Throw in some lightsabers as unlockable weapons and I'll buy it at a high price.
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- WARNING - THIS NEWSPOST CONTAINS EXPLICIT AMOUNTS OF TEH BETAZ AND BUTTER
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Originally posted by Sunglasses View PostCarnivol, can you link those Youtube videos?
I've just used videos from those users to compensate for my laziness (since I only took pictures of two rooms myself, and couldn't be arsed to pop in the disc in my PC to take shots from FMVs or evt. back into the console to continue my playthrough)
Originally posted by -Evil Shady- View PostThrow in some lightsabers as unlockable weapons and I'll buy it at a high price.
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Okay, as I've now pointed out how this year's joke was all "on you" (see this newspost), here's how to view these for yourself
(Again, thank Scream for the initial discovery of these. I just helped getting them cleaned up)
If you've got Code: Veronica -Complete- for the Dreamcast, grab a tool called "Jaeder Naub", go to the settings of it and check the box for Dreamcast textures (.PVR) and scan the file named ADV.AFS. You'll now get a lot of files with funky names. If you get yourself a tool called PVRViewer (or PVR2PNG) you can easily view these pictures. You should now have a various set of PVR files, and some of them will be of a resolution of 1024x512, two of these = your ticket to butter.
If you've got Code: Veronica X for the PS2, we'll have to do a bit more of dirty work, the file is the same, but since Jaeder Naub unfortunately doesn't handle the detection of this TIM2 data properly (the huge amount of black/empty data in the frame around probably makes it think the file ends early). So what we'll do instead is use an AFS Extractor. Either goodle and download AFSExplorer, or check if Mark's made some AFS Extractor you can use (sorry, Mark. Don't keep track of your haves and have nots). After extracting files from ADV.AFS (or just viewing them), you'll find yourself looking at a lot of files, probably with the name "unnamed_#.XXX", the ones you want are unnamed_6.bin and unnamed_7.bin. Open these in a hex editor and search for "TIM2". The first hit shouldn't be far down. Now, delete all data prior to where you found TIM2, then save the file as *whatever* with the extention TM2 or TIM2. Next, you'll need something that can view TIM2 files. Personally, I recommend "xnview" as a simple solution. It's somewhat like the old ACDsee, but for some reason it supports a lot of obscure formats (such as PlayStation's TIM). Unfortunately, it doesn't entirely support TIM2, so the end result will often have broken colors (oops). Nothing I can do about that. Personally, I used some simple TIM2-to-TGA converter to get a clean, but shuffled, version of the pictures (and then xnview to convert the TGA to BMP, followed by a manual de-shuffle and removal of the borders).
So there you have it
So... with that out of the way... what do you guys think this mode would've been like? And to the more technical people out there with more time on their hands than atleast I tend to have; are you bad enough dudes (or dudettes) to determine whether or not there is any code present in the game for this mode?
And, oh, yes, a more polished version of this newspost will evt. find its way to the Features archiveLast edited by Carnivol; 04-01-2009, 10:18 PM.
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Originally posted by Dot50Cal View PostI'm surprised this didn't get more posts. Its a pretty huge discovery. Where are the old timers? No interest?we're not that naive now hahaha. But now that the smoke has been cleared and this is for real...
Geez. Resident "Fighter" Evil with BOWs? I'm not sure about that. Looks kinda' Thrill Kill (which, if you're an old gamer like me should remember from the PSX days - was leaked and not released).
Maybe if the selection of BOWs were more "equitative". I mean... a Cerberus vs. a Tyrant? That's some major ownage waiting to happen.Last edited by Beanovsky Durst; 04-01-2009, 11:33 PM.
"I miss the days when we just cared how cool an enemy was rather than critiquing and analyzing everything to death." - Shield Key
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I'd say that could be easily forged if we wanted to. Doesn't require much more effort than to run the game in an emulator (PCSX2 or NullDC), extract the polygon data from memory and insert into any 3D modeling tool of choice ;)
I was thinking of pulling it so far as to actually doing a few actual joke renders this way and have them go with the real deal (instead of using just pictures of each location shown in the field select shot)
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