Surixurient Posted January 19, 2007 Report Share Posted January 19, 2007 NiGHTS into Dreams clone ---------------------------------------------- The development of the project will be devided into 7 phases. Phase I - Aquiring the media/artwork Phase II - Aquiring the course data Phase III - Programming the rendering/animation engine Phase IV - Programming the game/physics engine Phase V - Fine tunning Phase VI - repeat of previous steps for boss battles Phase VII - menus/videos/etc Phase I and II are basicaly just hacking/reverse engineering of the saturn game to aquire the authentic art and data. The saturn emulator yabause is being used because it can actualy execute nights and because it has a decent debugger. Phase III and IV will be developed with XNA studio for C#, so the target platform is both windows and xbox 360. Phase V is going back over III and IV and tweaking them until it is descided that the clone is as close to a "clone" of the origional as desired. Phase VI is repeating the previous steps, but this time for boss battles. The reason being, boss battle will be a whole different story from the start. From ripping to coding it is too different to be worth developing at the same time as the course portion of the game. Phase VII is just the finishing touches, making it a complete game. (it will include more graphics, audio and video ripping of the game menus and such) Current Status: Phase I more details on any phase available on request! wish me luck, i want to get it finished before a nights sequal is released Link to comment Share on other sites More sharing options...
DimensionWarped Posted January 19, 2007 Report Share Posted January 19, 2007 You say clone, but it seems more like a very very very round about port/remake.... kinda like Sonic Genesis Good luck if you have the skill to do all this. I myself prefer engineering to reverse engineering. Link to comment Share on other sites More sharing options...
tentril Posted January 19, 2007 Report Share Posted January 19, 2007 Sounds interesting. Where did maxsonic go with his Nights game? Link to comment Share on other sites More sharing options...
Guest Shadix Posted January 19, 2007 Report Share Posted January 19, 2007 oyea.. http://www.sonicfangameshq.com/forum/showthread.php?t=618 Link to comment Share on other sites More sharing options...
Surixurient Posted January 19, 2007 Author Report Share Posted January 19, 2007 oyea..http://www.sonicfangameshq.com/forum/showthread.php?t=618 images to show some progress of phase 1 Link to comment Share on other sites More sharing options...
Slingerland Posted January 19, 2007 Report Share Posted January 19, 2007 That's better. Link to comment Share on other sites More sharing options...
angrywalrus13 Posted January 19, 2007 Report Share Posted January 19, 2007 Oh my God. If you happen to pull this off, I'll be saying "oms" instead of "omg." Cool points for NiGHTSage. Link to comment Share on other sites More sharing options...
Damizean Posted January 20, 2007 Report Share Posted January 20, 2007 Pretty cool job, I saw your thread in Sonic Cult (IIRC) and it's awesome so far ^^ Just wondering, how did you rip the nights level? Link to comment Share on other sites More sharing options...
Mark the Echidna Posted January 20, 2007 Report Share Posted January 20, 2007 Using his mad 1337 h4x0r sk1llz. [/kidding] Pretty good! Link to comment Share on other sites More sharing options...
Surixurient Posted January 20, 2007 Author Report Share Posted January 20, 2007 Pretty cool job, I saw your thread in Sonic Cult (IIRC) and it's awesome so far ^^ Just wondering, how did you rip the nights level? with a bit of speculation and a bit of luck. i figured it must be 2 heightmaps. i figured it must be short integer to save memory. i figured it must be in low user ram (being the only giant block of solid data large enough to be heightmaps was in low user ram) so i started graphing the values on a scale of 0 to max short. in that large chunk area i saw chaotic lines on my graph. so i only graphed every other short. now i definately saw a nice contour for a period, then noise then a nice contour then noise, etc, so i skipped over the noise areas which ended up being 81 points, then noise then 81 points then noise etc.. seems like a 9 by 9 grid right? that would make sense 9 by 9 vertex would be 8 by 8 quads. so i graphed 9 points, droped a line graphed the next 9 points underneith graphed the next 9 points underneeth that etc. now i definately saw terrain like contours in all these grids i graphed. so i knew i found it was a happy day Link to comment Share on other sites More sharing options...
Damizean Posted January 20, 2007 Report Share Posted January 20, 2007 Awesome, what about textures, though? Did you found the coordinates? Or is it a bitmap on top the heightmap so no coordinates are needed? Link to comment Share on other sites More sharing options...
