Link to comment Share on other sites More sharing options...
swapd0 Posted November 28, 2015 Share Posted November 28, 2015 What did you use to view the images? JagView makes a mess of these, and a small utility I found called view_jag does a good enough job on some but not on all. Also, as per usual, the colors seem all wrong, meaning a palate file exists somewhere (or not, could be hard coded). I've coded a tool to rip graphics, you load a file and then you can adjust pixel format and image width. Quote Link to comment Share on other sites More sharing options...
+CyranoJ Posted November 28, 2015 Share Posted November 28, 2015 I've coded a tool to rip graphics, you load a file and then you can adjust pixel format and image width. I think Paint Shop Pro could do that 20 years ago... Quote Link to comment Share on other sites More sharing options...
swapd0 Posted November 28, 2015 Share Posted November 28, 2015 I think Paint Shop Pro could do that 20 years ago... Also the first version of the tool coded for the Atari ST. Quote Link to comment Share on other sites More sharing options...
Mutantant Posted November 28, 2015 Author Share Posted November 28, 2015 (edited) Okay, 2nd try then! After digging through the code (first gzipped file in the archive I posted above) I found the file "load" code, which led me to the positions inside the rom that the included files begin. There I noticed a "JP80" header, which of course would be jagpeg quality 80 - double d'oh! After that realisation it was "simply" a matter of cutting the files and tweaking the Atari test jagpeg decoder to display everything in order. testjpg\testjpg.rom can be ran in virtualjaguar for your viewing pleasure! P.S.1 I left the original pics included with the code for dramatic effect P.S.2 For some reason the version of vj I have places the object a bit to the left, so some pixels are lost. Therefore I moved the textures a bit to the right so they can be ripped properly P.S.3 If the pause between screens is too short, open test.s, go to lines 119-121 and uncomment (i.e. remove the semicolon) to double/triple/quadruple the pause. Run make.bat to rebuild the ROM. P.S.4 Built with rmac/rln, the cross-compiler for Atari 16/32 and Jaguar machines! Wow, perfect. This plus a little screenshot + Photoshop work means we have access to all the wall textures, and many of the game screens. Thanks for that! One issue seems to be the larger, full-screen images (like the Marine/Pred/Alien selection images) are losing the bottom few pixels completely. The smaller images are perfect, however. You can see on these screens the border missing on the bottom maybe 10%. Now, as these are JP80 and JP90 images, I take it they are different than the weapon sprites and such that were ripped earlier? The last piece of this puzzle would be to have this demo load the textures it does already, plus the currently ripped sprites, and the still yet unfound enemy sprites, in the emulator. This would give me access to all the graphics I'd need. Example of the main hall texture, screenshotted from VJ running this demo, used in ZDoom (ignore the generic textures surrounding the wall in question): https://drive.google.com/file/d/0By4XtP5_vJjsOHNMeXlnbXQtQUE/view?usp=sharing Edited November 28, 2015 by Mutantant Quote Link to comment Share on other sites More sharing options...
ggn Posted November 28, 2015 Share Posted November 28, 2015 (edited) Wow, perfect. This plus a little screenshot + Photoshop work means we have access to all the wall textures, and many of the game screens. Thanks for that! No problem! One issue seems to be the larger, full-screen images (like the Marine/Pred/Alien selection images) are losing the bottom few pixels completely. The smaller images are perfect, however. You can see on these screens the border missing on the bottom maybe 10%. Well this is due to object size and centering and how it appears on vj. Perhaps a kind soul could take a look at it and center the object? [EDIT: Never mind, I got it - open vidstuff.inc and change HEIGHT to 240, SCREEN_START_XPOS and YPOS to 20) and double click make.bat - you should get a new rom file with the objects centered] Now, as these are JP80 and JP90 images, I take it they are different than the weapon sprites and such that were ripped earlier? 80/90 is actually the compression ratio - very similar to jpg but custom. I'm pretty sure that it's some texts plus numbers 0-9 that are compressed with better quality, they could afford the space since they're mostly black and they needed those sprites to be more sharp. The last piece of this puzzle would be to have this demo load the textures it does already, plus the currently ripped sprites, and the still yet unfound enemy sprites, in the emulator. This would give me access to all the graphics I'd need. Example of the main hall texture, screenshotted from VJ running this demo, used in ZDoom (ignore the generic textures surrounding the wall in question): https://drive.google.com/file/d/0By4XtP5_vJjsOHNMeXlnbXQtQUE/view?usp=sharing I would assume that a ingame memory dump would get those, now where's that Shamus.... Edited November 28, 2015 by ggn Quote Link to comment Share on other sites More sharing options...
