Hey everyone, just wanted to leave an update on Genesis here here where you can all see it. First off, sorry Genesis is taking so long. I wanted to release it before September, but I've been so busy lately as I'm preparing to move out to study. I've been way behind on its updates, I did some fundamental restructuring that broke some of the live editing stuff; it's extremely close to being fully functional again though. Genesis still exists, it will release, and when it does this channel will be the first place to find it. It'll be a video so you won't miss it. A slightly updated SpyroEdit will be there too, with some bugfixes and maybe some QOL improvements here and there. I'm working on it little by little. Thanks all for your patience and support!
Thank you so much! I'm so happy knowing that people like you are able to do this sort of thing to make this game and community alive. From the bottom of my heart, thank you!
would this work with a rare ROM of the greatest hits version of Spyro 3 with all of the soundtrack and no reused music, every part of the game has it's own music track, even the Sorceress battle has its own music track, but would Spyro Edit and Genesis work with the greatest hits version?
I just tried this out with my new laptop and had tons of fun! I spent a few hours destroying levels with the powers(Demo Mode was hilarious!), and messing around with the lighting. Multiplayer does nothing for me right now, but I'm definitely looking forward to it when it gets implemented. However there are some things that bothered me. You may know about this, but when changing the lighting, fog, or sky once it messes up when trying to do it again. My biggest complaint is the extreme lag, which isn't my laptop's fault since games ran smoothly before I used Spyro Edit. (It could be due to me breaking the rules a bit and running Spyro Edit on ePSXe 2.0.5, and using the Greatest Hits version of Spyro 3. I'm such a trouble maker. :P) Still though, you really blew my mind with everything. I had a lot of fun with this. Keep up the great work!
Could we get a small progress update? It's been about 6 months since the last one and I've been very interested in hearing any update even if we don't get the update yet
Hey Harley. I feel so bad about that! I haven't made much progress at all since I began studying. Been so busy between essays, game projects, team projects, reports and getting my social life on track. I'll open-source the latest version of SpyroEdit to GitHub ASAP so that everyone has access to up-to-date versions, and more programmers can contribute to it if they like. Genesis I haven't decided yet, because it's such a big project, made up of so much of my own time and effort. My personal and family life is stressful--I'm not well-prepared for my future, so can't predict when or if I'll focus on polishing and releasing Genesis. I'm pushing through many new and difficult things in real life that are essential for me to develop as a person. It's scary--being home tutored and living in a stagnating household had put me way behind in my social and life skills. Moving on with all that, I hate to say it, had put Genesis on the bottom of my priority list a while ago. I don't think there's even that much work left to do on it, just finding the time and space to do it has been tough. To be honest, realistically, I'm on the verge of quitting, but I'm totally not ready to do that. I want to release it to you guys. I bet I'm just gonna spontaneously work on it for a couple of weeks and then it'll suddenly be out. It's weird but that's how I seem to work! Thank you for your patience--it has been way too long at this point. That's the actual reason. I know it's not a great reason. 5-10 years ago I had much more time and dedication, but my priorities changed. Although I still love Spyro and can't wait for the inevitable remaster :) tl;dr, I'm getting on in life and managing my priorities. I'll do what I can when I can, probably on some random Tuesday in the vague cosmic future. Thanks for bearing with me.
Hey man take your time no need to rush. Personal priorities should always come first, these kind of things can wait, just manage on getting your life in order. I have been following you for a long time and just wanted to say the spyro hacks and content you have provided us with is definitely dope indeed. You along with Kly_men_c0mpany and several others are definitely contributing pioneers in the spyro community. Quick question regarding genesis though. In the short preview you had shown us of Genesis you were able to take specific models and modify the environment to your liking. Does this also mean that when Genesis is released we will be able to highlight specific models out of the spyro environment and import them into a 3d program such as blender, etc? There's also a youtuber that goes by the name of "Werelion2367" His channel focuses on modding specific playstation games and using scripts to convert and extract said models from specific games. I know he has been able to extract different models from Spyro: ETD, I'm not sure if he has been able to do the same for the original ps1 games. Maybe you could reach out to him for some help, since he's pretty competent in the same realm of domain as you.
Is it possible that you could take the textures from the beta Sgt Byrd and put it on the final Sgt Byrd textures? I really like the beta design from Sgt Byrd
Not sure if bug or not but in multiplayer other playeable charachters don't show for example shiela I'm guessing the multiple spyro in multiplayer is spyro only?
Hey, so there's something I've noticed on both texture hacks I've tried to work on regarding low quality and high quality textures. gfycat.com/GratefulBackCooter When I walk away from things, textures change like the LQ is different to the HQ. The weird thing is that I'm only doing the editing with the one sole image, so I'm not sure where the discrepancy is. Do you have any idea about it? Could I perhaps be missing a texture or using a texture that is only half-sized? Also you probably already know this, but if you repeatedly press "load scene textures", there becomes less and less palettes every time.
Hey CrystalFissure, that looks like it might be related to the tile-reuse thing. While the HQ texture accepts the first version of a tile that it gets and re-uses that if it encounters the shared tile again, the LQ one uses the full image from the texture bmp I believe--in fact the LQ one should be more accurate. Could you upload the textures? Yeah I'm aware of the palette degredation, hopefully it won't happen when/if I write a better routine for the palette selection. Taking some time off from major fixes for now though :)
Yeah it's happening with pretty much every hack I make. I went back and tested it on an older level ("Snowy Beach") and it was quite dire. See that half image in the video too? Changing that doesn't fix much. It seems like a minor technical error, but as you said, take your time off and there's no rush to fix everything of course. Just wanted to point out the errors for when you eventually move ahead with more fixes/changes. Video: streamable.com/heicv
Ah that is the tile reuse problem in play...there isn't much I can do to fix that due to the limited vram. The problem in that specific example is the texture immediately below and left of the top-right one. The bottom-right of that texture reuses the sand texture you're replacing. Since SpyroEdit accepts the first tile it sees in the case of reused tiles (starting from the top-left) you're seeing that patch in the regular sand. You can see the link between them if you hover over the offending tile. You can workaround it if you can find a way to blend your new sand-replacement texture into the bottom-right tile of the top-right. Until there's a proper fix for this (to be honest, outside of the possibility of detecting new re-used tiles and rearranging them [slow and prone to pixel-inaccurate user error], there might not be one) I'll add conflict detection into the texture viewer to make it easier to catch the offending textures :)
Damn, thought so. This wasn't a problem in previous versions so I'm guessing it's due to the new one-image system. Out of curiosity, can I use the separate image method and then still reap the benefits of the "shuffle/generate palettes" thing? Because it's still an improvement on older versions of SpyroEdit texture replacement. Your potential workaround though does sound good, so whenever that is released, I'll try it out. It's just unfortunate that there are so many infringing examples; VRAM is so annoying! Cheers!
No problem, yeah you can do that, although I'm pretty sure it was still a problem in the separate-image method too. In a way it probably saved some trouble by not allowing multiple edits of the same tile (can't remember), but not without making the whole process of replacing textures much more tedious. The problem is avoidable in single-texture editing by replacing tile duplicates with the same texture, or ignoring them but ensuring that the surrounding tiles in other textures with the duplicate tile would match the replacement of the first one. Later I'll add a feature to optionally strip duplicate tiles from single-image textures, only leaving the first instances, which should hopefully make the root of the problem more visible :)
Yoo Harley201, my life's been busy, but since this video I've made stability updates and started prioritising animation support for Genesis. There's some UI updates as well so it looks a little different to the last video. The animation features themselves aren't relevant to SpyroEdit, but the pieces are coming into place for better structure and therefore stability and the overall program is always improving. It's still a fairly long road ahead unfortunately but I think it'd be a bad idea to release it in a buggy state. Thanks for asking :)
I don't suppose there's a time window for the release of Genesis in Spyro Edit? Like maybe just a ballpark guess? I don't want to rush you cause you do more than your fair share of work for the Spyro community, Genesis was just the thing that really grabbed my attention most about this update is all
There isn't at the moment, sorry! Ideally it would be a few weeks, but it could turn to months because just about every bugfix and feature is followed by a new set of free bugs. And even when Genesis is cleaned up, the Spyro side of things will still be very buggy.... it's gonna be rough going!
