H
halkun
Guest
Using my Modly powers to help keep my own spamming clean. This is just a refresh of an old post. I like to keep the necromancy down, but sometimes there is fresh data to add to an old post.
However if I would of posted to the old thread, I would of been guilty of both Necomancy and double-posting. The last thing I want to do is look like a hypocrite.
Anyways, there is a new version of Gears. Here's a run down of additions.
1) I wanted to really flesh out the PC field file format, but it was getting really difficult to follow what you guys were saying. I tried to "table-ize" some of the headers and formats in the field file, but I might have the offsets wrong. It's kind of tricky when you say "integer" and "word" which is very platfrom dependant. For example, when you discribe a PSX data unit in the context of a windows enviroment while all my hacking tools are linux based. ^_^ It gets a little confusing. One of the janitoral jobs that will be surfacing soon is a unifrom notation and data structure. Also all the tables will need to be unifrom in thier discription as well.
2) I added the PSX battle model format in the battle section. I cleaned it up a little and made it somewhat easier to read.
3) I had a goal to work on Kernel.bin, but ran out of steam trying to decipher Kero's camera matrix section (WOW! That was a doozy) I didn't touch the walkmesh as my head was already spinning. I was just wondering, in section 4 of kernel.bin (The character starting data), is that copied directly from kernel.bin into the charater record savemap? That will make the format much easier to decipher.
Also I like Qhimm's Field Script command layout. I might be stealing^H^H^H^H^H using a format like that for Gears as well.
You can get the new Gears at the same old place.
http://the-afterm.ath.cx/mailorder.png
naaa, I'm just kidding, it's really here... ^_^
http://the-afterm.ath.cx/gears/
However if I would of posted to the old thread, I would of been guilty of both Necomancy and double-posting. The last thing I want to do is look like a hypocrite.
Anyways, there is a new version of Gears. Here's a run down of additions.
1) I wanted to really flesh out the PC field file format, but it was getting really difficult to follow what you guys were saying. I tried to "table-ize" some of the headers and formats in the field file, but I might have the offsets wrong. It's kind of tricky when you say "integer" and "word" which is very platfrom dependant. For example, when you discribe a PSX data unit in the context of a windows enviroment while all my hacking tools are linux based. ^_^ It gets a little confusing. One of the janitoral jobs that will be surfacing soon is a unifrom notation and data structure. Also all the tables will need to be unifrom in thier discription as well.
2) I added the PSX battle model format in the battle section. I cleaned it up a little and made it somewhat easier to read.
3) I had a goal to work on Kernel.bin, but ran out of steam trying to decipher Kero's camera matrix section (WOW! That was a doozy) I didn't touch the walkmesh as my head was already spinning. I was just wondering, in section 4 of kernel.bin (The character starting data), is that copied directly from kernel.bin into the charater record savemap? That will make the format much easier to decipher.
Also I like Qhimm's Field Script command layout. I might be stealing^H^H^H^H^H using a format like that for Gears as well.
You can get the new Gears at the same old place.
http://the-afterm.ath.cx/mailorder.png
naaa, I'm just kidding, it's really here... ^_^
http://the-afterm.ath.cx/gears/