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Post by dr_kirk on Dec 31, 2014 14:03:04 GMT -5
This is the second of the unused character textures. I used the same method as Enigma by extracting the GAME.WAD and dumping all of the TIM files. I then pasted the image of the unused character into another character's BMP, converted it back to a TIM and saved it. As the original is smaller than the ones used in the game, Bomber's TIM seemed to be the best fit. I don't know if it'd look better on any other character. Any thoughts? I'll try the alien next (who might be called Orbit, seeing as that's one of the deleted characters).
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Enigma
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Post by Enigma on Dec 31, 2014 21:52:09 GMT -5
This is the second of the unused character textures. I used the same method as Enigma by extracting the GAME.WAD and dumping all of the TIM files. I then pasted the image of the unused character into another character's BMP, converted it back to a TIM and saved it. As the original is smaller than the ones used in the game, Bomber's TIM seemed to be the best fit. I don't know if it'd look better on any other character. Any thoughts? I'll try the alien next (who might be called Orbit, seeing as that's one of the deleted characters). It's very clear that the textures are layed out differently for these two unused characters (we can see it on Bomber, some body parts are appropriately displayed, but others aren't and appear at different places, misrotated or not at all.) The alien might be funny to see though. And by the way, I use TIMviewer to extract the textures I want and reinsert them into the file and I don't dump them ALL, only the ones I want. But you seem to be able to do it anyway, so it was just a little tip I gave you. I'm looking forward to the Alien! XD
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Enigma
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Post by Enigma on Dec 31, 2014 22:00:31 GMT -5
Yeah, I was trying to get the unused characters to load and see what files were missing. Trawling through the game's archive, I realised that I couldn't find any. So the Character Select code seems to have the placeholder values for the characters, but no files to load. The regular characters and bikes seem to be used in their place in this build. Talking of builds, it seems that a later version might exist, as detailed on the website of A.J. Jaros, who says that the game was some 90% complete. It's hard to know how far the game we have is, though. It's weird, I thought I responded to this post... Anyway, yeah, I think there might be multiple other builds out there. The old 2125 (Jet Slo-mo) builds and a build with working music certainly exist. We see in Playstation Meuseum's videos that the music work just fine and the demos are played out, even though those could've been extracted from the game's files (which I failed to do, same for the music as the files seem to not work with normal PS1 extractors, JM3 doesn't work either, so I think that might be a new compression type) and edited in the video. The build on the screenshots of the A.J. Jaros site looks like to be the same as ours, but he did mention 90% complete... Our copy is far from 90%, the AIs, the music, the tracks, the menus are all either incomplete or nonexistent. The cutscenes also don't work and the bios are some old song lyrics. If a 90% complete version of the game does exist, I hate to say it, but it will probably never be played again and its awesomness will be forever lost... D:
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Post by Dark Ermac on Jan 1, 2015 22:31:35 GMT -5
I think it was an exaggeration. The game was cancelled before they could widen all of the tracks, thus before they could fix the AI and powerup placements.
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Post by Dark Ermac on Jan 2, 2015 0:40:10 GMT -5
While poking through the HEX files, I found something called "Foobar's Album" (placeholder name), which is essentially a list of all the songs/authors used in the game.
Back on a Mission - Cirrus Blowing Up - Ellis Dee Doorway - Easedrop Escape - Gyrate Flip the Track - Trip Theory Fear of Flying - Uberzone Stargazer - Deepsky Godspeed - BT Pistol Whipped - Josh Ryan Believe - Uberzone
Note that there are only 10 songs listed. This means Pacific and Neo Rio were scrapped before the songs were licensed out.
Also, this particular build of the game was dated March 1, 2000.
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Enigma
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Post by Enigma on Jan 2, 2015 13:56:28 GMT -5
While poking through the HEX files, I found something called "Foobar's Album" (placeholder name), which is essentially a list of all the songs/authors used in the game. Back on a Mission - Cirrus Blowing Up - Ellis Dee Doorway - Easedrop Escape - Gyrate Flip the Track - Trip Theory Fear of Flying - Uberzone Stargazer - Deepsky Godspeed - BT Pistol Whipped - Josh Ryan Believe - Uberzone Note that there are only 10 songs listed. This means Pacific and Neo Rio were scrapped before the songs were licensed out. Also, this particular build of the game was dated March 1, 2000. Interesting, because I have the songs for Neo Rio and Pacific (old Atlantis) in the folder Aaron gave me with all the music. They're simply left as "06 Track 6" and "10 Track 10". They're not on this list though. They probably removed the songs from the list after they scrapped the tracks. Also, Neo Rio has almost all of its files missing. Really, it only still has sound and a single data file listed. I don't know if that was due to the track being scrapped or it being started but never finished, but one sure thing is : It has no data files nor textures. Only sound, which is probably the music, which although it isn't listed, is in the game's audio file. As I just saw, the old Atlantis level, the atlan_2 version is listed before Neo Rio, but the pacific version is listed after Neo Rio... I wonder, which one is the more recent level? The pacific version has multiple signs everywhere with a black arrow on a yellow background painted on them. The water tunnel can't be seen from the water lobby. There's a grapple before one of the checkpoints which is not at the same place in the atlan_2 version. This is the version on Laura J.'s website. The atlan_2 version has signs with flashing blue arrows pointing the way instead of the basic arrows, there are less of them than in the pacific version. There are barriers on each side of the bridge, which the pacific version has not. The grapple before the checkpoint is not there and a new one is after it, but its structure is nonexistent, there are only particles floating in the air. The water tunnel is visible from the water lobby. I really don't know which one came before, but both tracks are good. I'd say I like the atlan_2 version more than the pacific version because of the better design of the signs and the barriers on the bridge, but that's just a personal preference.