+LXShadow Im trying to set it up, but im confused with the graphics plugin part: " copy and paste your favourite graphics plugin in the plugins folder. Rename the copy to Spyro3GPU (.dll if extensions are visible). Place gpuSpyroEdit alongside it in the plugins folder. " i don't quite know what it means by " Copy favorite graphics plugin in the plugins folder" bit... could it be better explained to a less (0%) experienced user like me? ( Also, does it matter if i rename it to spyro3gpu EXACTLY? Because of the 3 im not sure if it'll comply with spyro 2)
Hey there Puffy, so when you use an emulator you usually need to use a graphics plugin, for example gpuPeteD3D.dll. The problem is if you set the emulator's graphics plugin to SpyroEdit--which you need to do--the emulator will use SpyroEdit, but still isn't using a real GPU plugin. To solve this, SpyroEdit will load another GPU plugin automatically. It will try to load 'Spyro3GPU.dll' from the plugins folder. So what you need to do is find any GPU plugin that you want to use with SpyroEdit, rename it to Spyro3GPU.dll, and run :) Good point on the Spyro3GPU by the way! That's because SpyroEdit used to support only Spyro 3. In actual fact the game doesn't matter, the plugin only needs to be called Spyro3GPU.dll.
Oh thank you! i figured this all out with the help of Steve Blockhead yesterday!. though however, in the pal version of spyro 2, it crashes if i play any level that's not glimmer or summer forest. (ntsc version works fine, though the object selector doesn't seem to wok for that version). spyro 3 pal works wonders, though still images like "adventure continues" or the storybook stills jitter around. cant wait for genesis to be finished! would be sooo stoaked if it could export object & character models straight from the game itself so it can be used elsewhere! also, in the future: do you ever intend to later develop a side tool that would somehow allow one to edit both Colour.clr files and Sky.sky files? been curious about how doable that'd be
Oi, I've got another question for you. Right now I'm exploring the hidden levels, but it seems you haven't listed all of them in the level replacement text file. At the bottom you describe levels like "test_jp", but it isn't on the value list. Is there something I'm missing?
Hey I must ask you why, whenever I enter a level, the game crashes. Both in Spyro 2 and 3. No other problems though, so far. But then again, I haven't been able to try anything out on other levels than Glimmer and Summer Forest and Sunrise Spring.
Hi, does this happen both with and without SpyroEdit, and are you using the PAL versions of the game? If the answer is yes to both, you've gotta make an M3S or SBI file for each game you want to play, and set up the CD-R plugin to use it. Pete's CD-R plugin can do both those things. :) If the answer's no however, well darn, I've got more bugs to fix? D:
How can i move the objects in the world? It's possible to hack the game so that spyro can have the power ups (fliyng, invulnerability, supercharge,ecc.) in every world?
On the Objects tab use the Find Nearest Objects button to identify the objects near to you, type in the ID of the object you want to move and click the Drag with Spyro checkbox to move objects. It's not possible to use all powerups in all levels with SpyroEdit, but you can probably find GameShark codes online for infinite invulnerability and also a Moon Jump which is a decent alternative to flying :)
Thanks! For power ups i managed somehow to get Invincibility and Superflame to work anytime, anyplace (thanks to cheat engine). I had no luck with Superfly and Supercharge (they work properly only on some worlds). Also with cheat engine i can freeze my current height so that spyro can never fall down and can fly indefinitely but it's not the same as the Superfly power up :(
Hi LXShadow when I am using SpyroEdit 2.0 with Epsxe and whenever I am playing Spyro 2 and 3 with SpyroEdit 2.0 I am getting lots and lots of lag while playing both Spyro 2 and 3 what am I doing wrong. Help please
Hi Kyle unfortunately it's impossible for me to tell without further information. Generally SpyroEdit should be fairly fast but it can lag while the Status tab, texture viewer or VRAM viewer are open. If those aren't open it might just be that your computer's too slow? Try switching up the plugins--there's a slim possibility that your GPU plugin is configured too intensively or that the SPU or CD plugins are throwing SpyroEdit out of sync.
Hey, so I'm probably not gonna make a video on it but can you explain what you're trying and what's happening in response? I'll update the guide later if it missed anything :)
It is the graphic part Where it should be renamed with Spyro3GPU. I rename gpuPeteOpenGL to Spyro3GPU and put it in the plugins and it doesn't show up. I also have epsxe 1.6.0. What am I doing wrong?
spyro3gpu won't show up in the plugin list (actually it will, but it'll look like a duplicate of the original plugin). Have you put gpuSpyroEdit.dll in the plugins too? That's the plugin you wanna use. SpyroEdit is the video plugin to use, spyro3gpu is the plugin that SpyroEdit uses in turn.
Yes gpuSpyroEdit is in the plugins too. Oh and when I try to test or configure it I get a message that says epsxe stopped working. Also when I try to run it I get a error message that says: * Error loading [plugins\gpuS0?'☥Edit.dll
Only issue I've run into with this is for some reason a lot of times when I boot up Spyro, Spyro Edit's main menu seems to have not loaded properly and 90% of the program doesn't work. Only one Power thing works, the irreparable thing. I've got it to work once by downloading a fresh rom and it hasn't worked since. Seems to have to do with configuring the SpyroEdit video plug in as that seems to change how broken/not broken it is.
The menu thing actually happens to me sometimes as well, but the features themselves work fine. I can't currently replicate the bug in my version though. What emulator are you using?
Ah, that seems to work more consistently! I think part of the issue lied in how I tampered with the plug in video settings. Also, while I've got you here, are you planning on adding more fun things to this? For example, powers - perhaps unlimited flying/fireball? Dunno, just shooting stuff out! The bug seems to happen if you open your emulator (for example mine is epsxe), I configure the plugin video settings and then run your game. It always works for me if I configure the plug-in, save changes, and then close the emulator and then open it again before running the game. So basically configure and then run = unresponsive SpyroEdit menu, configure, close emulator, open again and THEN run = it works. Sorry, I suck at explaining things so I just worded this out like this.
What program do you use to edit the textures with? I'm using Gimp and after I export the image and try to load them the textures are corrupted in the game, it's not anything i'm adding to the textures cause i'll take the image and export it with no modifications made at all and the exported image's textures would still be corrupted. I imagine it's some export settings in gimp that i'm not setting correctly
The problem i'd ran into using Gimp to edit and export the images was, when I would export an image as a BMP, it would give me a set of export options to look at and I had to check under Compatability Options and check the box that says "Do no write color space information" and then under Advanced Options I had to specifically check the "R8 G8 B8" box under the 24-bit color tab. My problem was that I either wasn't checking the color space information box or checking the correct option under the 24-bit color information tab.
Me and a friend are trying out multiplayer. We got the same versions whenever he joins his espxe freezes and he can still hear sound. I can see his spyro model but it's just frozen in an animation
Hi, really hard to guess the error, but has your friend tried changing their graphics plugin to e.g. Pete's OpenGL? I'm running Windows 10 with an RX 480 and for some reason the D3D plugins are prone to freezing visually on my system ever since I upgraded my graphics card from an HD 6850.
ah and I'm guessing he is running the same. But we did got it working only problem is he can see me but I can't see him I can only see things he destroys or so such as vases and baskets.
