It’s insane! As we speak right now-I want to make the choreography harder,” said Larry. "We never try to do better than before-we always do. In it, we can see for example, BMP source files that are packed in *.ngn files in the final game.During a recent interview with One37PM, the pair spoke about their commitment to always improving their choreography while on tour with Bey. In data\tmp.txt, there's a dump of the Windows "dir" command on the data\ folder on a development PC from before the game was fully finished. They have references to the PSX version input files and the resultant *.ngn files. There are lots of log files inside level folders from the previously mentioned utility pconv. \projects\pconv\debug\pconv.exe boss5.cfg \projects\pconv\debug\pconv.exe boss4.cfg \projects\pconv\debug\pconv.exe boss3.cfg \projects\pconv\debug\pconv.exe boss2.cfg \projects\pconv\debug\pconv.exe boss1.cfg Rem ** Batch file to make ngn versions of texture files held in gfx directory ** There's an older version of the mkgfx.btm script in mkgfx.bak: \projects\pconv\debug\pconv.exe training.cfg \projects\pconv\debug\pconv.exe loading.cfg \projects\pconv\debug\pconv.exe level5c.cfg \projects\pconv\debug\pconv.exe level5b.cfg \projects\pconv\debug\pconv.exe level5a.cfg \projects\pconv\debug\pconv.exe level4c.cfg \projects\pconv\debug\pconv.exe level4b.cfg \projects\pconv\debug\pconv.exe level4a.cfg \projects\pconv\debug\pconv.exe level3c.cfg \projects\pconv\debug\pconv.exe level3b.cfg \projects\pconv\debug\pconv.exe level3a.cfg \projects\pconv\debug\pconv.exe level2c.cfg \projects\pconv\debug\pconv.exe level2b.cfg \projects\pconv\debug\pconv.exe level2a.cfg \projects\pconv\debug\pconv.exe level1c.cfg \projects\pconv\debug\pconv.exe level1b.cfg \projects\pconv\debug\pconv.exe level1a.cfg \projects\pconv\debug\pconv.exe gamewin.cfg \projects\pconv\debug\pconv.exe bonus.cfg \projects\pconv\debug\pconv.exe congrats.cfg Rem ** run from cd directory, requires \projects\pconv\debug\pconv.exe to exist ** Mkgfx.btm rem ** Batch file to make ngn versions of texture files held in gfx directory ** Some of them use a utility called pconv that transforms the graphics from the PlayStation version to the uncompressed *.ngn format.ĭupeconv.btm copy level04\pconv.cfg level03\ There are some batch (*.bat) scripts used for the PlayStation to PC conversion. Some of them are:Ĭ:\projects\toy2\direct6.cpp C:\projects\toy2\modesel.cpp C:\projects\toy2\toy2.cpp C:\projects\toy2\Win95.cpp C:\projects\nu3d\objcore.c C:\projects\nu3d\world.c C:\projects\nu3d\hobjload.c C:\projects\nu3d\objload.c C:\projects\nu3d\fmv.c Unused Text Files Development Scripts Memory Card is full Memory Card is unformatted format Memory Card? please insert Memory Card A Bug's Life LeftoversĪ lot of source code files are referenced. There's also leftovers from the loading screen of the PlayStation version. Select game and press enter enter name save over this game do you wish to confirm select file These unused strings are inside the windows game executable:Ī lot of strings were made for the Load Game screen but none of them became used: The text of these two options appears in red instead of green like all other options. Its description is empty, and it allows to choose in the Screen Resolution option between the previously established resolution and Windowed. There's a disabled and non-functional fourth option in the monitor configuration screen (shown at startup of the game) for a cut windowed mode. For example, the loading screen is completely different, and Rex's teeth texture is different. Only two of these boxes have collision, and this explains the origin of the invisible objects you can jump on in that part of the level. The level layout is the same as the final version but with the early textures, you can see three Buzz Lightyear boxes that you can't see with the final textures. When loaded, the UI is visibly broken but otherwise functions normally. There's an unfinished version of textures from level 8 left in a file named _level.ngn. The Windows version is the only version of the game where this debugging feature was left in the final version. This feature can help you in some points of the game, like the boss battles or the speed challenges. You can also press more keys simultaneously to play frame by frame. While in the pause menu, every time you press the pause key again, the game will advance a frame without exiting the menu.
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