What's new

Daytona USA AEP Community project

MasterPhW

Master of the Emulation Flame
Some members (including myself in future) of AEP-emulation are working on the first announced texture pack for an Arcade game.
It works only with Model 2 emulator 1.0 (of course, only arcade emulator supporting texture replacement at the moment) + Daytona USA and here are some screenshots.
I keep you informed. :)

d571-37.jpg
;)
Original :
d571-38.jpg

High-Res :
d571-39.jpg

More screens after the break in the spoiler!
  Spoiler:
grass in 512x512
emulatormulticpu2011010.png

rocks in 512x512
emulatormulticpu2011010.png

Streets and more in 512x512
emulatormulticpu2011010.png

tree replacement, but still some alpha channel problemes.
daytona031.jpg

daytona032.jpg

And new advertisment aswell. :)
daytona033.jpg

new underfloor
daytona009.jpg

new tires and textures
daytona018.jpg

new start number with a little error... who can see it? ^^.
daytona022.jpg

Hornet, Gallop, 41 and tire marks (still in the work)
daytona030.jpg

some more
daytona014.jpg

daytona018.jpg

daytona004n.jpg

Hope it will bring some live to our new sub board. :)
 
Last edited:
OP
MasterPhW

MasterPhW

Master of the Emulation Flame
I'm lazy and just state the readme:
Texture replacement

The texture replacement file is a file named like the romset ended in .pat in the SCRIPTS folder (ex: daytona.pat)
Each line of the file indicates a texture replacement. The format is

ID1 ID2 Format Filename

ID1 and ID2 are the ID pair used to identify the texture to replace
Format is
0 if you replace the texture with a grayscale texture, so it's handled through the model2 coloring pipeline (like original ones)
1 if your texture is already colored. Then only lighting will be applied (linearly) to the texture
There is no restriction to the size of the new texture (apart from your videoram)
Filename is the name of the file to use as texture (.png). Alpha transparency is supported for Format 1 (colored) textures.

In order to make a texture replacement, you need to know the ID pair of the texture you want to replace. To know the
ID pair, first dump the texture cache from a running game using the Game menu option "Dump texture cache".
This will dump the cached textures in png format to the TEXCACHE folder. The file name of the dumped files is ID1_ID2.png
that way you can get the IDs and the corresponding texture as base for replacement.
The .pat files are read on game load, so you need to re-load a game to see the new textures.

You can start a line with // indicating a commented line,and it will not be processed
:p
 

Top