Hmm just a guess but that sounds like it's due to a missing function from your emulator. What emulator (including version) are you using? Edit: Scratch that! Seems there's a problem in the release version. I'll fix it when I can. Thanks for the tip!
Hey, i tried to compile the files.. but i'm stuck with the headers files for GenLib.. is it possible to get them? Maybe i'm also doing something wrong, i'm not sure.
Oh snap--I must've forgotten to add those. Apologies! The headers have changed radically since the last release so they won't be compatible. I'll put it on my todo list to stabilise and upload SpyroEdit's next update asap. I'll post here when it's done. Thanks for the tip :)
Hi! I don't know if I am asking too much or not but seeing that we now can edit the textures of a level made me think. Is it possible to get access to model textures and models? Is been of great interest of mine to get the old spyro models but it hasn't been possible. You know I would love to use them on other programs and stuff but thanks anyway.
Yeah it's possible for most models, and probably all models if just the base pose is wanted. I've mostly cracked the animation format but it's very glitchy, some of them don't appear right at all (Moneybags), and Spyro's animations aren't really working. Genesis will support their extraction but might not be able to export them until an export feature is added.
Ok. Thank you so much. Yeah I was interested in just the base pose. This project is amazing so keep up the good work. I don't mind waiting as much as you need to add that export feature.
That's a cool idea, but I'm not up to the job. It's theoretically possible with a lot of effort. The hacker would need to produce a camera controller, character controller, network synchroniser, and include additional data hacking for the thief to work in level areas where the thief object doesn't exist. Very challenging stuff. :)
LXShadow I Use The E3 Hub Code in The Gamecube And I See A Portal I Just Want To Know What Will Happend If I Jump Onto The Portal But The Portal Was Outside So I Just Need The Disable Wall Spline Collisions Code And The Enable Out-of-Terrain Movement Code And I Will See What Will Happend
LXShadow, have you used version control like Git? You could put SpyroEdit source in a repository someplace. I would recommend BitBucket. Version control is key with large scale software involving multiple people. I would be interested to improve on your code, if possible, being a programmer myself, although not so much into low-level stuff (I can program in C++, though + C#, Javascript, PHP, something in Python). Just interested, dunno how my time is sufficient. :P
Well, I guess a little help for him would be nice. :D By improvement I meant reworking on the structure of the code, I saw hardly any object-orientation, although the code is written in C++. Object-orientation is not a requirement, but I thought some proper encapsulation of state would be nice. In the end, it's up to him.
Heya Henri, I've thought about version control but haven't pursued it for a few reasons, the biggest one being that I haven't done it before, and another being that the Spyro community is quite small and its programming community is even smaller. There has been some cool stuff around like the sky editor and world viewer, but as far as I can tell there's no real coordination and everyone just wants to do what they wanna do (or at least I am :P). But if someone out there were to, say, take SpyroEdit and add a massive ambitious feature to it, that'd probably be more than enough reason to open it up for collaborative work :) In regard to encapsulation, IMO that's not a good idea, as long as it's my favourite throwaway hacking project at least. ;) Some things in SpyroEdit would still benefit from it and I've already made some changes to accomodate, e.g. SpyroPointer and the various struct functions in 2.0. But I wouldn't want to force it to comply with OOP rules for a few reasons: SpyroEdit is data-oriented program that's constantly changing to adapt to new discoveries in the Spyro code, it's performance-focused so that older computers have minimal trouble running it, and generally true OOP in my experience just makes it a pain to add new things because everything's split apart and needs annoying little extras like getters and setters. It's really hard working with a program while worried that it'll collapse because you made a minor change to an object used by 5 other objects in 20 functions, all while taking the extra time to ensure your next revision is future-proof from this. The benefits wouldn't offset those struggles, not for me at least; although if there's a hint of random OOP that can make certain repetitive things much easier, e.g. SpyroPointer, there's nothing stopping me from adding those--because I've set no rules :)
"Heya Henri, I've thought about version control but haven't pursued it for a few reasons, the biggest one being that I haven't done it before" You should really practice version control using Git. Once you get used to it, it becomes natural part of any programming project. Also, it makes you feel a little more secure, when you made a mistake someplace, unable to correct it for whatever reason, and then you can just revert to the last functioning version. Don't forget braching, whenever necessary! "and another being that the Spyro community is quite small and its programming community is even smaller." Wouldn't argue with that, you are probably right. :) "There has been some cool stuff around like the sky editor and world viewer, but as far as I can tell there's no real coordination and everyone just wants to do what they wanna do (or at least I am :P)" That is understandable and I have also this tendency. Makes me feel selfish. :( To me it's like getting honor and glory to yourself, "I made this, look at this", I see what you mean. :/ :) "But if someone out there were to, say, take SpyroEdit and add a massive ambitious feature to it, that'd probably be more than enough reason to open it up for collaborative work :)" Yeah, sounds reasonable enough. If I am to provide any, I'll contact! :D "In regard to encapsulation, IMO that's not a good idea, as long as it's my favourite throwaway hacking project at least. ;) Some things in SpyroEdit would still benefit from it and I've already made some changes to accomodate, e.g. SpyroPointer and the various struct functions in 2.0. But I wouldn't want to force it to comply with OOP rules for a few reasons: SpyroEdit is data-oriented program that's constantly changing to adapt to new discoveries in the Spyro code, it's performance-focused so that older computers have minimal trouble running it, and generally true OOP in my experience just makes it a pain to add new things because everything's split apart and needs annoying little extras like getters and setters. It's really hard working with a program while worried that it'll collapse because you made a minor change to an object used by 5 other objects in 20 functions, all while taking the extra time to ensure your next revision is future-proof from this." Object-oriented can be quite cumbersome, indeed. This idea of encapsulation can be benefitial for large-scale programs, due to abstractions. And then there's the state of the program, which causes annoying problems. A variable changes someplace, nested within different function calls... It's a ridiculous mess sometimes. I have heard about data-oriented paradigm, although never used it (at least not in the sense of being aware of using it), so I cannot comment on that. What I would suggest is to add a little bit of object-orientation with functional programming concepts. This avoidance of side-effects and immutability could provide more concise and readable code. I know C++ doesn't have that many functional concepts, except for like lambda expressions and constantness with const-keyword. "The benefits wouldn't offset those struggles, not for me at least; although if there's a hint of random OOP that can make certain repetitive things much easier, e.g. SpyroPointer, there's nothing stopping me from adding those--because I've set no rules :)" Hmmm, maybe I can point out something... I'd have to take a deeper look, although this can be difficult, if you change the code due some overarching redesign based on a more beneficial discovery in the games! :D Oh, and by the way, I saw no C++11 features anyway. Why not use auto, decltype and rvalue references, for example? These could enchance readability without sacrificing performance. Especially rvalue references can make the performance better. ;)
Yeah I've started practising with VS' UI-based git version control for Genesis. Still working on getting used to it, it always makes me wonder how it actually combines branches without breaking everything o.o Well dirty as it might sound, the goal of SpyroEdit isn't concise and readable code--if it was I might have rewritten it entirely, some sections of its code literally date back to 2010 before I even knew OOP. There's no big reason for me to take the time to work on SpyroEdit's code for other reasons than adding features, fixing bugs and improving stability; sometimes that does involve code cleanup and new OO, but again not really the goal, because even though it's made with 7 years of gradually improving coding habits it's still totally readable to me. It'd be a different story if it were a team project. That's not to say I disagree with your critique though. The code is pretty old and messy ;) but totally workable when you know it and relatively easy to improve and clean. I haven't used auto before which is probably why you don't see it. :P I'll probably be using it in my next project though, since C++11 is so commonplace now.
hey so can anyone help me? i have everything i need as far as i know to get this to run but when i open i get 2 errors. one says "missing texture render" and the other says "no pixel format".
