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Old 11-08-23, 08:24   #151
Felix Kroft
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I even thought about remaking level in editor, altering problematic segments, but i don't have a functional windows friendly version of TR3 level converter for PSX.

Still that would be quite a departure from the original level.
I don't know, anyone else have better ideas?
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Old 12-08-23, 19:32   #152
fawtytoo
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Originally Posted by Felix Kroft View Post
I even thought about remaking level in editor, altering problematic segments, but i don't have a functional windows friendly version of TR3 level converter for PSX.

Still that would be quite a departure from the original level.
I don't know, anyone else have better ideas?
Why don't you do it anyway? After all, if it just needs converting to PSX afterwards, then I can do that in Linux. At least that will keep the project moving.
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Old 13-08-23, 05:12   #153
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Can understand the desire to keep the project moving- but tbh - I don't think we're even entirely sure WHAT the problem actually is unless we look into the source files.
Just in honour of Mr B who didn't recreate any levels in his ports, would feel natural to aim for the same if possible.

Rebuilding the level from scratch should be a last resort imo
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Old 13-08-23, 05:30   #154
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I'm no expert in any of this but I guess the best way to go about it would be cutting down on polygons whereever possible? Probably in areas the player isn't meant to reach or can't see very well?
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Old 16-08-23, 09:56   #155
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Can't recall who said this - but perhaps splitting the level into two parts would work best, as it would keep the level design the same as the original.
Level loading isn't too slow, so should only be a minor inconvenience.

I guess polygons could also be edited to be 'streamlined' to keep the overall shapes the same, but with less detail - it shouldn't be noticable.
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Old 19-08-23, 23:52   #156
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Originally Posted by dcw123 View Post
Can't recall who said this - but perhaps splitting the level into two parts would work best, as it would keep the level design the same as the original.
Level loading isn't too slow, so should only be a minor inconvenience.

I guess polygons could also be edited to be 'streamlined' to keep the overall shapes the same, but with less detail - it shouldn't be noticable.
u can't just split a compiled level with no source files. even if you could easily do that, how would you split a level that wasn't designed for it?
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Old 20-08-23, 04:23   #157
mizuno_suisei
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u can't just split a compiled level with no source files. even if you could easily do that, how would you split a level that wasn't designed for it?
If you refer to previous posts, this is in idea reference to the fact we can at present make TR3 custom levels and convert to PS1 (albiet alot alot of work). It's been toyed with rebuilding the problematic level from scratch- then splitting it at an appropriate point where the PS1 would not struggle.

Regardless, Mr B clearly kept trying to get the solo original level to run. I imagine the splitting idea is an absolute absolute last resort- as it takes away the 1:1 feel.
The first two gold ports are almost perfectly matching the PC versions- a third the same would be ideal.

Last edited by mizuno_suisei; 20-08-23 at 04:26.
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Old 22-08-23, 21:06   #158
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*I had a quick look at the 'issues.txt' and what I understand by the meaning "too big" is that the heights are too great and that the PSX engine handles y-plane co-ordinates in 5-bits, hence the wrap around from 31+. No idea what the other other 3 MSB could be used for, gameplay related flags maybe, not relevant anyway: the height issue is perhaps not too dissimilar to the concession in heights that had to be made with PSX Doom.

Without writing a custom engine, likely possible with the decomp project, maximising those values in the level file itself is the easiest solution. IMO.

*DISCLAIMER: NOT AN EXPERT

Supplemental: if this is the case then you could transpose all y-vertices (and objects) by say, 5 units for it to fit within the engines' parameters.

Last edited by DieSkaarj; 01-09-23 at 10:41.
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Old 31-08-23, 15:46   #159
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Originally Posted by fawtytoo View Post
Why don't you do it anyway? After all, if it just needs converting to PSX afterwards, then I can do that in Linux. At least that will keep the project moving.
Just curious: How do you convert TRLE levels into PSX in Linux? Do you have a tutorial?
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Old 08-09-23, 14:12   #160
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Just started testing the build on an emulator (had to setup a linux VM to properly output the .bin). I'm actually surprised Sleeping With The Fishes loads and even looks playable. I thought for sure it was going to crash. Haven't got to the end of it yet to see any issue that needs tinkering..

Edit: Emulator seems to crash by the time you reach to the third pool (the area with the crane)
"Unknown opcode 000007FF at 80000084"

Funny how from every level in the Gold series, I would imagine The Hive, Furnace of the Gods and even Shakespeare Cliff to be the one to stop PSX conversion on it's tracks, not an underwater level...

Last edited by Felipe; 08-09-23 at 22:52.
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