Surixurient Posted January 20, 2007 Author Report Share Posted January 20, 2007 Awesome, what about textures, though? Did you found the coordinates? Or is it a bitmap on top the heightmap so no coordinates are needed?well that was the "noise" areas between the 81 points. the 81 points made up the 9 by 9 vertex grid. so the area inbetween each grid of vertecies was 256 bytes. 256 /4 is 64. so that is a 8 by 8 grid with 4 bytes describing each quad. through tests i found that the first 2 bytes described the texture mapping for the quad, and the remaining 2 bytes i dont know what they are. maybe an offset to the goroud shading table? anyways all the info i wanted came from the first 2 bytes. heres how it worked out. bits 0 through 11 is an index to the heightmap texture table. bit 12 represents verticle flip of texture, bit 13 represents horizontal flip of texture bit 14 is unknown(ive never seen it on) and bit 15 represents 90 degree rotation of texture. this is all the mapping info needed because on sega saturn there must be a 1 to 1 fit between quad and texture. there are no 3 sided polygons on saturn. just 4 sided quads and a texture is stretched over the entire quad. 1 quad cant have 2 textures. and 1 texture cant be spread over more than 1 quad. how i found the heightmap texture table was just searching and knowing how textures referances are usualy stored on saturn. they are stored like this (offset into vram of character map(bitmap data))/8 as an unsigned short. then (offset into vram of color lookup table)/8 as an unsigned short so for the conversion i made 1 bitmap of all the textures on the table, and maped the polygons to that 1 bitmap based on their index to the table, and their flilping/rotation values here is the bitmap of table entries Link to comment Share on other sites More sharing options...
LarkSS Posted January 20, 2007 Report Share Posted January 20, 2007 Pretty impressive figuring that all out. Good luck with this, I'll be keeping an eye on it. Link to comment Share on other sites More sharing options...
wesker Posted January 30, 2007 Report Share Posted January 30, 2007 Looks awesome so far, keep it up. wish me luck, i want to get it finished before a nights sequal is released I think you have plenty of time. Link to comment Share on other sites More sharing options...
Surixurient Posted January 31, 2007 Author Report Share Posted January 31, 2007 heres a video of the terrain engine running on xbox 360 poor quality video though (made with digi camera) Link to comment Share on other sites More sharing options...
Aki-at Posted January 31, 2007 Report Share Posted January 31, 2007 Thats extremely impressive, I'll be keeping a eye on this project! Link to comment Share on other sites More sharing options...
wesker Posted January 31, 2007 Report Share Posted January 31, 2007 Are you using that new XNA thing to run it on an X360 or is it some other way? Link to comment Share on other sites More sharing options...
MetalShadowX Posted January 31, 2007 Report Share Posted January 31, 2007 Ooh, sweet ! Well, I hope for your sake that you do finish this game before Sega ever (if ever) decides to make and finish NiGHTS 2 -- and I say make and finish because they might start making it before you finish your game, but you might then complete yours first. I wish you luck (and skill, for that matter) on this project of yours! Link to comment Share on other sites More sharing options...
Surixurient Posted January 31, 2007 Author Report Share Posted January 31, 2007 Are you using that new XNA thing to run it on an X360 or is it some other way? yeah im using XNA Link to comment Share on other sites More sharing options...
Aaron C-T Posted January 31, 2007 Report Share Posted January 31, 2007 Woah-Woah-Woah. When in the world was NiGHTS 2 made official? Edit: Nevermind, I believe the vid I'm referring to was a hoax. Link to comment Share on other sites More sharing options...
BlazeHedgehog Posted February 1, 2007 Report Share Posted February 1, 2007 Sure looks weird without the draw distance limitations. XD Link to comment Share on other sites More sharing options...
Surixurient Posted February 4, 2007 Author Report Share Posted February 4, 2007 here are some ripped animations heres a new gameplay video Link to comment Share on other sites More sharing options...
MidimanNull Posted February 7, 2007 Report Share Posted February 7, 2007 You know what? this stuff is really amazing Link to comment Share on other sites More sharing options...
tentril Posted February 7, 2007 Report Share Posted February 7, 2007 Its for Xbox 360? I must have missed that. Anyway this is mind blowing. Link to comment Share on other sites More sharing options...
wesker Posted February 8, 2007 Report Share Posted February 8, 2007 Yeah Tentril, X360 has an "XNA Creators Club" that gives you some software to make video games for the X360. I bought it for my brother (For Christmas) so I am eager to see the results on this project. Keep it up Surix! Link to comment Share on other sites More sharing options...
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