Killer7 Source Code Help

Discussion in 'Modding and Hacking - Consoles and Electronics' started by SpaceQuakes, Sep 13, 2018.

  1. SpaceQuakes

    SpaceQuakes Rising Member

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    Hey I wanted to know what each of the exes are and what they do.
    What can be done with the source code?
     
  2. josiahgould

    josiahgould Spirited Member

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    If you have a full source and assets you can port it to another platform.

    The exe files I believe are mostly related to compiling, what do they do when you run them? Any console output?
     
  3. SpaceQuakes

    SpaceQuakes Rising Member

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  4. josiahgould

    josiahgould Spirited Member

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    Console means command line - What output do the files give you when you actually run them via a prompt? They more than likely won't be any use to you without a full SDK for GC or PS2 in the right directory with the right OS, but you may be able to suss out what they are supposed to link to.

    What's your goal with the source code? Just poking around, mods, ports?
     
  5. SpaceQuakes

    SpaceQuakes Rising Member

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    File converters look like they work but I haven’t tested them out yet.
    Some exes crash with f’s all over. It’s basically garbled Japanese text, I have no idea how to fix it.

    My goal is to make an overhaul for the game.
     
    Last edited: Sep 17, 2018
  6. josiahgould

    josiahgould Spirited Member

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    You should set up a development environment as close to the original as possible.
    If the text was garbled, you probably don't have the right language pack installed on your system.
     
  7. SpaceQuakes

    SpaceQuakes Rising Member

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    You have an idea where to get a language pack?
    Additionally I have known that it is missing essential files, does anyone have more information about it?
     
    Last edited: Oct 2, 2018
  8. sa1

    sa1 Rising Member

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    I heard most stuff is for compiling assets created on a windows 2000 environment to a GC environment.
    K7 remastered is coming soon, maybe this is a way to get started.
     
  9. SpaceQuakes

    SpaceQuakes Rising Member

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    Well can it all run on Windows XP?
    Because we need to port Killed7 onto Roblox as quickly as possible.
     
  10. sa1

    sa1 Rising Member

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    Oh I see.
    Haven't heard anything of Windows Xp. But the Maya assets should work with modern Maya revisions, that could help you out.
     
  11. SpaceQuakes

    SpaceQuakes Rising Member

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    Anything related to the game scripts?
     
  12. SpaceQuakes

    SpaceQuakes Rising Member

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    Alright I done some experiments and here’s what I found out so far:
    FontCreate makes STI’s for any file you give it. STI files is nowhere in the code at all.
    AnimCov makes sprites for animations (think of how the NES makes animation.)
    MapCreate is for the textures when you go to a new area while on a chapter. It does use BIN as it’s output.
    Speaking of BIN, it does include a program where you can converse TGA into BIN, called GCTexConv.
    VertexCreate makes TGA’s brown and a BIN.

    While I was searching along, I found something saying something that it needs GC SDK & ProDG. But since the only link I could find for ProDG goes to isozone, a canned website, then someone needs to cough up a load of cash for this to function.

    So for right now: here’s my goal for right now. Port the old game’s maps and cutscenes to the GameCube to a working state. I’m not saying that it should be at its best state, just to a point where it won’t crash. Modifying can come later once we get enough information. Is anyone else with me?
     
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