Rez DC Hack
#1
Posted 27 June 2009 - 06:13 AM
#4
Posted 27 June 2009 - 09:01 PM
Rez2, on Jun 27 2009, 07:13 AM, said:
#6
Posted 28 June 2009 - 07:03 AM
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#7
Posted 16 August 2009 - 09:46 AM
...Anyway, made some more progress, I was looking through the 1ST_READ.bin in Rez, and the one from the beta, to try figure out what may control the debug menu, and found some cool stuff.
Interesting stuff in Rez Beta~

Some keyboard shortcuts, and talk about the debug menu and user menu, oh, and some build info for the "Shinobi Library" and "Shinobi" systems, and something to do with "Semaphore".
Interesting stuff in Rez~

Talk of Debug and VarEdit, which don't seem to be active in Rez, and the Replay mode, which never made it into the DC Rez.

the game turns Debug on, if only for a short while, it would seem.

A section of Main Flow, the system that places enemy's, item's, changes BPM and camera angles.

Song info, although Coldcut is never mentioned in the game, except for in the credits, and below the song info are some high score names.
The next step is to edit these, but one mistake and the game rejects it.
#9
Posted 16 August 2009 - 02:24 PM
SSUK, on 16 August 2009 - 06:34 PM, said:
I did, I was able to mess up the level, spawning loads of enemies, and those password protector things, but only in the Rez beta, the final didn't do anything.
edit:What does that blue symbol beside the thread name mean?
This post has been edited by Rez2: 16 August 2009 - 03:50 PM
#11
Posted 17 August 2009 - 06:12 AM
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Yes, also, the console menu was quite cool, though, I can't make it load files, when it wants to load a file it goes File Read hex numbers file (example-File Read 81A64F00 M01) so I guess it points to that memory address, and loads that file, and typing help made it give me console commands, I'll post those when I get the chance.
The second debug system, Qindows had a different console menu, with commands like tex [Texture Here] which loads that texture.
#12
Posted 27 August 2009 - 10:14 AM
The ADX files we got where all area transition sounds, boss transition sounds, and the credits music, it was a nightmare when I had to go through the Trance Mission ADX files.
#13
Posted 27 August 2009 - 01:29 PM
Rez2, on 27 August 2009 - 10:14 AM, said:
The ADX files we got where all area transition sounds, boss transition sounds, and the credits music, it was a nightmare when I had to go through the Trance Mission ADX files.
Remember to sample the sounds correctly or the sounds will break and it will sound like screams or high pitch beeps and sounds.
This post has been edited by Explorer-Mint: 27 August 2009 - 01:30 PM
#18
Posted 11 December 2009 - 09:10 AM

Seems REZ had an area difficulty system at one point, or was going to have one.
The artists bit interests me too.
N-----World was probably Underworld, their music could not be used.
Richard.D.James was also known as Aphex Twin, his music could not be used.
Ken Ishii's song was not implemented yet.
The Chemical Brothers could not be used.
Adam Freeland is not different.
More images as I find them.
This post has been edited by Rez2: 11 December 2009 - 10:55 AM
#19
Posted 15 April 2010 - 02:01 PM
Basically, we found out what type of format the .MPB files are. They are in a form of ADPCM, probably the Yamaha variant-We need to do more research into it though. You can get the .MPB file for Area5, exported as a Wave file from Audacity Here. And then we found out that Rez stores it's models in slightly modified .NJ (Ninja) model files-The .NB format. So using ExMLDNet you can view and export these models. The only hard part is exporting back to the .NJ format. I'll post anything else we find, or if we make any progress hacking these files.
#20
Posted 15 June 2011 - 06:45 PM
Rez has a really useful way to sequence it's music. Inside of Rez is a midi based music system. This midi based system uses midi files with 32 channels to create the music for a level. The game loads up the midi file, and then looks for and loads an MPB file and an FPB file. The FPB file tells the game what channels to activate at each layer, while the MPB file actually contains the samples for the song. These samples are then used on the midi file, and then you get the music you hear in-game.
Enemies and other normal level events (Camera angle changes, BPM changes, etc) are handled by a system called 'Mainflow'. There is an editor in the beta for these files. In the beta, if you have created a Mainflow file, and saved it (By default to the VMU), the game will first check for this file, and then fall back to the versions on the disc.
Levels are assembled via another system, this time called a 'Pass'. The beta contains parts of this PassEditor, but I have been unsuccessful in using it. Perhaps it could be invoked with a Katana Unit. Though you can delete every object of a level in the beta. But that can crash the game.
Textures are in the common .PVR format, inside of .PVM archives. These can be edited with the right tools.
There are some interesting things missing on the leaked beta. Such as the STG50 files. You can select from the left click menu stages 1, 2, 3, 4, 5, 6, and 20. Loading 50 will crash the game on a 'Can't find STG50.BIN!!' screen. Another missing file is a module file. SNDTEST. I can only assume this was a sound testing module. It will crash the game on a similar screen to STG50's.
Some unused test mode textures-





Alpha and Beta videos-
Work in progress #1
Work in progress #2
Work in progress #3
Early footage
Beta menu texture-

Every texture from both beta and final versions-
http://www.mediafire.com/?yon2m3jkdln
Unused texture from a different, unused title video in the beta-
Message from a source-
There are some videos floating around, we had concepts of the guy being in a big chair with crazy woofer speakers, much more hip hop. Then it went through a very organic phase, undersea microscopic creatures and stuff, which kind of survived the transition into the current form.
I wanted it to be a bit deeper, like 2 or 3 buttons but Mizuguchi-san insisted it stay very minimal so everyone could enjoy it. Thats also why we included the trance mode, where you basically cant die so even people who suck at games can enjoy our game.
Beta keyboard commands-
http://www.mediafire.com/?52jzokqdmt3
Beta Test mode commands-
http://www.mediafire.com/?dtjrkn03m2h
Beta Area1 enemy-

Info on the beta enemy from a source-
'Holy **** thats awesome I forgot all about him!! He was the original bigger enemy from stage 1 that I designed and modeled, the art director towards the end of the game decided he didnt like it and made the new one with the one big fin hanging down. I miss that guy, his tentacles were bright blue and waved all over the place, I was very proud of it. Sad that it didnt make it!'
More beta enemies-


Beta player form (From this video- http://www.youtube.c...xAcC1lqrNU&NR=1 )

Info on these images-
'wow those are all old prototypes. It took us a while to really nail down the aesthetic and how we were going to approach everything visually. The squares all transformed into different shapes in time with the music, and the other two are prototypes of undersea microscopic life we were almost decided on before we found the tron-like aesthetic we ended up going with.'
Some early work on Rez's .mpb format compression-
Area5
More recent work on the compression-
http://www.youtube.c...h?v=KY9wpp53198
http://www.youtube.c...h?v=IQjhCBk30NU
http://www.youtube.c...h?v=NsmFP2Hf31M
http://www.youtube.c...h?v=TeoV6JDCgNE

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