Shamus Posted November 28, 2015 Share Posted November 28, 2015 The functionality to do RAM dumps is still there, I just need to hook it back up to the GUI. Quote Link to comment Share on other sites More sharing options...
PeterG Posted November 29, 2015 Share Posted November 29, 2015 Okay, 2nd try then! After digging through the code (first gzipped file in the archive I posted above) I found the file "load" code, which led me to the positions inside the rom that the included files begin. There I noticed a "JP80" header, which of course would be jagpeg quality 80 - double d'oh! After that realisation it was "simply" a matter of cutting the files and tweaking the Atari test jagpeg decoder to display everything in order. testjpg\testjpg.rom can be ran in virtualjaguar for your viewing pleasure! P.S.1 I left the original pics included with the code for dramatic effect P.S.2 For some reason the version of vj I have places the object a bit to the left, so some pixels are lost. Therefore I moved the textures a bit to the right so they can be ripped properly P.S.3 If the pause between screens is too short, open test.s, go to lines 119-121 and uncomment (i.e. remove the semicolon) to double/triple/quadruple the pause. Run make.bat to rebuild the ROM. P.S.4 Built with rmac/rln, the cross-compiler for Atari 16/32 and Jaguar machines! Thank you. Just had a look at it. Interesting stuff but what the hell are the fishes and Patrick Stewart doing in there? Makes you wonder what else one might may find in other games. 2 Quote Link to comment Share on other sites More sharing options...
NeoGeoNinja Posted November 29, 2015 Share Posted November 29, 2015 (edited) Any chance, anyone with the capability could throw up some screen shots of this stuff for us to look at? Would be cool to see this stuff as art assets, out of context Edited November 29, 2015 by NeoGeoNinja Quote Link to comment Share on other sites More sharing options...
PeterG Posted November 29, 2015 Share Posted November 29, 2015 You can watch it in virtual jaguar, the file ggn was writing about in the post above is a slideshow. Quote Link to comment Share on other sites More sharing options...
ggn Posted November 30, 2015 Share Posted November 30, 2015 Thank you. Just had a look at it. Interesting stuff but what the hell are the fishes and Patrick Stewart doing in there? Makes you wonder what else one might may find in other games. P.S.1 I left the original pics included with the code for dramatic effect Quote Link to comment Share on other sites More sharing options...
PeterG Posted November 30, 2015 Share Posted November 30, 2015 Aww,did not want to spoil it but good wtf moment. 1 Quote Link to comment Share on other sites More sharing options...
sh3-rg Posted November 30, 2015 Share Posted November 30, 2015 Aww,did not want to spoil it but good wtf moment. Now the only good plan of attack is to replace assets with those, make up a cart and plant it in a charity shop for someone to discover a rare beta test version :0) 2 Quote Link to comment Share on other sites More sharing options...
PeterG Posted November 30, 2015 Share Posted November 30, 2015 Now the only good plan of attack is to replace assets with those, make up a cart and plant it in a charity shop for someone to discover a rare beta test version :0) And then you hear "anytime" and are chased down the halway by a picture of Captain Picard decloaking somewhere near you...ahhhhh AvP has never been scarier... 1 Quote Link to comment Share on other sites More sharing options...
