Re: Tekken Hybrid
Posted: Thu Jan 12, 2012 8:58 am
Quite the contrary, actually. Daemon Tools or any other virtual disc image software should work fine and for most PSX games and will allow you to copy data files straight out of the image. If it's failing then you probably have a screwed up disc image, although it's also possible you've stumbled upon an unusual game without a standard filesystem.gjinka wrote:So I was right. Thats why Daemon failed.
It's probably not a screwed up disk because I tried two and finale00 tried himself,MrAdults wrote: Quite the contrary, actually ... If it's failing then you probably have a screwed up disc image. filesystem.
And that's what I assumed, doesn't that make my assumption right?although it's also possible you've stumbled upon an unusual game without a standard filesystem.
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size of vertex buffer in bytes = 160000
number of vertices = 5000
size of index buffer in bytes = 27132
number of indices = 13566
sum of surface indices = 13566
indices = 13566
leftover = 0
surface indices = 878
surface indices = 1266
surface indices = 878
surface indices = 577
surface indices = 88
surface indices = 95
surface indices = 31
surface indices = 126
surface indices = 41
surface indices = 577
surface indices = 96
surface indices = 99
surface indices = 115
surface indices = 178
surface indices = 116
surface indices = 743
surface indices = 12
surface indices = 21
surface indices = 154
surface indices = 34
surface indices = 18
surface indices = 14
surface indices = 102
surface indices = 72
surface indices = 26
surface indices = 1251
surface indices = 98
surface indices = 743
surface indices = 110
surface indices = 113
surface indices = 271
surface indices = 162
surface indices = 173
surface indices = 30
surface indices = 186
surface indices = 60
surface indices = 212
surface indices = 1064
surface indices = 34
surface indices = 102
surface indices = 26
surface indices = 33
surface indices = 5
surface indices = 41
surface indices = 36
surface indices = 12
surface indices = 12
surface indices = 28
surface indices = 28
surface indices = 28
surface indices = 28
surface indices = 18
surface indices = 23
surface indices = 38
surface indices = 38
surface indices = 34
surface indices = 30
surface indices = 22
surface indices = 22
surface indices = 317
surface indices = 8
surface indices = 164
surface indices = 20
surface indices = 94
surface indices = 15
surface indices = 36
surface indices = 17
surface indices = 36
surface indices = 16
surface indices = 16
surface indices = 30
surface indices = 4
surface indices = 27
surface indices = 8
surface indices = 40
surface indices = 11
surface indices = 22
surface indices = 9
surface indices = 20
surface indices = 25
surface indices = 28
surface indices = 8
surface indices = 16
surface indices = 14
surface indices = 30
surface indices = 6
surface indices = 40
surface indices = 33
surface indices = 76
surface indices = 8
surface indices = 58
surface indices = 302
surface indices = 186
surface indices = 18
surface indices = 122
surface indices = 18
surface indices = 200
Nope. That has nothing to do with whether Daemon Tools can successfully mount it. If you can't mount it then you've found quite a rarity amongst PSX games or you have a bad rip. If you can mount it but don't see files representing all of the data, then you simply have a case where the game is accessing additional data from extra-filesystem sectors.gjinka wrote:And that's what I assumed, doesn't that make my assumption right?
From what I read, all you posted was the first 4MB of the actual disc image, which isn't particularly useful. I also don't have the disc myself, I only have Tekken Tag Tournament for PS2, which exposes all of the data directly through the standard disc filesystem.gjinka wrote:You can have a look at a 4mb slice of the file I posted in the first post if you want. I'm not sure if it's worth it, though, Tekken Hybrid contains Tekken Tag Tournment HD, which has the same models from Tekken 3 (same design), only highpoly.
A degenerate triangle is a triangle that has lost one or more dimensions. A non-degenerate triangle can only be drawn on a plane and its area is never zero. So triangle indices 0-1-2 marks a full triangle. 2-2-3 marks a degenerate one because now you don't have a triangle, you have a line since only two points are used to define the triangle. 3-3-3 is also degenerate since it's point. They commonly occur in tri-strips so they can change direction and skip over spaces. Degenerate triangles are also important in the optimization algorithm of Nelder and Mead.gjinka wrote:Can you remind me what degenerate triangles are? You say they appear normal when filpped, which sounds like a normals issue.
Good job. Is there anything left in the file. Please post where stuff are (like a wiki) when you get the time.
What? You are saying the same thing as last time.MrAdults wrote:Nope. That has nothing to do with whether Daemon Tools can successfully mount it. If you can't mount it then you've found quite a rarity amongst PSX games or you have a bad rip.
It's probably not a screwed up disk because I tried two and finale00 tried himself,MrAdults wrote: Quite the contrary, actually ... If it's failing then you probably have a screwed up disc image. filesystem.And that's what I assumed, doesn't that make my assumption right?although it's also possible you've stumbled upon an unusual game without a standard filesystem.
"Extra filesystem sector"?If you can mount it but don't see files representing all of the data, then you simply have a case where the game is accessing additional data from extra-filesystem sectors.
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00 00 01 00 02 00
03 00 04 00 05 00
06 00 07 00 08 00
09 00 0A 00 0B 00
0C 00 0D 00 0E 00
0F 00 10 00 11 00
12 00 13 00 14 00
15 00 16 00 17 00
18 00 19 00 1A 00
1B 00 1C 00 1D 00
1E 00 1F 00 20 00
21 00 21 00 22 00
22 00 23 00 02 00
24 00
degenerate: 20 00 21 00 21 00
degenerate: 21 00 21 00 22 00
degenerate: 21 00 22 00 22 00
degenerate: 22 00 22 00 23 00
strip flip: 22 00 23 00 02 00
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3D 00 3E 00 3F 00
40 00 40 00 41 00
41 00 42 00 43 00
44 00 45 00 46 00
degenerate: 3F 00 40 00 40 00
degenerate: 40 00 40 00 41 00
degenerate: 40 00 41 00 41 00
degenerate: 41 00 41 00 42 00
stip noflip: 41 00 41 00 42 00
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surface 0
0
0
68 (always 68)
27228 (chest identifier)
3
0
0
0
0
2
0 (texture identifier)
65537
0 (offset)
878 (number of indices in surface)
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surface 2
1
1
68 (always 68)
27228 (chest identifier)
0
0
0
0
0
2
2 (texture identifier)
65536
2144 (offset)
878 (number of indices in surface)