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#151 |
Student
Join Date: Aug 2016
Posts: 231
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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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#152 | |
Hobbyist
Join Date: Jul 2023
Posts: 24
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#153 |
Relic Hunter
Join Date: Jan 2006
Posts: 6,949
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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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#154 |
Student
Join Date: Jan 2013
Posts: 153
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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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#155 |
Relic Hunter
Join Date: Nov 2007
Location: England, UK Gender:Male
Posts: 7,525
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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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#156 | |
Tomb Raider
Join Date: Apr 2012
Location: Insanity
Posts: 10,297
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#157 | |
Relic Hunter
Join Date: Jan 2006
Posts: 6,949
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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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#158 |
Hobbyist
Join Date: Jun 2022
Posts: 9
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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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#159 |
Historian
Join Date: Feb 2008
Location: Portugal
Posts: 341
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#160 |
Hobbyist
Join Date: Aug 2020
Location: Curitiba, Brazil
Posts: 41
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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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