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Post by Rexcor Jungmir #24 on Apr 8, 2015 16:13:27 GMT -5
I must say, these are some interesting developments in digging through the codes of this game. Seeing videos of playthroughs a few years back made me "INSANE WITH JEALOUSY!" But looking at these photos now is pretty awesome, too, and I'd be happy to see if at least one of us could get a properly-working game going.
When I say us, I don't mean me included, this isn't my department. Ehehe...
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Enigma
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Post by Enigma on Apr 9, 2015 7:10:40 GMT -5
I must say, these are some interesting developments in digging through the codes of this game. Seeing videos of playthroughs a few years back made me "INSANE WITH JEALOUSY!" But looking at these photos now is pretty awesome, too, and I'd be happy to see if at least one of us could get a properly-working game going. When I say us, I don't mean me included, this isn't my department. Ehehe... It's pretty easy to get it working. Just download the ISO and run it on an emulator. Or if you want, you can mod a PS1/2 and burn the iso on a disc. I've got a pretty handy tool called UltraISO for that, I tested the game on a PS2 and it worked great!
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Post by Rexcor Jungmir #24 on Apr 9, 2015 8:30:55 GMT -5
It's pretty easy to get it working. Just download the ISO and run it on an emulator. Or if you want, you can mod a PS1/2 and burn the iso on a disc. I've got a pretty handy tool called UltraISO for that, I tested the game on a PS2 and it worked great! Oh, I know about running ISOs on emulators, I was referring to digging through the codes and finding such lovely hidden nuggets, like the Smiley rider. That was quite interesting! XD It does feel like you guys are working on some big project together. I wouldn't say it's a revival project (secretly I wish it was), but it sure is something big. And awesome.
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Enigma
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Post by Enigma on Apr 9, 2015 11:14:01 GMT -5
Well, not really a project, but more of a digging through the files and post anything we find here. If you go back a couple pages ago, you'll see that I found a bunch of unused textures. Unfortunately, the game's coding makes it impossible to do anything without breaking the whole game, we have to resort to replace files without changing the game's total of bytes. Also, I'm kind of doing a revival project.. I mean, I'm doing Jet Moto Galaxy, and I'm planning on remaking every single Jet Moto track there is in HD. Though... I'm having problems with the physics, problems with the 3D editors and I'm really a beginner at that sort of stuff. Having real 3D artists and programmers dedicated to the project would be a BIG improvement, but I don't think anyone would be interested enough/have the time to help me out.
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Post by Enigma on May 17, 2015 0:55:11 GMT -5
Hey guys! Wanna see an example of a bunch of ungrateful, self-centered assholes? These guys!
YEAH. They literally said this unfinished game was shit because they sucked diarrhea coming from a buffalo's ass at playing this. They are a bunch of fucking horse shit eating retards. If it was so bad, why would I be able to be so fucking good at it? The controls are not delayed, the graphics are great for their time, the physics are really good, the tracks are freaking amazing and just because they can't last 2 seconds without crashing it must suck!? Learn to ride, man, then you can judge if the game sucks.
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Post by Enigma on Jun 9, 2015 23:22:55 GMT -5
HOLY SHIT. IT SEEMS MY "CONSTRUCTIVE CRITICISM" MADE THEM SO MAD THEY MADE THE VIDEO PRIVATE... XD
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Post by Deleted on Sept 12, 2015 1:27:36 GMT -5
Okay, a code that works this time! I've managed to get Smiley loaded as a playable, er, character: _C0 MAXX TO SMILEY _L 300C5588 00000053 _L 300C5589 0000004D _L 300C558A 00000049 _L 300C558B 0000004C _L 300C558C 00000045 _L 300C558D 00000059 You need to choose Maxx as your character, and you get: I thought it was just a skin, as you can see the exhaust coming out of the face, but then I hit an obstacle ... You can bounce high above the level, with little control at all. You can also get stuck if you bounce around too much in a tunnel. The face you can see is the back of the ball. The other side: As usual, have a go to see if there're any other anomalies. This was obviously a joke character, but it adds to the roster. None of the other unused characters load (Jet Moto, Captain Moto etc.), as they have no files as all. There's also a character called Synder, but there are some files missing. "You need to select The Maxx when using this code. This ball can be driven like a regular moto, but it can be difficult to control on tight corners. Not only that, but it bounces if it hits a bump in the track. This may mean that Smiley goes way up over the level before returning to the track. Not that good for racing, then. And get stuck in a tunnel and you might as well start the race over again. But Smiley does have some advantages. He can knock competitors completely off the track if hit in the right way. And his descent can be controlled by the circle button,which can be useful on the platformer levels like Berlin." Via Tech Demo Blog. Just in case no one mentioned these extra quirks for the smiley character.
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Post by Enigma on Feb 17, 2017 23:21:20 GMT -5
Apparently, the unused Mortician texture really is for Mortician, if you go to Options>Hud Config, you will see both the unused rider texture, but also an unused bike texture as well.
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Post by Enigma on Feb 17, 2017 23:24:34 GMT -5
Also, an update on Smiley. Apparently, the developers were working on adding trampolines to the game, I'm pretty sure Smiley was used to test that. Whether or not the idea was scrapped before the game was cancelled is a mystery though. "Lastly, we devised several game play features that weren’t in any of the previous JM’s. Slingshot grapples, trampolines and teleporters were just a few of the types of features we added to the game."-Christopher Tritt playstationmuseum.com/review/jet-moto-2124/
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