Mutantant Posted November 30, 2015 Author Share Posted November 30, 2015 And then you hear "anytime" and are chased down the halway by a picture of Captain Picard decloaking somewhere near you...ahhhhh AvP has never been scarier... Methinks he'd whisper "make it so..." 1 Quote Link to comment Share on other sites More sharing options...
sh3-rg Posted November 30, 2015 Share Posted November 30, 2015 Tea. Earl Grey. Scalding... Quote Link to comment Share on other sites More sharing options...
Mutantant Posted December 2, 2015 Author Share Posted December 2, 2015 (edited) I'll end up making a separate thread for this project soon, but just so those who've helped me so much getting these textures can see them in action, here are some screenshots of the work so far: https://drive.google.com/file/d/0By4XtP5_vJjsOXo1aGVva3pndG8/view?usp=sharing https://drive.google.com/file/d/0By4XtP5_vJjsVmdLZ3A5bnJfU28/view?usp=sharing Note that there is a lot of hackery going on here, which makes it fun. For example, Doom does not support horizontally opening doors, or doors you can see through (like the brig barred doors). So I had to code (using ZDoom's advanced scripting features) a quasi-door that simulates the doors in AvP, being basically a line thick (0 pixels thick, really, as are many of the walls in AvP) and playing an animation on use. Works like a charm though. Again, the enemy and weapon sprites may well be different than the Jaguar version as they seem to be harder to get colored correctly. But that's fine, as let's be real here, the AvP sprites have like 2 animations each and would benefit from the slightly more fluid animations of good Doom sprites. I'll be asking for a lot of opinions in the new thread, but here's a question for you folks now: Recreate the levels 100% as they existed in the Jag version? Or spice up the atmosphere a bit with darker areas (broken lights in some rooms, maybe), sparks bursting from jammed doors, maybe some burns and the like in areas that may have had battle before you arrived, and that sort of thing? Edited December 2, 2015 by Mutantant 7 Quote Link to comment Share on other sites More sharing options...
Isgoed Posted December 2, 2015 Share Posted December 2, 2015 This is looking very nice! At this moment I would say, spice up the atmosphere with darker areas etc. Quote Link to comment Share on other sites More sharing options...
sh3-rg Posted December 2, 2015 Share Posted December 2, 2015 This is looking very nice! At this moment I would say, spice up the atmosphere with darker areas etc. Agreed. After playing it again in the last few days it all felt a bit too plain and samey. Quote Link to comment Share on other sites More sharing options...
Sporadic Posted December 2, 2015 Share Posted December 2, 2015 I'll end up making a separate thread for this project soon, but just so those who've helped me so much getting these textures can see them in action, here are some screenshots of the work so far: https://drive.google.com/file/d/0By4XtP5_vJjsOXo1aGVva3pndG8/view?usp=sharing https://drive.google.com/file/d/0By4XtP5_vJjsVmdLZ3A5bnJfU28/view?usp=sharing Note that there is a lot of hackery going on here, which makes it fun. For example, Doom does not support horizontally opening doors, or doors you can see through (like the brig barred doors). So I had to code (using ZDoom's advanced scripting features) a quasi-door that simulates the doors in AvP, being basically a line thick (0 pixels thick, really, as are many of the walls in AvP) and playing an animation on use. Works like a charm though. Again, the enemy and weapon sprites may well be different than the Jaguar version as they seem to be harder to get colored correctly. But that's fine, as let's be real here, the AvP sprites have like 2 animations each and would benefit from the slightly more fluid animations of good Doom sprites. I'll be asking for a lot of opinions in the new thread, but here's a question for you folks now: Recreate the levels 100% as they existed in the Jag version? Or spice up the atmosphere a bit with darker areas (broken lights in some rooms, maybe), sparks bursting from jammed doors, maybe some burns and the like in areas that may have had battle before you arrived, and that sort of thing? Thats looking excellent. Good job. Shame we cant have both, I'd love a faster running "same" version but also an updated one. Perhaps a good compromise would be same level layouts with more atmosphere as you said. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.