Author Topic: [Halloween]: Ultimate Ghost'n Goblins Intro  (Read 28369 times)

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Offline hellfire

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Re: [Halloween]: Ultimate Ghost'n Goblins Intro
« Reply #20 on: October 13, 2009 »
Found this today and it's sooo cool!
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Offline combatking0

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Re: [Halloween]: Ultimate Ghost'n Goblins Intro
« Reply #21 on: October 13, 2009 »
A classic - can it be beaten?
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Offline Shockwave

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Re: [Halloween]: Ultimate Ghost'n Goblins Intro
« Reply #22 on: October 13, 2009 »
I really hope that Stormbringer will finish this remake one day :) He got quite a long way with it (further than you see here), I was lucky enough to watch a preview last year. I believe it's been put on the back burner for now.
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Offline Clyde

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Re: [Halloween]: Ultimate Ghost'n Goblins Intro
« Reply #23 on: October 14, 2009 »
What a fab first entry.

I've fond memories of the originals on C64, and I absolutely adore this tit bit!
That font rocks dudes, am loving your text effects.

All the very best to you,
Clyde.
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Offline combatking0

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Re: [Halloween]: Ultimate Ghost'n Goblins Intro
« Reply #24 on: October 14, 2009 »
I think this was entered a few years ago, but the thread has been revived. Worth a second viewing though.
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Offline Shockwave

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Re: [Halloween]: Ultimate Ghost'n Goblins Intro
« Reply #25 on: October 14, 2009 »
Yes it was an entry to the halloween challenge a couple of years ago.
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Offline Clyde

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Re: [Halloween]: Ultimate Ghost'n Goblins Intro
« Reply #26 on: October 14, 2009 »
Im the same as HellFire, missed this the 1st time around.
For the latest comp look out for [SPOOKY]
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Offline Praecor

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Re: [Halloween]: Ultimate Ghost'n Goblins Intro
« Reply #27 on: October 30, 2009 »
beautiful!! oh why these games didnt stay forever
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Offline stormbringer

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Re: [Halloween]: Ultimate Ghost'n Goblins Intro
« Reply #28 on: November 11, 2009 »
yes I'm working on the full game.. but I wish I had the amount of time required to finish this utopic project.

The problem is that I ripped the textures and 3D models from the PSP game by Capcom... I'm not sure I can release this so easily without having some unpleasant lawyers knocking at my door.

Anyway, testers are welcome.. need to find a way to publish a version with the 40MB zipped textures and objects... any idea?
We once had a passion
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Offline Shockwave

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Re: [Halloween]: Ultimate Ghost'n Goblins Intro
« Reply #29 on: November 11, 2009 »
find a way to publish a version with the 40MB zipped textures and objects... any idea?

Yes, if  you upload it to retro-remakes with your ftp account I'll password protect it and we can publish the password here somewhere to stop bots downloading it and eating the bandwidth.
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Offline Voltage

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Re: [Halloween]: Ultimate Ghost'n Goblins Intro
« Reply #30 on: November 12, 2009 »
Let us know when it's available for testing.  This is some great work stormbringer.

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Offline combatking0

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Re: [Halloween]: Ultimate Ghost'n Goblins Intro
« Reply #31 on: November 12, 2009 »
Yes, if  you upload it to retro-remakes with your ftp account I'll password protect it and we can publish the password here somewhere to stop bots downloading it and eating the bandwidth.

If you want I could mirror it.
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Offline Shockwave

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Re: [Halloween]: Ultimate Ghost'n Goblins Intro
« Reply #32 on: November 12, 2009 »
K+ Thats kind of you.
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Offline combatking0

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Re: [Halloween]: Ultimate Ghost'n Goblins Intro
« Reply #33 on: November 12, 2009 »
Thanks. Please PM me when it is ready, in case I don't spot it right away.
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Offline Dr.Death

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Re: [Halloween]: Ultimate Ghost'n Goblins Intro
« Reply #34 on: November 13, 2009 »
I am happy to help test it out m8.
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Offline Clyde

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Re: [Halloween]: Ultimate Ghost'n Goblins Intro
« Reply #35 on: November 13, 2009 »
Funnily enough it's Fri 13th and Mark Cooksey's version of Ghost N Goblins is playing on nectarine radio.

Im looking forward to seeing your remake dude.
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Offline relsoft

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Re: [Halloween]: Ultimate Ghost'n Goblins Intro
« Reply #36 on: November 24, 2009 »
Jop, i told Stormy to implement some loading bar after checking the last preview , but due lack of time it didn´t make it.

Well, expect some full playable version in the future ;) :updance:

Most of the gfx are taken from the capcom psp version, i fixed some small things and made the font.

How do you rip gfx of PSP CSOs/ISOs?

Nice screenies BTW.
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Offline stormbringer

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Re: [Halloween]: Ultimate Ghost'n Goblins Intro
« Reply #37 on: December 04, 2009 »
@relsoft: the ISO contains what is on the PSP game CD. Usually in there you have a couple of folders that are necessary to boot up the game and then a huge file, which is the game archive. Not all the games have the same structure though.

The game files can be compressed, although this does not always happen because there is enough room on the CD for the game. Most of the time, the game data is just aggregated with the code in the archive.

What I did for a start was to open the huge binary with a hex editor. I usually start with this method to detect visually the structure of the binary. In this case, one can quickly observe that the huge file is a id/chunk structured file. there are 4-bytes signatures for chuncks followed by what could be sizes for the chunks or offsets. Very similar to file formats derived from EA-IFF on the Amiga.

