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  1. #21
    EmuTalk Member R-II's Avatar
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    Well I've gone back several times over the past few months trying to wrap my brain around this block and I still havn't really gotten anywhere. Here's a sample of what I'm dealing with:

    Code:
    BLOCK 27.3
           time                                                      *     *
      0:   0.000,    0,    0,    0,    0,    0,    0,    0,    0,    0,    0
      1:   3.000,    0,    0,    0,    0,    0,    1,    0,    0,    0,    4
      2:   5.000,    0,    0,    0,    0,    1,    0,    0,    0,    4,    4
      3:   6.000,    0,    0,    0,    0,    1,    1,    0,    0,    8,    2
      4:   9.000,    0,    0,    0,    0,    2,    1,    0,    0,   10,    4
    This is the animation frame block - the starred collumns index and give the number of block 27.8 entries per frame, respectively.

    Code:
    BLOCK 27.8
          Hex      Signed Bytes          Unsigned Bytes    Float
      0: A9020202 ( -87,   2,   2,   2) (169,  2,  2,  2) (  -0.000)
      1: 37E9EBE8 (  55, -23, -21, -24) ( 55,233,235,232) (   0.000)
      2: 11010200 (  17,   1,   2,   0) ( 17,  1,  2,  0) (   0.000)
      3: 48030016 (  72,   3,   0,  22) ( 72,  3,  0, 22) ( 134144.344)
      4: 11FDFEFE (  17,  -3,  -2,  -2) ( 17,253,254,254) (   0.000)
      5: 00000000 (   0,   0,   0,   0) (  0,  0,  0,  0) (   0.000)
      6: 0000000A (   0,   0,   0,  10) (  0,  0,  0, 10) (   0.000)
      7: 00000000 (   0,   0,   0,   0) (  0,  0,  0,  0) (   0.000)
      8: 00000001 (   0,   0,   0,   1) (  0,  0,  0,  1) (   0.000)
      9: 00000220 (   0,   0,   2,  32) (  0,  0,  2, 32) (   0.000)
     10: 00000220 (   0,   0,   2,  32) (  0,  0,  2, 32) (   0.000)
     11: C176554A ( -63, 118,  85,  74) (193,118, 85, 74) ( -15.396)
     12: 4161E6C0 (  65,  97, -26, -64) ( 65, 97,230,192) (  14.119)
     13: 00000001 (   0,   0,   0,   1) (  0,  0,  0,  1) (   0.000)
    This is the evil block that supposedly represents animating the model. I converted the values to a few different types for examination, but nothing's really jumping out. I'm suspecting there may be mixed types among the block, but that wouldn't agree with any of the frame indexing (but the indexing itself looks like it's meaningless based on some general patterns I've seen). I also suspect this somehow indexes the scenegraph, but I havn't figured out how. Another thing is that some of the values near the bottom of the block appear to be floating point, but it's very spotty at best in test cases. If this was to directly manipulate the scenegraph however, all the values would have to be floating point apart from indexes, so there's more going on...

    Anyway I know it's a lot to chew, but I'm hoping someone that knows more about animation can give me some better ideas at how to tackle this. You can of course get limitless examples of these blocks by using util->data view in the PM Viewer and scrolling towards the bottom.


  2. #22
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    it's good to know you're still working on this, R-II. I really like this tool.

  3. #23
    EmuTalk Member BlueFalcon7's Avatar
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    i found a program that makes TPL files its at http://www.webtech.co.jp/eng/store/index.html nice job on the TPL viewer the only problem is that it gives me the "win XP has encountered a problem and needs to close" Im running a Ge Force MX 200 if thats the problem, i had the same problem with thakis' BMD viewer

  4. #24
    EmuTalk Member R-II's Avatar
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    It's not a TPL viewer actually, it's a 3D model viewer for Paper Mario 2. Allthough the model's textures are all stored in TPL files.

    I don't imagine my code is terribly different from Thakis's (allthough much messier), so I couldn't say why you'd be encountering problems. Maybe it has something to do with your OpenGL support?

  5. #25
    EmuTalk Member BlueFalcon7's Avatar
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    i noticed that there were .tpl files in f-zero GX, for some reason its not working - not even on my friends computer (nVidia Ge force FX 5200) could you check it out?

  6. #26
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    he just mentioned that this program is not a tpl viewer, and it's for paper mario only...

  7. #27
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    I'm probably bringing up old and known but just a quick question. Is this even still going?

  8. #28
    EmuTalk Member R-II's Avatar
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    At some point the curiosity will get the best of me and I'll take another stab at those cryptic numbers.

    I also want to see if I can make the textures 'crisper'. And maybe solve the speed bottlenecks. And a couple other little things. But at this very moment I'm not working on it.

  9. #29
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    Better late then never. Heh. Good to know that you want to keep at it. May I assume that couple of other little things includes the messed up Mario files? ;D

  10. #30
    EmuTalk Member SarahHarp's Avatar
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    Omg this is ironic..!
    I was seriously thinking of this type of thing (however for a differnt game - MP2:E ) though I was going to try something more along the lines of a model 'ripper' instead of 'viewer' (so I can edit the polygons in Maya).
    However... I have NO idea how to get inside the .gcm file and look for/obtain the vertex data and whatnot (I mainly just need the Samus model.)
    If you could elaborate or PM me on how exactly you did this I would GREATLY appriciate it.

    Thanks.

    Sarah.

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