Open AraHaan opened 8 years ago
Right-click on a music entry.
Also what format is used by the XMPlay thing?
The texture thing is being worked on (kind of).
And what the hell, how did you break the hexbox.
The wavebanks are only extra soundeffects for the music
There is a workaround for the Wavebank Chunks:
You can also get all the sounds with PSound. Then you should be able to convert them to the filetypes you need.
The Hexbox breaks on some items in T2 Entries in Crash Bandicoot 2 (USA) I also seen it before in Crash 3 as well. also I just realized that the latest code I think is in the newui branch. I wonder if there is a plan to convert the project into the newest C# that uses .Net 4.6?
Also now that I think of it I think Crash Edit needs a nice icon as well. Also I think the link for the file lists in the rreadme.md file no longer exists and seems that I cant find the file list to Crash Bandicoot 3. now for 2 I can find here: http://crashbandicoot.wikia.com/wiki/Thread:23842
Ok, I just converted the thing to VS2015 and installed the latest OpenTK libs that it uses with Nuget. Just so you guys know VS2015 is great. And this is what it gives with the latest OpenTK
------ Rebuild All started: Project: Crash, Configuration: Release Any CPU ------
------ Rebuild All started: Project: Crash, Configuration: Debug Any CPU ------
------ Rebuild All started: Project: Crash.UI, Configuration: Release Any CPU ------
------ Rebuild All started: Project: Crash.UI, Configuration: Debug Any CPU ------
------ Rebuild All started: Project: CrashEdit, Configuration: Release Any CPU ------
E:\Users\Elsword\Desktop\CrashEdit-newgui\CrashEdit\Controls\SceneryEntryViewer.cs(55,25,55,54): warning CS0618: 'GL.Begin(BeginMode)' is obsolete: 'Use PrimitiveType overload instead'
E:\Users\Elsword\Desktop\CrashEdit-newgui\CrashEdit\Controls\SceneryEntryViewer.cs(66,25,66,50): warning CS0618: 'GL.Begin(BeginMode)' is obsolete: 'Use PrimitiveType overload instead'
E:\Users\Elsword\Desktop\CrashEdit-newgui\CrashEdit\Controls\OldAnimationEntryViewer.cs(71,17,71,46): warning CS0618: 'GL.Begin(BeginMode)' is obsolete: 'Use PrimitiveType overload instead'
E:\Users\Elsword\Desktop\CrashEdit-newgui\CrashEdit\Controls\OldAnimationEntryViewer.cs(87,17,87,43): warning CS0618: 'GL.Begin(BeginMode)' is obsolete: 'Use PrimitiveType overload instead'
E:\Users\Elsword\Desktop\CrashEdit-newgui\CrashEdit\Controls\OldSceneryEntryViewer.cs(51,17,51,46): warning CS0618: 'GL.Begin(BeginMode)' is obsolete: 'Use PrimitiveType overload instead'
E:\Users\Elsword\Desktop\CrashEdit-newgui\CrashEdit\Controls\ZoneEntryViewer.cs(155,17,155,46): warning CS0618: 'GL.Begin(BeginMode)' is obsolete: 'Use PrimitiveType overload instead'
E:\Users\Elsword\Desktop\CrashEdit-newgui\CrashEdit\Controls\ZoneEntryViewer.cs(183,13,183,38): warning CS0618: 'GL.Begin(BeginMode)' is obsolete: 'Use PrimitiveType overload instead'
E:\Users\Elsword\Desktop\CrashEdit-newgui\CrashEdit\Controls\ZoneEntryViewer.cs(233,13,233,38): warning CS0618: 'GL.Begin(BeginMode)' is obsolete: 'Use PrimitiveType overload instead'
------ Rebuild All started: Project: CrashEdit, Configuration: Debug Any CPU ------
E:\Users\Elsword\Desktop\CrashEdit-newgui\CrashEdit\Controls\OldSceneryEntryViewer.cs(51,17,51,46): warning CS0618: 'GL.Begin(BeginMode)' is obsolete: 'Use PrimitiveType overload instead'
E:\Users\Elsword\Desktop\CrashEdit-newgui\CrashEdit\Controls\SceneryEntryViewer.cs(55,25,55,54): warning CS0618: 'GL.Begin(BeginMode)' is obsolete: 'Use PrimitiveType overload instead'
E:\Users\Elsword\Desktop\CrashEdit-newgui\CrashEdit\Controls\SceneryEntryViewer.cs(66,25,66,50): warning CS0618: 'GL.Begin(BeginMode)' is obsolete: 'Use PrimitiveType overload instead'
E:\Users\Elsword\Desktop\CrashEdit-newgui\CrashEdit\Controls\ZoneEntryViewer.cs(155,17,155,46): warning CS0618: 'GL.Begin(BeginMode)' is obsolete: 'Use PrimitiveType overload instead'
E:\Users\Elsword\Desktop\CrashEdit-newgui\CrashEdit\Controls\ZoneEntryViewer.cs(183,13,183,38): warning CS0618: 'GL.Begin(BeginMode)' is obsolete: 'Use PrimitiveType overload instead'
E:\Users\Elsword\Desktop\CrashEdit-newgui\CrashEdit\Controls\ZoneEntryViewer.cs(233,13,233,38): warning CS0618: 'GL.Begin(BeginMode)' is obsolete: 'Use PrimitiveType overload instead'
E:\Users\Elsword\Desktop\CrashEdit-newgui\CrashEdit\Controls\OldAnimationEntryViewer.cs(71,17,71,46): warning CS0618: 'GL.Begin(BeginMode)' is obsolete: 'Use PrimitiveType overload instead'
E:\Users\Elsword\Desktop\CrashEdit-newgui\CrashEdit\Controls\OldAnimationEntryViewer.cs(87,17,87,43): warning CS0618: 'GL.Begin(BeginMode)' is obsolete: 'Use PrimitiveType overload instead'
========== Rebuild All: 6 succeeded, 0 failed, 0 skipped ==========
Projects build report:
Status | Project [Config|platform]
-----------|---------------------------------------------------------------------------------------------------
Succeeded | Crash\Crash.csproj [Release|Any CPU]
Succeeded | Crash\Crash.csproj [Debug|Any CPU]
Succeeded | Crash.UI\Crash.UI.csproj [Release|Any CPU]
Succeeded | Crash.UI\Crash.UI.csproj [Debug|Any CPU]
Succeeded | CrashEdit\CrashEdit.csproj [Release|Any CPU]
Succeeded | CrashEdit\CrashEdit.csproj [Debug|Any CPU]
Time Elapsed 00:00:16.181
Ok.