While looking further in the file, I observed portions that looked like a binary mess, usually where the game code is. Then large (even huge portions) with more regular patterns, usually where the graphics are... and suddenly I stopped in a region that looked like a knight's helmet! That was the first hint for a game like Ghosts'n Goblins, wasn't it?? I saved that part of the file as a RAW image and opened it in Photoshop. Indeed, it was a knight's helmet. I then continued in the binary file and found something that looked like a sword or a stick. This time it wasn't just luck. I was simply looking at some of the bitmaps in the file. I did the same thing with Photoshop, and yes, it was a sword. Colors were not right, but the shape was there.

Then I looked again a few bytes before the beginning of the portion where the helmet's data was and found a signature that said "PIC" => gotcha! Looked like  I found the header of a bitmap file. I compared that with the data portion where the sword was, and found the same thing! Then I started to look at the bytes after the signature and found some classic numbers there: 32, 64, 128 etc... classic texture dimensions for a console game.

After this small success I wrote a small ripper that looked for the signature and  extracted the RAW data using these magic numbers. I ran the small piece of code and my little exe started to spit dozens of files. Some worked, some not. I got helmets, potions, weapons, wall textures, etc.

The files that did not work, were of two kinds. Some were just a mess of pixels, others were almost ok, but not perfect. However these almost perfect bitmaps reminded me a lot of RGB16/RGB15 encoding used in the Targa file format. Again I tried to look at the bytes near the file header and yes, I found that there was an extra byte that was set on some specific value for the images that were ripped fine, another value for those that worked almost and a third value for those that did not work well.

Again I refined my code and tested the possible case of RGB16/RGB15 encoding. And... it worked... I was now getting over a thousand textures.

I then started to look on the net about PSP file formats and did not find much, except some hacked tools to change the PSP themes. There I got more information about the picture file formats. I improved my ripper and also observed that in the package, there were other file formats, like PNG, true TGA and the PSP format GIM (GIM... IMG.. IMaGe.. well intuition worked well).

I then searched over the internet and gamer forums about all this... very little information... but found a link on a chinese website. All was in chinese, but the re was a brief description of the GIM header. Byte offsets. But the description was in chinese. It was time to use some online translation to reveal some secrets. And secrets were revealed. The guy that posted that on the internet was apparently working for Sony in China. He must have been part of the team in the test dept of Sony's factory... That became really exciting. The translation was very poor of course, but the website mentioned a zip archive that was part of the SDK for the PSP, where the format was described! Of course no link of that SDK.

I then searched for that zip archive and found two interesting links. One on the Sony's PSP website that was talking about the SDK for game developers and briefly described the contents of it. One could request to become an official PSP developer to obtain the SDK, but besides the fact that you had to pay for it, Sony does not guarantee you that you will become an authorized developer. Their decison is really up to them and they could simply refuse your request because they do not see a fit between you and their goals! Great, forget about Sony!

The second link was leading me to a russian website! Ahaaaa... That was easier to translate! The website mentioned that someone, somewhere had the zip archive I was looking for... because he was part of a team that worked on a game for the PSP! Classic thing... it happened during the Amiga day... game developers were former hackers and often the information got out of secrecy through these obscure pipelines.

I then started to seach for the zip archive, the handle/nickname of the "famous" source and a few porn sites later found a hidden page with the zip archive! Bingo! I opened the zip file and heard the heaven's bells ringing! It was the actual C headers that described the file format!

Back to my little ripper, I started to improve it and found that the bitmap files were using the texture format required by the graphics pipeline on the PSP. Several references in the header files gave me links on the Homebrew PSP websites. There I found about the PSP internals and data formats. That helped me a lot and I perfected my ripper. I learned that there was a 3D object file format, the GMO. But that is another story...
We once had a passion
It all seemed so right
So young and so eager
No end in sight
But now we are prisoners
In our own hearts
Nothing seems real
It's all torn apart

Offline Shockwave

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Re: [Halloween]: Ultimate Ghost'n Goblins Intro
« Reply #38 on: December 04, 2009 »
That's a scary amount of determination right there, but it's nothing more than I have come to expect from you.

It's really great to have the story of how you unfolded the information you needed and made your own ripper to grab it all.

This is the best post I've read for a long time K++
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Offline stormbringer

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Re: [Halloween]: Ultimate Ghost'n Goblins Intro
« Reply #39 on: December 04, 2009 »
@Shockwave: thanks mate! GnG is my favourite game ever. Determination in this case was easy to have for me and the actual search for information was really exciting.

After this success, I went to a game shop and bought a PSP and Ultimate GnG, the PSP version of the game. It was important for me to understand the game visually in order to have a better understanding of the data I was getting out of the archive.

While I started to get the textures out of the game archive I also noticed that the textures were duplicated in a lot of places. That seemed weird because I did not understand first why they were not just stored once. I also read a bit more about how Capcom worked on the game. This helped me a lot. Capcom split the game in levels. Each level was given to a specific team that had the responsability to develop it. It made then a lot of sense. When you play the game, the game loads the levels one after another. Sometimes the same objects/characters appear again in different levels but with different colors/textures. Looking again in the binary, I observed then that the levels were stored as entities in the final package. Each one had its textures and 3D objects, even if they were duplicates.

The real challenge was for the 3D objects.. I naively started to reproduce the 3D objects manually.. some simple ones.. like a bridge element and used the freshly ripped textures. After a few funny hours I understood that it was not realistic to rebuild the game that way. While I clearly dropped the possibility of reusing the code (after all it was all compiled for the PSP, how could I reused it??), I felt that it was mandatory to get the specs for the famous GMO objects (the actual 3D objects).

During my research, I also understood a lot about the PSP graphics pipeline. Through the Homebrew PSP SDK, I learned that PSP graphics pipeline was similar to OpenGL, not to say that it was highly inspirated from it.

 
We once had a passion
It all seemed so right
So young and so eager
No end in sight
But now we are prisoners
In our own hearts
Nothing seems real
It's all torn apart