Author Topic: [Halloween]: Ultimate Ghost'n Goblins Intro  (Read 11583 times)

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Offline Rbz

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Re: [Halloween]: Ultimate Ghost'n Goblins Intro
« Reply #40 on: December 05, 2009 »
Exactly what Shockwave said  :)

A true hacker (the good one) among us  :clap:
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Offline stormbringer

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Re: [Halloween]: Ultimate Ghost'n Goblins Intro
« Reply #41 on: December 05, 2009 »
@rbz: I wish I was a good hacker.. but actually I was just curious and well motivated for this investigation.

Now for all of you who want to get into this, I will not spread any code that does not belong to me here, especially when the source belongs to a company with an army of lawyers... but if you still want to open the gates of hell, just google for this:

pspdevsrc1.zip

You will get the SDK ;)

The SDK is written in C but it heavily relies on the PSP internals. So it won't compile in a snap of fingers on your PC. Now if C and OpenGL are familiar to you, it should be fairly easy to understand what's in there and rebuild something similar for PC.

Once I got the SDK, it became an "easy" task to extract the textures and 3D objects. It will still take you hours (if not a few days) not only to adapt the core of the SDK but also to understand how to use it.

During the 2007-2008 winter holidays I spend 10 days trying to rebuilt this and finally made it. I managed to get the objects displayed through OpenGL with textures and lighting and also understood the difficult part: how animation works.

Once I had all this, I started on the most exciting part: rewriting the game.... and ohh man! that's the biggest challenge.

The first step was to rewrite the SDK portions with my own code just for the sake of being able to develop properly. Why? well because on the PSP lots of things are stored in a PSP friendly format (vector arrays, coordinate textures, etc). The PSP being limited in resources, some things are packed/compressed, rearranged to use the PSP hardware. These things do not exist on PC.

After this huge amount of work, I realised that I could not rewrite the game without writing some more tools to build the game levels. As a matter of fact, the game levels are made of various 3D objects, not just simple bitmap tiles. So it was obvious that an editor was needed. I'm still working on this as I write. But how exciting.


Here is a preview that Shockwave was talking about:

http://rapidshare.com/files/316528325/media.zip.html

As Rapidshare is limited in terms of download and since the archive will be removed after 90 days, it would be great if one of you could mirror this in a place that is more reliable.

Comments awaited!
We once had a passion
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Offline Shockwave

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Re: [Halloween]: Ultimate Ghost'n Goblins Intro
« Reply #42 on: December 05, 2009 »
Why don't you just upload it to your webspace (retro-remakes) mate?
Shockwave ^ Codigos
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Offline benny!

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Re: [Halloween]: Ultimate Ghost'n Goblins Intro
« Reply #43 on: December 06, 2009 »
WOW ... that looks very impressive. I am a sucker for easy
controllable jump and runs with offers 2D gameplay but show
the scenery in 3D.

It would be cool to see this project being finished! Good work,
Stormbringer!
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Offline Clyde

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Re: [Halloween]: Ultimate Ghost'n Goblins Intro
« Reply #44 on: December 06, 2009 »
it would be nice to put this into debug and testing, as i keep thinking were still in Haloween mode ;)
Still Putting The IT Into Gravy
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Offline padman

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Re: [Halloween]: Ultimate Ghost'n Goblins Intro
« Reply #45 on: December 06, 2009 »
Fuck rapidshare. I tried a zillion times to dl it and it always tells me that all download slots are already taken and I should either wait another 2 minutes and try again or become a premium user.

Edit: Yay the dl finally worked. Great stuff!
« Last Edit: December 07, 2009 by padman »
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Offline Shockwave

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Re: [Halloween]: Ultimate Ghost'n Goblins Intro
« Reply #46 on: December 07, 2009 »
it would be nice to put this into debug and testing, as i keep thinking were still in Haloween mode ;)

This post is in it's correct forum.
Shockwave ^ Codigos
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