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Full Version: [GC] Star Wars Rogue Leader: Rogue Squadron 2
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(01-26-2012, 02:18 AM)horkrux Wrote: [ -> ]Most games won't allow you to simply extract their assets, let alone change the archives. As for the PC version of Rogue Squadron the only thing they managed was letting you view the file structure and it's a PC game, so you'd think 'well, shouldn't it work?'. So you'd better give up on your plans ;()

But WHY does it ALWAYS have to be the Rogue Squadron games that won't work? THOSE are the games I'd like to play god damnit. I bought my GC especially for these games and would so love to see them flashing on my monitor. I hope that one day one brave fellow will lock himself in his rooms for weeks if need be and resolves the remaining problems.

lol yea, rogue squadron 3d kinda works on one of the n64 emulators but it suffers from missing textures and nasty glitches.

I still have a boxed copy for the pc Smile star wars games are awesome.
(01-26-2012, 02:45 PM)Bardi Wrote: [ -> ]If it's emulated, I'll make improved models. I'm slow, so it won't be overnight, but it'll happen.

The emulator is already rendering all of the models correctly. The problem is that there is a background texture that is being placed too close to the camera.

It is possible to use the Free Look option in Dolphin to move in front of the background texture and kinda see what is behind it.
(01-27-2012, 02:07 AM)skid Wrote: [ -> ]
(01-26-2012, 02:45 PM)Bardi Wrote: [ -> ]If it's emulated, I'll make improved models. I'm slow, so it won't be overnight, but it'll happen.

The emulator is already rendering all of the models correctly. The problem is that there is a background texture that is being placed too close to the camera.

It is possible to use the Free Look option in Dolphin to move in front of the background texture and kinda see what is behind it.

Thanks, Skid, that'll help with a few craft. Most of them are actually from the Maw mission: homing mines, shield arrays, the tankers, the hovertrain. There's also the loader shuttles, AT-ST containers, and the T-16 and AT-PT (not originating from the Rogue Squadron series, but the resources here are useful).

Sadly, Rebel Strike is the game that has the most interesting original craft. Almost everything in Rogue Leader are craft/etc from other, more primary sources. It's also true that many craft/etc from Rogue Leader were improved upon for Rebel Strike, and so they'd make more accurate sources there; the AT-PT comes to mind.

I figured if the features Rogue Leader rely on are implemented, Rebel Strike may become launchable. It'd be painful getting anywhere in Rogue Leader the way it is right now, with the player barely able to see 30 feet in front of them. But if Rebel Strike becomes even like that, I'd be willing to put up with it to extract those models.

Still, I guess it's unlikely that if only the close background texture is fixed for Rogue Leader (and nothing else) that Rebel Strike will launch properly. As far as Rebel Strike not launching, could it be a problem with its GBA connectivity? It was a very rarely used feature that people might not realize is in there. I guess that's unlikely, since Four Swords Adventure works.
(01-27-2012, 01:53 PM)Bardi Wrote: [ -> ]
(01-27-2012, 02:07 AM)skid Wrote: [ -> ]
(01-26-2012, 02:45 PM)Bardi Wrote: [ -> ]If it's emulated, I'll make improved models. I'm slow, so it won't be overnight, but it'll happen.

The emulator is already rendering all of the models correctly. The problem is that there is a background texture that is being placed too close to the camera.

It is possible to use the Free Look option in Dolphin to move in front of the background texture and kinda see what is behind it.

Thanks, Skid, that'll help with a few craft. Most of them are actually from the Maw mission: homing mines, shield arrays, the tankers, the hovertrain. There's also the loader shuttles, AT-ST containers, and the T-16 and AT-PT (not originating from the Rogue Squadron series, but the resources here are useful).

Sadly, Rebel Strike is the game that has the most interesting original craft. Almost everything in Rogue Leader are craft/etc from other, more primary sources. It's also true that many craft/etc from Rogue Leader were improved upon for Rebel Strike, and so they'd make more accurate sources there; the AT-PT comes to mind.

I figured if the features Rogue Leader rely on are implemented, Rebel Strike may become launchable. It'd be painful getting anywhere in Rogue Leader the way it is right now, with the player barely able to see 30 feet in front of them. But if Rebel Strike becomes even like that, I'd be willing to put up with it to extract those models.

Still, I guess it's unlikely that if only the close background texture is fixed for Rogue Leader (and nothing else) that Rebel Strike will launch properly. As far as Rebel Strike not launching, could it be a problem with its GBA connectivity? It was a very rarely used feature that people might not realize is in there. I guess that's unlikely, since Four Swords Adventure works.

Someone once said something about factor 5 using some really complex engine, and that had something to do with the emulation.

I could've misread that though.
No, you definitely didn't. Factor 5 really pushed the GameCube. I was just tryin' to come up with something people might have overlooked. ;-)
So this happened:
[Image: t16cockpit.jpg]

Clearly there was an X flip, and you can't tell it as much on this model, but there are distortion problems. You can see that more clearly in this:
[Image: tankerl.jpg]

Yeah, that's one short Y-Wing. Ripping the models really distorted them, which is about what I expected. I also expected that some of the textures would get misassigned or completely garbled. Since I have the known shape of the Y-Wing to work from, I can probably fix the distortions in the "tanker"... unless they're due to perspective, in which case I'll have to eyeball it. I'll probably end up doing that anyway. Oh well, I'll figure out a way to do them all eventually.

Sadly, because the game is almost completely unplayable, I wasn't able to get the train or AT-PTs from the Maw mission. See, to get to that part of the mission you have to beat the first half. No amount of cheat codes will change that. Well, maybe GameShark can, but I doubt anyone came up with that code. I'm not broken up about the AT-PTs; they're probably way better in Rebel Strike (since they're playable in that). The train is a bit sad, though.

As I said, I work slowly. I also have stuff to deal with right now. But I'll get around to making improved versions of these craft/etc eventually.

Still, as I mentioned before, the Rebel Strike stuff is what I REALLY want. I hope you guys keep working on getting these two games running in Dolphin. I don't mind if they're barely playable, as long as I can do this. Smile

Oh! Little tip. Looks like the thing that's blocking vision is actually a model around the player. At least, it appears that way. When I extract, I get a spherical thing around the player's position every time. I'd guess various atmospheric effects are supposed to be displayed there. But that's just a guess.

Oh pt2! Freelook didn't work for me. You hold left shift and use WASD, mouse, 0/9, right? That didn't do anything.

sparkyar

@Bardi
why not just use the blueprints to make the models from scratch
there are some blueprints for the sw vehicles around the web
Sorry to say it, but there aren't blueprints of the vehicles I am talking about. Also, they're usually inaccurate.
Seems almost every Star Wars space game has some kind of Z-buffer problem.
Here is what an author of Supermodel3 emulator (SEGA Model 3 Arcade machine) posted about Star Wars Trilogy game:

Quote:The other day, I discovered why the moon of Endor isn't appearing on the final stage of Star Wars Trilogy: it's due to a Z-buffering problem. By scaling the coordinates and tweaking the near and far clipping planes, I can get it to show up. Unfortunately, this introduces severe Z-fighting problems in other games. It may be possible to linearize or otherwise improve the distribution of depth buffer values but I'm putting this on the back-burner for now.
decided to have a go on rs2 recently, nothings changed, not even the performance, i guess theres not much point getting the performance up if the game is unplayable right?

btw the menus are totally messed up again, although i can't remember what revision it was, this was like a week ago and i only just thought about replying to the thread again.

haven't tried reb strike, but i assume that's still hangs on the logo screen?

i played that trilogy game recently too, impressive for an arcade game.
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