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User talk:MainMemory

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Sonic Adventure PC Files

I noticed that some of the images you added to the Sonic Adventure (Dreamcast) page were added prior to the disambiguation and are tagged as PC/Windows rips. I don't know if the files are the same in each, so I won't move them, but if the files are different, then they will need to be moved to the Windows page and the relevant files will need to be ripped from the DC version. --Grandta13 (talk) 05:49, 19 July 2015 (EDT)

Moving them to the 2011 page would be inappropriate, since they are from the 2004 release. Some images may have minute differences between each release, but the content in general is the same, unless you really want to document everything separately for all five ports of the game. I don't have the ability (or desire) to run the Dreamcast version, so someone else would need to do that. MainMemory (talk) 12:02, 19 July 2015 (EDT)
That's understandable; I wasn't sure if there were multiple PC ports, but with the given information, they can stay where they are. I haven't really worked with Dreamcast games yet, so I'm not sure if I'll be able to re-rip the graphics or not, but I'll look into it. --Grandta13 (talk) 12:26, 19 July 2015 (EDT)

Harry Potter and the Sorcerer's Stone (PlayStation) access level data.

Hello,

I would love to know how you managed to extract level data of Unused Room level as I am trying to extract Hagrid model from "124HagridsHut". Which tool you used? Thank you for help in advance. The preceding unsigned comment was added by 3edcvfr4 (talk • contribs)

I didn't extract anything. I merely swapped some file names around so that entering a specific area caused the portrait map to load instead, and it happened to put Harry in an unused room. As far as I'm aware, there are no tools for extracting models from that game, sorry. MainMemory (talk) 17:08, 18 November 2016 (EST)

Sonic Adventure SPR Task and other leftovers.

Hello MainMemory, just wanted to show some stuff. So the SPR Task, you've seen this tool in the PC version, right? Here it is in the Dreamcast versions with 3 different displays.

JP Version: 8C1D487C changing the value to 1, 2 and 3 will bring up the different displays. Anything past 3 will just display the info on the right.


AutoDemo: 8C18EC94

The AutoDemo version has an ADX feature, it's constantly on screen during menus:



I showed them off to Resolute in a PM on Assemblergames a short while ago. I'm not completely sure about exactly what the three displays do, though.

The object placement tool, like you said, was removed. What remains still works as you described:

JP Version 8C1B1840


In the 1st_Read.Bin the 'Set Editor' option, which would activate the object placement mode, has been removed from the 'Select Program' Menu, but the 'Seq Editor' part is still there. Could those menus (as well as any of the other tools/menus referenced in 1st_read) still be activated somehow? --MainJP (talk) 04:11, 2 December 2016 (EST)

I have basically no idea what you're talking about. I don't recall ever seeing anything called "SPR Task" in the PC version, my knowledge of the DC version is extremely minimal, and I can't see any of the images you linked. MainMemory (talk) 11:28, 2 December 2016 (EST)

Oops, sorry about that. I went ahead and added the information to the developer tools section under the Collision Display section if you can check it out, I'm not confident the mode is detailed enough; the first display deals with collision and the third responds to sound effects and displays information based on that. So far i've only added the address for the Japanese release, but since the AutoDemo interestingly has an extra feature that was removed in the final would it be appropriate to just add it to the AutoDemo page or should the two versions be compared?

Anyway, I was referring to the image uploaded to the SADX/SA1 Hacking/Modding thread by Morph: https://i.imgur.com/pT8IWaX.jpg I guess I incorrectly assumed you knew what it was, I also assumed you knew anything about the stuff referenced in 1st_read. Again, apologies.--MainJP (talk) 14:47, 2 December 2016 (EST)

Harry Potter and the Sorcerer's Stone (PlayStation) WADs Extracted!

Hey there! Me and a few friends have extracted the .WAD files for HP1PS1 - However, we can't open them in anything. Slade and the regular WAD editors don't like it, and the same goes for the .IMG files - no image software even recognizes them, let alone open 'em. Any idea on how to open these files up? --Shima33 (talk) 17:44, 29 October 2017 (EDT)

I have no clue about the .WAD files, but I did write a tool to view the .IMG files. You'll have to manually fiddle with the width and palette settings to get the images to look right. You can double-click the image to export to PNG. MainMemory (talk) 17:57, 29 October 2017 (EDT)

Thanks so much for the tool! It's proved greatly useful in extracting a bunch of files. A friend of mine also wrote a tool to decrypt the .BIN files such as AMERICAN.BIN, etc - quite a few unused strings in there, possibly to add to the TCRF page.

Potter.DAT was basically a holding file which included all of the files needed for the game; the 3 formats which constitute Potter.DAT are .WAD, .BIN and .IMG. We have the .IMG and .BIN files handled, and tools for decrypting and properly displaying them... Now we just need that WAD cracking. Opening the .WAD in a hex editor points to that also being a holding file, with multiple files inside of that.

So, to recap: HP1 Ps1's map files are encrypted within a file, which is encrypted within a file, which needs a lookup table to locate said files. The lookup table, is of course, encrypted. --Shima33 (talk) 02:55, 31 October 2017 (EDT)

Here, just have all the tools I've made. MainMemory (talk) 07:40, 31 October 2017 (EDT)

Hi, I've reversed most of the textures, 3D models and animations structures (audio is on the way). I wrote scripts and a documentation on these. You can find them here (extracted assets here) OverSurge (talk) 04:19, 19 July 2020 (UTC)