Here's my bulk reply to all,
@marltoro
I can't tell about the matrix, I will look into it.
Let's keep one channel of communication (this thread), it's much simpler.
There were colliders in Wipeout: a triangular polygon for the ships, but I think these in TM are
low-poly models (look very closely while playing and see below).
TMB textures
You're going to have a hard time with them,
For those like no. 1 you will need to get hold of the color palette, and it is not in the header, rather some pointer to a memory location:
For those like no. 2, they are probably 24-bit and using an LZ77 encoding of some sort, that said I'm pretty certain they are swizzled (like most PS2 games) and all the attempts in trying to un-swizzle failed; if there was some SDK docs like there is for PS1 it'd probably help a lot:
No.3 : what is swizzling
Best bet is probably to take a PCSX2 savestate and work against that, though I think you will still need to un-swizzle all that.
a modern TM
There is no point in keeping things private
until it's done, it just doesn't make sense ...
I think that one should write a engine that loads TM content just like ZDoom does it for DOOM, period.
Unlike that guy who wrote a Zelda remake (he ripped off graphics and that was a strong selling point for a 'Nintendo-out-of-ideas-for-now-30-years' to drop his dogs on him).
To sum it up,
- do not rip-off content
- do not name your game as theirs <- opening a contest for a new title for the TM engine, obviously the words 'Twisted Metal' should not be used (see Thesaurus.com for synonyms etc ...)
- do not include the original game
- do not try to make money out of it (obvious I guess)
what's up with TM files on my side
- I've dropped DMD (PSX) in favor of strictly focusing on DPC (PC) files now,
- DPC is fully read (every children in hierarchy are visited), though not analyzed/deciphered (yet)
- TM2 files differ only by different lengths for some structures, and by the fact that some are self-referencing causing an endless loop if trying to read them in a naive way
- ...
However, after nearly a month of just hex-editting/coding I couldn't resist to see if I was doing well, and it looks like it's on its way
(lots of boilerplate code to get there but it worked out exactly as planned)
(no textures yet, not all polygons read as well)
(these are the models in a group the game will switch between depending the distance, look closely in-game)
Alright, I hope you enjoyed these pics as much as I did,
In the mean time see if you can come up with an alternative title without the words 'Twisted Metal':
http://www.thesaurus.com/browse/twistedhttp://www.thesaurus.com/browse/metal