One more thing: the textures are already shown in fully accurate RGB. It is just that these sheets are not regular 'textures' like in modern games. The colors are context-based and can only be specified from within models and scenery that use the sheet. It is however possible to manually find all the 'right' color palletes for each corresponding region of the sheet, but that is a pain.
oh, qwq I want that done though somehow because it would be nice to finally see what the textures look in true colors so I can extract them in (true colors).
I did however try this:
https://github.com/ughman/CrashEdit/issues/112 In this thread you can see how one of these sheets look like in true color. But these parts come from a single scenery component. I think ughman is working on supporting texture rendering.
But you can not simply get the colors by writing a different RGB interpreter. It is a look-up system, with real colors in the top and indexed pixels below that. You can practise this format using a program like PVV or 3D Ripper DX and an emulator.
ah, I think that monochrome one looks about right but it lacks the actual colors tbh now that I take a good look at it. But then that giant image looks to be as if all of those textures looks bount together the pirrper I had before would make them all separate like 64x64 sized
The PS1 doesn't support 32-bit color. The maximum is 16-bit.
and ah
I think I kinda broken the file that has some sort of docking in it on my local copy because that part would error. And this is when I tried debuggign it in 2015 as I dont have 2008 and 2010 is broken
The monochrome format is actually the least accurate of all modes. That only works for the translucent textures, as you will notice that still 90% looks nothing like an actual texture. If have written documentation on the referencing of texturecolors in item 3 of models (it works the same for scenery): https://github.com/warenhuis/Crash-Bandicoot-2-Modelexport/blob/master/Crash%20Bandicoot%202%20Cortex%20Stikes%20Back%20Model%20Entry.pdf
Ah so T1 type is animation Frames. Probably should make the editor know that.
Here is a very outdated page with very outdated information regarding (mostly) Crash 2 (I think it was written in 2013... ancient): https://dl.dropboxusercontent.com/s/fu29g6xn97sa4pl/crash2fileformat.html
Happen to know what file is level 1 in Crash 3 (USA version)?
btw for v0.10 on Entry Entry (27_bZ) in Toad Village it cenerates a Null Exception. Bacause of this:
that Entry Entry only has items and no Entries
.
That's ancient. Use the newgui version. Also, that's an ENTITY Entry.
I just found out that the Barriors in Crash 3 are of Type 26 and subtype of 2 You guys prob should make a image for that and for Coco on the Warp Room In Crash 3 as they look like poins same for the buttons in warp room prob should need some image to indicate them. hmm ok so Coco is of Type: 84 and Subtype: 0 and the buttons are of Type: 73 and which Subtype Changes per button probably the Subtype references a particular level.
The level is one of the special settings.
Hmm Seems that when I set the Barriors to Type 0 and Subtype: 0 that Coco and the Barriors is now gone OP. LOL Also doing so gives me all powers.
We've done more research than you think, by the way. ;)
ah ok I wonder how to bring coco back but have the barriors not there.
Ok, so when I try the newui version and use the [old] tab it seems that on the Zone Entries that this happens on VS2015.
Have you changed any of the code?
only to handle a few exceptions to fix a few crashes but that was all I did. I did change the other tabs on the other file back to original. it is probably because of newer Visual Studio but idk. This is 1 of my exception hadlers:
Try reverting your edits and see if it works?
hmm or that I just found C# 2008 online installer for Express and maybe try that version. 2015 version can be a total annoyance for me anyway at times.
I'm using VS2015 and having no issues
hmm odd I used 2010 before as well like that but something broke my install of it for some random and yet unknown reason. like 1 time I open it 2010 is fine and then the next nope.
Set CrashEdit as the startup program.
Ok so it seems to work better for me with VS2008 installed now and this is what I see with it now. Maybe It was the fact that I was using the newest OpenTK dlls. Now all we need on the new one is for the stuff to be added like save and what not.
Ok so I got a idea so with the VAB data of the Warproom I also found this tool that can convert the VAB to sf2 which is perfect free free to take a look at it here https://github.com/vgmtrans/vgmtrans
Currently it seems that you cant save Wavebank file chunks yet. Also it would be nice if you changed some hex view daya and view the textures in RGB mode. Also certain items in CB2 causes this: