Spoiler tag

Thursday, April 24, 2014

Hover, check out this game!

Hey again :)


You probably already heard of this game by now, but I feel like sharing it because its pretty sweet!

The game developers at Fusty Game, a team compromised of only three developers have created this game prototype named "Hover" in only 4 months and its already looking very promising!
The game is inspired by games like JSRF, Tony Hawk Pro Skater and some also guess Mirror's Edge.

Its quite reminiscent of JSRF for its freedom of movement and the giant city, although its not roller skating but rather more like parkour with still some sliding and grind-able surfaces, air combos etc
And while it doesn't hide that it takes some inspirations from the previous mentioned games I think its safe to say it has its own visual and gameplay style and they are putting a lot of emphasis on the city and its inhabitants to have life and background stories, which is something I personally love to see in games, exploring a city full of life to discover.

Even better, Hideki Naganuma (composer for JSR & JSRF & other SEGA games) has joined them to create the soundtrack for Hover!

They are also based in France, where I am too ;) so even more reasons to support them!

Check out the game on their Kickstarter page:
https://www.kickstarter.com/projects/midgarstudio/hover-revolt-of-gamers

Cheers!

JSRF Character Dialogues

Heya!

This time here are some actual character dialogues, the ones you see in a bubble on top of the character, they are actually in a different folder (\Media\Event\TalkEvent\).

Same as before, I can't get the character names assigned to it, then again you can probably guess most time which character it is.

###############################################################
PTE001.bin

This is the GG's Garage.
Hey, where's our pizza?

Huh? You're not the pizza guy?
Oh, you're here to join the GG's, eh?

Heh... Tell you what. Find Gum.
She's the one you wanna talk to.

Just get close to her and pull
the gRight Triggerh. Got it?

###############################################################


The list is quite long, here's the rest of the dialogues:  http://pastebin.com/0wBmnytM


And as DJ Professor K would say:
Sayonaraaaaaaaaaaaaaaaaaaaaaaaaaa!!!

Saturday, April 19, 2014

JSRF Dialogues!

Hey, long time right? I hope ya'll been having a great time, obviously I haven't  been posting here for a lonnng time.
Still hoping for a JSRF port to PC or so, who knows time will tell!

So since I don't really have time to dig more into the JSRF files, I found something interesting to post that didn't take much time to figure out, some lines of the character "dialogues".

These are located in the "Event"(s) game files in "Media\Event\Event\".
Now I don't have the names of the characteers assigned to the dialogue, since its defined by some number ID which i'd have to figure out which corresponds to which, but I am sure for the most part, many of you can guess which character it is.

So here's a little of it! let me know if you want to see more.


#######################################################
e000.dat

This is Shibuya Terminal, the city's
biggest non-stop dance party.

Let's hit this joint and cover up
that freaky-looking graffiti!

#######################################################
e001.dat

Yo yo yo yo, all right,
let's get this party started.

I'll be your audience,
so let's see what you got!

Uh-uh... Someone done stole
the goddess of the streets,

the statue at Dogenzaka Hill.
I bet the punks who did this are

the same ones who're spreading
all those nasty rumors!

Cover Dogenzaka Hill

in graffiti and flush out those
rumor-spreading scumbags!

######################################################

The list is quite long, so there's the rest: http://pastebin.com/xbijX8br


That's all for now folks, let me know if you want to see more of this.

Cheers!


Sunday, December 30, 2012

JSRF Characters - view them in 3D!

As you probably know JSR was ported for various platforms a few moths ago, amazing news since I didn't really get to play much JSR/JGR before, I have to say its a pretty hard game, I played it on PC with an xbox 360 controller and I would say that JSRF still feels a lot more evolved and polished though JSR has its charm too, I really hope they port JSRF to PC and other platforms which would really do justice to the franchise, if you can call it that.


I have had some people asking if I would make a tool for JSR HD, I looked a bit at the JSR HD files(which are the same as the dreamcast) but the file structure isn't really anything like JSRF, so if I am to figure out the file structure to do things like I did with the JSRF tool; its start from scratch again, so we'll see.

Meanwhile, since my last post I have learned other skills and was able to put together this little web-app to view 3D models using the engine Unity3D so you can easly view some JSRF models as I have noticed many readers just want to see the JSRF art assets but may not be able to go through all the process to extract and view them in 3D.

Use the WASD keys or arrows to move the camera and use your mouse to aim with the camera, SHIFT key to move faster.

http://dl.dropbox.com/u/7354164/JSRF/Unity/players/jsrf_characters.html 



I hope you like it and that it may help some cos-players to get reference or even for some of you who create JSRF fan art =)



Happy Holidays! =)

Monday, October 31, 2011

Damn! Its Poison Jam!




Still alive, here some random images directly from the game files, uh enjoy =)

Sunday, September 11, 2011

JSRF Tool v2.1



Not many changes on this version, since anyway you can pretty much extract almost all models and textures now.

This update is for the player stats editor, at this point I have only tested and validated the values "health" and "max cans".
I have added other values which I believe are general stats, I compared the values from players to players to see what changed, overall these values with a question mark ? are the ones that changed often and are probably stats such as stamina, grinding speed, spraying speed etc, feel free to test these and let me know if you can confirm what is what, thanks!

There are of course a lot more values, but some never change in any of the players, probably more settings for player movement behavior, but I preferred to list whatever would be the actual stats.
"0x328" is just the position of the value in the file, don't worry about it =) 

Also I was thinking you may want to try smaller values such as 0.1 or the opposite such as 30 for the, these may be timers such as how much time you have to wait to be able to spray again or do a trick.

I have also enable texture injection aka "replace texture" button for the player files, BUT I disabled it the first time because it didn't work well, so if you're going to inject textures, do it once at a time and try to see if it still loads.

Again let me know if you tested modifying the stats if you found something, or just post a video if you got some funny result! ;)

Don't forget to empty the cache (X partition)  everytime you modify a file, so it reloads the new file.



Take care 

Sunday, July 31, 2011

So I can edit player stats... =O Infinite spray cans!

Hey there, quick random post.

I have been looking a little at JSRF files this week end, still nothing on bones/animation but I figured out where characters "settings" are, basicaly I was able to set the max spray cans for any character and there's many other parameters such as spraying speed, grinding speed though I am not sure of what is what but I found the block where these kind of settings are within the player.bin files.

So is anyone intrested in having a player stats editor in the tool, I mean do you have a modded xbox and will use it? otherwise I'll probably won't research any further about that.

I might implement model injection, though not injecting new models, just extract and re-inject the same model, keep the same polygon count so in that case you should only move vertices/edges/faces on an extracted model and reinject.
This would allow to edit levels meshes or any object.

And I am still trying to get at least the bones and weight maps for characters!

So let me know what you think =)

Oh and some random models from the menu files (\Disp\SprnNorm.dat)

Wednesday, June 1, 2011

JSRF Tool v0.2 - Level model extract & Sounds extraction

Hello JSRF fans!

This post is focused on the new version of the JSRF tool, if you're not really interested in using the tool you probably don't need to read this boring technical description which I'll try to keep short and simple anyways.

So I haven't had time to work on this project at all, but I have taken a few days to try to fix some things, and it was hard to remember how things worked, but here's honestly a more or less efficient extraction tool.

When you open a JSRF .dat or .bin it will load nodes in the tree, I gave a color for each type:

Red nodes = Materials
Purple nodes = Models
Yellow nodes = Textures
Grey nodes = unknown/empty

Models (MDLB) and textures

In this version MDLB are all exported fine, still in .obj but with also the .mtl (material) so the texture is assigned to the model.
To export a model with textures create a "textures" folder in the same folder you export the model and use the "export all" yellow button to export the textures in the textures folder (it is important to use "Export All" since it gives the texture identifier number assigned to the material of the model for the .mtl to find)



Levels

As for level models (MDLBL) they all export fine with the right texture, but there is one model type which I never got around to extract properly so they just won't export, those are name "triangle strip" type in the "Triangles info" when you have an MDLBL selected.

The level models are located in the "Stage" folder and are split up in many files, you can only extract things from the .dat for the stages, these contain models and textures.
For instance the garage models and textures are split in the files:
-stg00_00.dat
-stg00_01.dat
-stg00_02.dat
-stg00_03.dat
-stg00_04.dat

You have to extract all the models and textures (to a folder named "textures" in the same folder you extracted the models) from those files to get the garage.
You may notice there are some "MDLB" in the stages files, those are objects also called props which are placed many times in the level, probably their spawn and position/rotation are defined in the .bin which I didn't look much into.

The level sky model/texture is in the files ending by "_t.dat" for the garage "Stg00_t.dat"

Sounds 

This one works perfectly and doesn't really need to be explained, just open a file in the folder "files\Media\Sounds\SE" and it will automatically switch to the "Sound" tab, you can either extract all the files to .wav format, or click one and play it.

Misc

I added a settings tab so you can define the JSRF folder files, export models/texture folders, so the tool now will open the latest folder you selected for exporting files.
There is also a "replace texture" button, which lets you inject textures, but it was quickly implemented, only us it if you really know what you're doing anyways, more explanations on the "readme.txt" file in the tool .zip file.

Let me know any particular problem in the comments ;)



Tuesday, April 5, 2011

Beat 3D flash viewer =D

Hey there,


I am trying "Alternativa 3D" which is a flash 3D engine, not really for putting the JSRF models for you guys to view more like to make some game in the future, but I though I could make a test see if I could get a model in Alternativa.

So here it is for those of you who don't know how to view the 3D models i posted earlier, beat in 3D from your webrowser, you need Adobe Flash v10 or higher.

So Click down here and use WASD keys to move the camera and Left click & drag to aim with the camera, sorry couldn't fix the camera you'll have to move it a bit to see the entire character.



Mirror



Enjoy =)