LXShadow whatever one that was provided by CrystalFissure in his how to install SpyroEdit2.0 video. I'm a dumb newbie at this kinda stuff so I have NO idea what I'm doing
Yeah I am, it's part of a bigger project of mine. Making a 3D modeller is just a lot of effort. :P It'll take time but I'm gonna get a preview video out soon. Should give me the foundation to release a beta :)
I want to say yes, but I'm moving out to university this Friday and I'm gonna be so busy. We'll see. It's a programming-related course so I will likely be able to make time for it :)
Heya, so it looks like I bugged the sky load code. Will fix in next update. You can still load them temporarily by dragging the sky over the SpyroEdit window :)
Yep they're part of the Object textures :) Bear in mind however that NPCs are usually polygon-coloured and there's no way to change that at present, so while textures can be changed, changing the colours is much harder.
this is kinda off topic and you probably won't reply, but do you have a dump of the files from spyro a heros tail? i've searched everywhere i could and i couldn't find any tools or existing rips, and searching around your dropbox library, i came up with nothing.
Hi, yeah afraid not, I think I dumped the mystery .edb files though? If not I can put them on the Dropbox for analysis. What kind of files are you looking for? Btw, despite my rep of hardly releasing any videos like ever, I try to reply as much as I can in good time!
LXShadow Thanks for answering. I was actually just searching for the music files within the filelist. I tried using your decrypter, though it seems to not work with my file. I consulted your pre-calculated results and used the MFAudio tool to play that part of the filelist as audio. Though i could hear slight scratches of music, i couldn't get the settings right. I searched everywhere on the internet for tools for ripping the files from the game, or at least some pre-ripped ones, but to no avail. Sorry if this explanation was a bit too in-depth, but i've been so frustrated with how the game buried its files, so i ended up contacting you instead, since you seem to be the one farthest with hacking the game so far.
If I recall, the decrypter needs to have both the .000 and .bin files in the same folder in order to extract anything, did you try that? Re: music, darnit if only I wrote it down! The number of channels was almost certainly 2, the interweave was 80 I think, and the speed was in the realms of 32000 I think. There aren't any tools for extracting the models as far as I'm aware, but Werelion2367 had some experience with it. He hasn't been around for a long time but it's worth asking him.
I did have both files in the same folder. Maybe I didn't input the file correctly? The only way I found was to drag them into the window. Thanks a lot for the numbers. I'll try them out. Also, I'm really not looking for models, i just wanted the music files. Regardless wether it works or not, you have been a big help. Thanks!
I've tried your numbers but no matter how much i tweak them, there's always a horrible noise drowning out the music. It seems MFAudio is incapable of playing the file correctly.
I don't know if you ever played Harry Potter for the PlayStation 1. But in this game, I found some doors you can't unlock. You just can't. I played it on 100% and you can't unlock some doors. Best example is the door called "Broom Closet". The whole time in the game the door is closed. So is there any way a possibility that you can make a hack or something, where you can unlock every door?
I couldn't say to be honest, I'm not interested in the Harry Potter games and don't own them. Hacking takes quite a bit of effort and is often fruitless so I generally only hack the games I'm a fan of. Sorry :/ So I googled the broom closet to find out and uh now I'm buried under more explicit broom closet romance fanfictions than I ever knew existed plz help. Are there any other hackers interested in the HP PS1 games, or PS1 hackers who take general requests? I'd suggest asking them if so. It's worth noting, however, that there's evidence that hackers have already looked through the room files on tcrf.net, which reduces the odds of a new room being found.
I just asked you because... well I don't know if it is called hacking to the things you do with the spyro games (I think thats more modding), but I though you could help me and make a programm where you can unlock the doors at least. But if you have no interest and if it takes to much effort for you I can understand that. It's just that I played this game as a child and there was always this one door in Harry Potter where I had no idea how to open it. I don't even know if you "can" open it. People think also that this room wasn't finished, so why would you stay this unlocked door and called it Broom Closet? I think in the second game they changed the name in Broom Cupboard for no reason. Anyway sorry for telling you all this, I guess you didn't even care :D But I didn't really know any PS1 hacker. I just know you and some guy who uses Gameshark codes but they didn't work for me for some reason.
No problem. I call it hacking or modding depending on who's asking and how they might interpret it :P Yeah it's too much effort, apologies, I just do the stuff I'm interested in for fun and I don't normally take requests. As a side-note, I think the words 'cupboard' and 'closet' are often interchangeable, but I reckon Americans use 'closet' more often and we Brits use 'cupboard' more often. The second game was made by Eurocom, a UK company ;)
Hey everyone, just wanted to leave an update on Genesis here here where you can all see it. First off, sorry Genesis is taking so long. I wanted to release it before September, but I've been so busy lately as I'm preparing to move out to study. I've been way behind on its updates, I did some fundamental restructuring that broke some of the live editing stuff; it's extremely close to being fully functional again though. Genesis still exists, it will release, and when it does this channel will be the first place to find it. It'll be a video so you won't miss it. A slightly updated SpyroEdit will be there too, with some bugfixes and maybe some QOL improvements here and there. I'm working on it little by little. Thanks all for your patience and support!
I was just about to ask where Genesis is lol
good stuff lx
Awesome! I can't wait to play it; not rushing you BTW
LXShadow Great! I'll be sure to have notifications enabled.
crystalfissure going to shit bricks lol
Starsonedge first I'm going to sleep, then I'm going to wake up and SHIT BRICKS
Woooooo!
Oh, boy, I'm highly anticipating to see what will people create with this baby!
Thank you so much! I'm so happy knowing that people like you are able to do this sort of thing to make this game and community alive. From the bottom of my heart, thank you!
A new age has begun
You might honestly be one of the best people in the entire world right now.
Not even joking.
Hoo boy it's happening
would this work with a rare ROM of the greatest hits version of Spyro 3 with all of the soundtrack and no reused music, every part of the game has it's own music track, even the Sorceress battle has its own music track, but would Spyro Edit and Genesis work with the greatest hits version?
I just tried this out with my new laptop and had tons of fun! I spent a few hours destroying levels with the powers(Demo Mode was hilarious!), and messing around with the lighting. Multiplayer does nothing for me right now, but I'm definitely looking forward to it when it gets implemented.
However there are some things that bothered me. You may know about this, but when changing the lighting, fog, or sky once it messes up when trying to do it again. My biggest complaint is the extreme lag, which isn't my laptop's fault since games ran smoothly before I used Spyro Edit. (It could be due to me breaking the rules a bit and running Spyro Edit on ePSXe 2.0.5, and using the Greatest Hits version of Spyro 3. I'm such a trouble maker. :P)
Still though, you really blew my mind with everything. I had a lot of fun with this. Keep up the great work!
You beautiful thing. Now to break the Spyro games and fail my Monday test.
Looks like I'm going to have to cancel any plans I had for today.
Awesome job man, can't wait to test it out.
_Now all we need is a good CrashEdit, I want a good Crash & Spyro game damn it!_
Could we get a small progress update? It's been about 6 months since the last one and I've been very interested in hearing any update even if we don't get the update yet
Hey Harley. I feel so bad about that! I haven't made much progress at all since I began studying. Been so busy between essays, game projects, team projects, reports and getting my social life on track. I'll open-source the latest version of SpyroEdit to GitHub ASAP so that everyone has access to up-to-date versions, and more programmers can contribute to it if they like. Genesis I haven't decided yet, because it's such a big project, made up of so much of my own time and effort.
My personal and family life is stressful--I'm not well-prepared for my future, so can't predict when or if I'll focus on polishing and releasing Genesis. I'm pushing through many new and difficult things in real life that are essential for me to develop as a person. It's scary--being home tutored and living in a stagnating household had put me way behind in my social and life skills. Moving on with all that, I hate to say it, had put Genesis on the bottom of my priority list a while ago.
I don't think there's even that much work left to do on it, just finding the time and space to do it has been tough. To be honest, realistically, I'm on the verge of quitting, but I'm totally not ready to do that. I want to release it to you guys. I bet I'm just gonna spontaneously work on it for a couple of weeks and then it'll suddenly be out. It's weird but that's how I seem to work! Thank you for your patience--it has been way too long at this point.
That's the actual reason. I know it's not a great reason. 5-10 years ago I had much more time and dedication, but my priorities changed. Although I still love Spyro and can't wait for the inevitable remaster :)
tl;dr, I'm getting on in life and managing my priorities. I'll do what I can when I can, probably on some random Tuesday in the vague cosmic future. Thanks for bearing with me.
Hey man take your time no need to rush. Personal priorities should always come first, these kind of things can wait, just manage on getting your life in order. I have been following you for a long time and just wanted to say the spyro hacks and content you have provided us with is definitely dope indeed. You along with Kly_men_c0mpany and several others are definitely contributing pioneers in the spyro community. Quick question regarding genesis though. In the short preview you had shown us of Genesis you were able to take specific models and modify the environment to your liking. Does this also mean that when Genesis is released we will be able to highlight specific models out of the spyro environment and import them into a 3d program such as blender, etc? There's also a youtuber that goes by the name of "Werelion2367" His channel focuses on modding specific playstation games and using scripts to convert and extract said models from specific games. I know he has been able to extract different models from Spyro: ETD, I'm not sure if he has been able to do the same for the original ps1 games. Maybe you could reach out to him for some help, since he's pretty competent in the same realm of domain as you.
Nice job, LXShadow!
Thank you! =)
Is it possible that you could take the textures from the beta Sgt Byrd and put it on the final Sgt Byrd textures? I really like the beta design from Sgt Byrd
you deserves your break buddy ! :)
Not sure if bug or not but in multiplayer other playeable charachters don't show
for example shiela
I'm guessing the multiple spyro in multiplayer is spyro only?
So it begins.
Hi LXShadow is there a play as Coco Bandicoot code for CB and AR Max for Crash Bandicoot the Wrath of Cortex (PS2) NTSC v1.0 and v1.1 ?
Hey, so there's something I've noticed on both texture hacks I've tried to work on regarding low quality and high quality textures.
gfycat.com/GratefulBackCooter
When I walk away from things, textures change like the LQ is different to the HQ. The weird thing is that I'm only doing the editing with the one sole image, so I'm not sure where the discrepancy is. Do you have any idea about it? Could I perhaps be missing a texture or using a texture that is only half-sized?
Also you probably already know this, but if you repeatedly press "load scene textures", there becomes less and less palettes every time.
Hey CrystalFissure, that looks like it might be related to the tile-reuse thing. While the HQ texture accepts the first version of a tile that it gets and re-uses that if it encounters the shared tile again, the LQ one uses the full image from the texture bmp I believe--in fact the LQ one should be more accurate. Could you upload the textures?
Yeah I'm aware of the palette degredation, hopefully it won't happen when/if I write a better routine for the palette selection. Taking some time off from major fixes for now though :)
Yeah it's happening with pretty much every hack I make. I went back and tested it on an older level ("Snowy Beach") and it was quite dire. See that half image in the video too? Changing that doesn't fix much. It seems like a minor technical error, but as you said, take your time off and there's no rush to fix everything of course. Just wanted to point out the errors for when you eventually move ahead with more fixes/changes.
Video: streamable.com/heicv
Ah that is the tile reuse problem in play...there isn't much I can do to fix that due to the limited vram. The problem in that specific example is the texture immediately below and left of the top-right one. The bottom-right of that texture reuses the sand texture you're replacing. Since SpyroEdit accepts the first tile it sees in the case of reused tiles (starting from the top-left) you're seeing that patch in the regular sand. You can see the link between them if you hover over the offending tile.
You can workaround it if you can find a way to blend your new sand-replacement texture into the bottom-right tile of the top-right. Until there's a proper fix for this (to be honest, outside of the possibility of detecting new re-used tiles and rearranging them [slow and prone to pixel-inaccurate user error], there might not be one) I'll add conflict detection into the texture viewer to make it easier to catch the offending textures :)
Damn, thought so. This wasn't a problem in previous versions so I'm guessing it's due to the new one-image system. Out of curiosity, can I use the separate image method and then still reap the benefits of the "shuffle/generate palettes" thing? Because it's still an improvement on older versions of SpyroEdit texture replacement. Your potential workaround though does sound good, so whenever that is released, I'll try it out. It's just unfortunate that there are so many infringing examples; VRAM is so annoying! Cheers!
No problem, yeah you can do that, although I'm pretty sure it was still a problem in the separate-image method too. In a way it probably saved some trouble by not allowing multiple edits of the same tile (can't remember), but not without making the whole process of replacing textures much more tedious.
The problem is avoidable in single-texture editing by replacing tile duplicates with the same texture, or ignoring them but ensuring that the surrounding tiles in other textures with the duplicate tile would match the replacement of the first one. Later I'll add a feature to optionally strip duplicate tiles from single-image textures, only leaving the first instances, which should hopefully make the root of the problem more visible :)
Hey man I love your work and I really love spyro edit 2.0 just wondering when will Genesis come out?
Too bad my wiki has closed for Spyro Texture hack, because i have some bug issues for SpyroEdit Plugin v1.
Hey LXShadow could you give us an update on Genesis? I am so glad you are taking your time with this as if it was rushed it wouldn't feel complete.
Yoo Harley201, my life's been busy, but since this video I've made stability updates and started prioritising animation support for Genesis. There's some UI updates as well so it looks a little different to the last video. The animation features themselves aren't relevant to SpyroEdit, but the pieces are coming into place for better structure and therefore stability and the overall program is always improving. It's still a fairly long road ahead unfortunately but I think it'd be a bad idea to release it in a buggy state. Thanks for asking :)
Wow! Thanks for this update. I hope you take a good break from all the work for a while. I can't wait for it to released :)
I don't suppose there's a time window for the release of Genesis in Spyro Edit? Like maybe just a ballpark guess? I don't want to rush you cause you do more than your fair share of work for the Spyro community, Genesis was just the thing that really grabbed my attention most about this update is all
There isn't at the moment, sorry! Ideally it would be a few weeks, but it could turn to months because just about every bugfix and feature is followed by a new set of free bugs. And even when Genesis is cleaned up, the Spyro side of things will still be very buggy.... it's gonna be rough going!
+LXShadow
Im trying to set it up, but im confused with the graphics plugin part:
" copy and paste your favourite graphics plugin in the
plugins folder. Rename the copy to Spyro3GPU (.dll if extensions are
visible). Place gpuSpyroEdit alongside it in the plugins folder. "
i don't quite know what it means by " Copy favorite graphics plugin in the plugins folder" bit... could it be better explained to a less (0%) experienced user like me?
( Also, does it matter if i rename it to spyro3gpu EXACTLY? Because of the 3 im not sure if it'll comply with spyro 2)
Hey there Puffy, so when you use an emulator you usually need to use a graphics plugin, for example gpuPeteD3D.dll. The problem is if you set the emulator's graphics plugin to SpyroEdit--which you need to do--the emulator will use SpyroEdit, but still isn't using a real GPU plugin. To solve this, SpyroEdit will load another GPU plugin automatically. It will try to load 'Spyro3GPU.dll' from the plugins folder.
So what you need to do is find any GPU plugin that you want to use with SpyroEdit, rename it to Spyro3GPU.dll, and run :)
Good point on the Spyro3GPU by the way! That's because SpyroEdit used to support only Spyro 3. In actual fact the game doesn't matter, the plugin only needs to be called Spyro3GPU.dll.
Oh thank you! i figured this all out with the help of Steve Blockhead yesterday!. though however, in the pal version of spyro 2, it crashes if i play any level that's not glimmer or summer forest. (ntsc version works fine, though the object selector doesn't seem to wok for that version).
spyro 3 pal works wonders, though still images like "adventure continues" or the storybook stills jitter around.
cant wait for genesis to be finished! would be sooo stoaked if it could export object & character models straight from the game itself so it can be used elsewhere!
also, in the future: do you ever intend to later develop a side tool that would somehow allow one to edit both Colour.clr files and Sky.sky files? been curious about how doable that'd be
Oi, I've got another question for you. Right now I'm exploring the hidden levels, but it seems you haven't listed all of them in the level replacement text file. At the bottom you describe levels like "test_jp", but it isn't on the value list. Is there something I'm missing?
Hey I must ask you why, whenever I enter a level, the game crashes. Both in Spyro 2 and 3. No other problems though, so far. But then again, I haven't been able to try anything out on other levels than Glimmer and Summer Forest and Sunrise Spring.
Hi, does this happen both with and without SpyroEdit, and are you using the PAL versions of the game? If the answer is yes to both, you've gotta make an M3S or SBI file for each game you want to play, and set up the CD-R plugin to use it. Pete's CD-R plugin can do both those things. :)
If the answer's no however, well darn, I've got more bugs to fix? D:
How can i move the objects in the world? It's possible to hack the game so that spyro can have the power ups (fliyng, invulnerability, supercharge,ecc.) in every world?
On the Objects tab use the Find Nearest Objects button to identify the objects near to you, type in the ID of the object you want to move and click the Drag with Spyro checkbox to move objects.
It's not possible to use all powerups in all levels with SpyroEdit, but you can probably find GameShark codes online for infinite invulnerability and also a Moon Jump which is a decent alternative to flying :)
Thanks! For power ups i managed somehow to get Invincibility and Superflame to work anytime, anyplace (thanks to cheat engine). I had no luck with Superfly and Supercharge (they work properly only on some worlds). Also with cheat engine i can freeze my current height so that spyro can never fall down and can fly indefinitely but it's not the same as the Superfly power up :(
Hi LXShadow when I am using SpyroEdit 2.0 with Epsxe and whenever I am playing Spyro 2 and 3 with SpyroEdit 2.0 I am getting lots and lots of lag while playing both Spyro 2 and 3 what am I doing wrong. Help please
Hi Kyle unfortunately it's impossible for me to tell without further information. Generally SpyroEdit should be fairly fast but it can lag while the Status tab, texture viewer or VRAM viewer are open. If those aren't open it might just be that your computer's too slow?
Try switching up the plugins--there's a slim possibility that your GPU plugin is configured too intensively or that the SPU or CD plugins are throwing SpyroEdit out of sync.
Any chance you can make a video tutorial on how to set it up? Me and some of my friends having trouble understanding the directions.
Hey, so I'm probably not gonna make a video on it but can you explain what you're trying and what's happening in response? I'll update the guide later if it missed anything :)
It is the graphic part Where it should be renamed with Spyro3GPU. I rename gpuPeteOpenGL to Spyro3GPU and put it in the plugins and it doesn't show up. I also have epsxe 1.6.0. What am I doing wrong?
spyro3gpu won't show up in the plugin list (actually it will, but it'll look like a duplicate of the original plugin). Have you put gpuSpyroEdit.dll in the plugins too? That's the plugin you wanna use.
SpyroEdit is the video plugin to use, spyro3gpu is the plugin that SpyroEdit uses in turn.
Yes gpuSpyroEdit is in the plugins too. Oh and when I try to test or configure it I get a message that says epsxe stopped working. Also when I try to run it I get a error message that says:
* Error loading [plugins\gpuS0?'☥Edit.dll
Darn that's not an error I know of. What OS are you running? Could you take a screenshot of the error?
Sweet! :D But what is this "Genesis" that is coming soon?
Only issue I've run into with this is for some reason a lot of times when I boot up Spyro, Spyro Edit's main menu seems to have not loaded properly and 90% of the program doesn't work. Only one Power thing works, the irreparable thing. I've got it to work once by downloading a fresh rom and it hasn't worked since. Seems to have to do with configuring the SpyroEdit video plug in as that seems to change how broken/not broken it is.
The menu thing actually happens to me sometimes as well, but the features themselves work fine. I can't currently replicate the bug in my version though. What emulator are you using?
While we're at it, could you try this version? www.dropbox.com/s/1eefe3ofr7zoqsw/gpuSpyroEdit.dll?dl=0
Ah, that seems to work more consistently! I think part of the issue lied in how I tampered with the plug in video settings. Also, while I've got you here, are you planning on adding more fun things to this? For example, powers - perhaps unlimited flying/fireball? Dunno, just shooting stuff out!
The bug seems to happen if you open your emulator (for example mine is epsxe), I configure the plugin video settings and then run your game. It always works for me if I configure the plug-in, save changes, and then close the emulator and then open it again before running the game. So basically configure and then run = unresponsive SpyroEdit menu, configure, close emulator, open again and THEN run = it works. Sorry, I suck at explaining things so I just worded this out like this.
Fantastic!
What program do you use to edit the textures with? I'm using Gimp and after I export the image and try to load them the textures are corrupted in the game, it's not anything i'm adding to the textures cause i'll take the image and export it with no modifications made at all and the exported image's textures would still be corrupted. I imagine it's some export settings in gimp that i'm not setting correctly
Nevermind, I figured it out, i'm just so excited to try this out that I didn't wait before asking for some help, lol
Np :) could you let me know what the problem was and how you fixed it?
The problem i'd ran into using Gimp to edit and export the images was, when I would export an image as a BMP, it would give me a set of export options to look at and I had to check under Compatability Options and check the box that says "Do no write color space information" and then under Advanced Options I had to specifically check the "R8 G8 B8" box under the 24-bit color tab. My problem was that I either wasn't checking the color space information box or checking the correct option under the 24-bit color information tab.
Me and a friend are trying out multiplayer.
We got the same versions
whenever he joins his espxe freezes and he can still hear sound.
I can see his spyro model but it's just frozen in an animation
Hi, really hard to guess the error, but has your friend tried changing their graphics plugin to e.g. Pete's OpenGL? I'm running Windows 10 with an RX 480 and for some reason the D3D plugins are prone to freezing visually on my system ever since I upgraded my graphics card from an HD 6850.
ah and I'm guessing he is running the same.
But we did got it working only problem is he can see me but I can't see him I can only see things he destroys or so such as vases and baskets.
Hmm just a guess but that sounds like it's due to a missing function from your emulator. What emulator (including version) are you using?
Edit: Scratch that! Seems there's a problem in the release version. I'll fix it when I can. Thanks for the tip!
Np and I'll try to see if I can point out any other bugs or so
Heya, just as a heads-up the bug should now be fixed in the currently uploaded version of SpyroEdit :)
Hey, i tried to compile the files.. but i'm stuck with the headers files for GenLib.. is it possible to get them?
Maybe i'm also doing something wrong, i'm not sure.
Oh snap--I must've forgotten to add those. Apologies! The headers have changed radically since the last release so they won't be compatible. I'll put it on my todo list to stabilise and upload SpyroEdit's next update asap. I'll post here when it's done. Thanks for the tip :)
Thank's man! :) Btw, if you're interested: I found the value for sparx range in Spyro 3 :D Have a small video in my channel
now I don't want to sound spoiled or bossy.
But I've always wanted to use the double jump in Spyro 3.
Is there any way to make a hack like that?
Probably but not without activating Spyro 3's hack protection through the whole game :P
Hi! I don't know if I am asking too much or not but seeing that we now can edit the textures of a level made me think. Is it possible to get access to model textures and models? Is been of great interest of mine to get the old spyro models but it hasn't been possible. You know I would love to use them on other programs and stuff but thanks anyway.
Yeah it's possible for most models, and probably all models if just the base pose is wanted. I've mostly cracked the animation format but it's very glitchy, some of them don't appear right at all (Moneybags), and Spyro's animations aren't really working. Genesis will support their extraction but might not be able to export them until an export feature is added.
Ok. Thank you so much. Yeah I was interested in just the base pose. This project is amazing so keep up the good work. I don't mind waiting as much as you need to add that export feature.
Omg... Spyro looks amazing in this video. So funny. Do you mind if I make how he's animated here into a gif? I feel like the world needs it.
do you think you can make a mod for 2 players that P1 is spyro and P2 the thief, that would be so awesome.
That's a cool idea, but I'm not up to the job. It's theoretically possible with a lot of effort. The hacker would need to produce a camera controller, character controller, network synchroniser, and include additional data hacking for the thief to work in level areas where the thief object doesn't exist. Very challenging stuff. :)
LXShadow damn, that was harder than i thought. :o
No problem. When I make hacking look easy that means I'm doing a good job :D
Do you know if there is a way (or better a program) to replace the Spyro music in the game files with other music?
Afraid not but Kly_men_company and/or CrystalFissure might know :)
Kly_Men_COmpany can do it. But I believe it comes at a cost and there are of course space issues.
im going to beat the originals first then try this out anything i need to know going in
LXShadow I Use The E3 Hub Code in The Gamecube And I See A Portal I Just Want To Know What Will Happend If I Jump Onto The Portal But The Portal Was Outside So I Just Need The Disable Wall Spline Collisions Code And The Enable Out-of-Terrain Movement Code And I Will See What Will Happend
Will this work with the PCSXR emulator, or only EPSXE?
I've only tested it on PCSX and ePSXe. So worth giving it a try :)
LXShadow, have you used version control like Git? You could put SpyroEdit source in a repository someplace. I would recommend BitBucket. Version control is key with large scale software involving multiple people. I would be interested to improve on your code, if possible, being a programmer myself, although not so much into low-level stuff (I can program in C++, though + C#, Javascript, PHP, something in Python).
Just interested, dunno how my time is sufficient. :P
Jeez, you could suggest that without saying "improve on your code" lol
Well, I guess a little help for him would be nice. :D By improvement I meant reworking on the structure of the code, I saw hardly any object-orientation, although the code is written in C++. Object-orientation is not a requirement, but I thought some proper encapsulation of state would be nice. In the end, it's up to him.
Heya Henri, I've thought about version control but haven't pursued it for a few reasons, the biggest one being that I haven't done it before, and another being that the Spyro community is quite small and its programming community is even smaller. There has been some cool stuff around like the sky editor and world viewer, but as far as I can tell there's no real coordination and everyone just wants to do what they wanna do (or at least I am :P). But if someone out there were to, say, take SpyroEdit and add a massive ambitious feature to it, that'd probably be more than enough reason to open it up for collaborative work :)
In regard to encapsulation, IMO that's not a good idea, as long as it's my favourite throwaway hacking project at least. ;) Some things in SpyroEdit would still benefit from it and I've already made some changes to accomodate, e.g. SpyroPointer and the various struct functions in 2.0. But I wouldn't want to force it to comply with OOP rules for a few reasons: SpyroEdit is data-oriented program that's constantly changing to adapt to new discoveries in the Spyro code, it's performance-focused so that older computers have minimal trouble running it, and generally true OOP in my experience just makes it a pain to add new things because everything's split apart and needs annoying little extras like getters and setters. It's really hard working with a program while worried that it'll collapse because you made a minor change to an object used by 5 other objects in 20 functions, all while taking the extra time to ensure your next revision is future-proof from this.
The benefits wouldn't offset those struggles, not for me at least; although if there's a hint of random OOP that can make certain repetitive things much easier, e.g. SpyroPointer, there's nothing stopping me from adding those--because I've set no rules :)
"Heya Henri, I've thought about version control but haven't pursued it
for a few reasons, the biggest one being that I haven't done it before"
You should really practice version control using Git. Once you get used to it, it becomes natural part of any programming project. Also, it makes you feel a little more secure, when you made a mistake someplace, unable to correct it for whatever reason, and then you can just revert to the last functioning version. Don't forget braching, whenever necessary!
"and another being that the Spyro community is quite small and its programming community is even smaller."
Wouldn't argue with that, you are probably right. :)
"There has been some cool stuff around like the sky editor and world
viewer, but as far as I can tell there's no real coordination and
everyone just wants to do what they wanna do (or at least I am :P)"
That is understandable and I have also this tendency. Makes me feel selfish. :( To me it's like getting honor and glory to yourself, "I made this, look at this", I see what you mean. :/ :)
"But if someone out there were to, say, take SpyroEdit and add a massive
ambitious feature to it, that'd probably be more than enough reason to
open it up for collaborative work :)"
Yeah, sounds reasonable enough. If I am to provide any, I'll contact! :D
"In regard to encapsulation, IMO that's not a good idea, as long as it's
my favourite throwaway hacking project at least. ;) Some things in
SpyroEdit would still benefit from it and I've already made some changes
to accomodate, e.g. SpyroPointer and the various struct functions in
2.0. But I wouldn't want to force it to comply with OOP rules for a few
reasons: SpyroEdit is data-oriented program that's constantly changing
to adapt to new discoveries in the Spyro code, it's performance-focused
so that older computers have minimal trouble running it, and generally
true OOP in my experience just makes it a pain to add new things because
everything's split apart and needs annoying little extras like getters
and setters. It's really hard working with a program while worried that
it'll collapse because you made a minor change to an object used by 5
other objects in 20 functions, all while taking the extra time to ensure
your next revision is future-proof from this."
Object-oriented can be quite cumbersome, indeed. This idea of encapsulation can be benefitial for large-scale programs, due to abstractions. And then there's the state of the program, which causes annoying problems. A variable changes someplace, nested within different function calls... It's a ridiculous mess sometimes.
I have heard about data-oriented paradigm, although never used it (at least not in the sense of being aware of using it), so I cannot comment on that. What I would suggest is to add a little bit of object-orientation with functional programming concepts. This avoidance of side-effects and immutability could provide more concise and readable code. I know C++ doesn't have that many functional concepts, except for like lambda expressions and constantness with const-keyword.
"The benefits wouldn't offset those struggles, not for me at least;
although if there's a hint of random OOP that can make certain
repetitive things much easier, e.g. SpyroPointer, there's nothing
stopping me from adding those--because I've set no rules :)"
Hmmm, maybe I can point out something... I'd have to take a deeper look, although this can be difficult, if you change the code due some overarching redesign based on a more beneficial discovery in the games! :D
Oh, and by the way, I saw no C++11 features anyway. Why not use auto, decltype and rvalue references, for example? These could enchance readability without sacrificing performance. Especially rvalue references can make the performance better. ;)
Yeah I've started practising with VS' UI-based git version control for Genesis. Still working on getting used to it, it always makes me wonder how it actually combines branches without breaking everything o.o
Well dirty as it might sound, the goal of SpyroEdit isn't concise and readable code--if it was I might have rewritten it entirely, some sections of its code literally date back to 2010 before I even knew OOP. There's no big reason for me to take the time to work on SpyroEdit's code for other reasons than adding features, fixing bugs and improving stability; sometimes that does involve code cleanup and new OO, but again not really the goal, because even though it's made with 7 years of gradually improving coding habits it's still totally readable to me. It'd be a different story if it were a team project.
That's not to say I disagree with your critique though. The code is pretty old and messy ;) but totally workable when you know it and relatively easy to improve and clean. I haven't used auto before which is probably why you don't see it. :P I'll probably be using it in my next project though, since C++11 is so commonplace now.
great video:)
hey so can anyone help me? i have everything i need as far as i know to get this to run but when i open i get 2 errors. one says "missing texture render" and the other says "no pixel format".
Hi there, that sounds like a GPU plugin error. What GPU plugin are you using? (for SPYRO3GPU)
LXShadow whatever one that was provided by CrystalFissure in his how to install SpyroEdit2.0 video. I'm a dumb newbie at this kinda stuff so I have NO idea what I'm doing
Are you still continuing this?
Yeah I am, it's part of a bigger project of mine. Making a 3D modeller is just a lot of effort. :P It'll take time but I'm gonna get a preview video out soon. Should give me the foundation to release a beta :)
Thanks for this!
does the multispyro work for the original spyro or is it only working on spyro 2 and 3
Just Spyro 2 and 3 right now, Spyro 1 is probably possible in the future :)
thank you thought i had the wrong version or something. are we close to a new release
I want to say yes, but I'm moving out to university this Friday and I'm gonna be so busy. We'll see. It's a programming-related course so I will likely be able to make time for it :)
Any news on a new update
Latest news, university is tough :(
Having some great fun with this!
Any reason it immediately crashes Spyro 1?
Oh, and I also can't seem to load skies in either version of either game.
Heya, so it looks like I bugged the sky load code. Will fix in next update. You can still load them temporarily by dragging the sky over the SpyroEdit window :)
re: Spyro 1, there was a reason. But not a good one. :P That one will be fixed next update too.
Oh, I had no idea that was possible:P Thanks!
Alright! Good to know that'll be sorted out:)
(... SpyroEdit 2.0 is magic!)
Thanks :D as a heads-up, both bugs should be fixed in the currently uploaded version if you wanna redownload :)
Ah, fantastic!:D
LXShadow I Want Crash Bandicoot The Warth of Cortex Out-the-Terrain Movement Code For Gamecube Please
No can do, sorry! I don't have the GameCube version or the hacking experience.
is it possible to edit NPC textures?
Yep they're part of the Object textures :) Bear in mind however that NPCs are usually polygon-coloured and there's no way to change that at present, so while textures can be changed, changing the colours is much harder.
LXShadow and how can people texture hack spyro 1 levels?!
Yessssssss
this is kinda off topic and you probably won't reply, but do you have a dump of the files from spyro a heros tail? i've searched everywhere i could and i couldn't find any tools or existing rips, and searching around your dropbox library, i came up with nothing.
Hi, yeah afraid not, I think I dumped the mystery .edb files though? If not I can put them on the Dropbox for analysis. What kind of files are you looking for? Btw, despite my rep of hardly releasing any videos like ever, I try to reply as much as I can in good time!
LXShadow Thanks for answering. I was actually just searching for the music files within the filelist. I tried using your decrypter, though it seems to not work with my file. I consulted your pre-calculated results and used the MFAudio tool to play that part of the filelist as audio. Though i could hear slight scratches of music, i couldn't get the settings right. I searched everywhere on the internet for tools for ripping the files from the game, or at least some pre-ripped ones, but to no avail. Sorry if this explanation was a bit too in-depth, but i've been so frustrated with how the game buried its files, so i ended up contacting you instead, since you seem to be the one farthest with hacking the game so far.
If I recall, the decrypter needs to have both the .000 and .bin files in the same folder in order to extract anything, did you try that?
Re: music, darnit if only I wrote it down! The number of channels was almost certainly 2, the interweave was 80 I think, and the speed was in the realms of 32000 I think.
There aren't any tools for extracting the models as far as I'm aware, but Werelion2367 had some experience with it. He hasn't been around for a long time but it's worth asking him.
I did have both files in the same folder. Maybe I didn't input the file correctly? The only way I found was to drag them into the window.
Thanks a lot for the numbers. I'll try them out.
Also, I'm really not looking for models, i just wanted the music files.
Regardless wether it works or not, you have been a big help. Thanks!
I've tried your numbers but no matter how much i tweak them, there's always a horrible noise drowning out the music. It seems MFAudio is incapable of playing the file correctly.
Are you still developing this?
Yep in my free time, which I have very little of at the moment!
Thanks It's Working Fine :)
I don't know if you ever played Harry Potter for the PlayStation 1.
But in this game, I found some doors you can't unlock. You just can't. I played it on 100% and you can't unlock some doors. Best example is the door called "Broom Closet". The whole time in the game the door is closed.
So is there any way a possibility that you can make a hack or something, where you can unlock every door?
I couldn't say to be honest, I'm not interested in the Harry Potter games and don't own them. Hacking takes quite a bit of effort and is often fruitless so I generally only hack the games I'm a fan of. Sorry :/ So I googled the broom closet to find out and uh now I'm buried under more explicit broom closet romance fanfictions than I ever knew existed plz help.
Are there any other hackers interested in the HP PS1 games, or PS1 hackers who take general requests? I'd suggest asking them if so. It's worth noting, however, that there's evidence that hackers have already looked through the room files on tcrf.net, which reduces the odds of a new room being found.
I just asked you because... well I don't know if it is called hacking to the things you do with the spyro games (I think thats more modding), but I though you could help me and make a programm where you can unlock the doors at least.
But if you have no interest and if it takes to much effort for you I can understand that.
It's just that I played this game as a child and there was always this one door in Harry Potter where I had no idea how to open it. I don't even know if you "can" open it. People think also that this room wasn't finished, so why would you stay this unlocked door and called it Broom Closet? I think in the second game they changed the name in Broom Cupboard for no reason.
Anyway sorry for telling you all this, I guess you didn't even care :D
But I didn't really know any PS1 hacker. I just know you and some guy who uses Gameshark codes but they didn't work for me for some reason.
I'm sorry, it's called Broom Cupboard, not Broom Closet :/
I just played the game in a different language, so I didn't knew which it called in english
No problem. I call it hacking or modding depending on who's asking and how they might interpret it :P Yeah it's too much effort, apologies, I just do the stuff I'm interested in for fun and I don't normally take requests.
As a side-note, I think the words 'cupboard' and 'closet' are often interchangeable, but I reckon Americans use 'closet' more often and we Brits use 'cupboard' more often. The second game was made by Eurocom, a UK company ;)
Amazing.
aw yeaaah this is happening
well...
OK LXShadow The Cheat Out of Terrain Movement Not Working With me For Pal-Platinum Version That is The Code 20632340 00000000
The PAL Platinum code definitely works because it's the version I have; you should disable collisions also if you haven't already.
;(