The creator of this site made a really interesting video about the gravity fields in Super Mario Galaxy: <a href="https://youtu.be/QLH_0T_xv3I" rel="nofollow">https://youtu.be/QLH_0T_xv3I</a><p>Among other things I was surprised to learn that Mario's collision shape is a sphere rather than the more standard cylinder or capsule shape used for the player character in most games, which simplifies the physics when gravity changes direction. When you look at his character model the proportions make more sense once you know that they were designed to fill out a spherical shape. How many companies would change the character design of their most iconic franchise to make their physics engine simpler?
Awesome! Might I recommend adding Dark Forces II: Jedi Knight? There's already an open source renderer available (<a href="https://github.com/stephanreiter/jkview" rel="nofollow">https://github.com/stephanreiter/jkview</a>) and you can see it, here, for example: <a href="https://www.massassi.net/levels/files/323.shtml" rel="nofollow">https://www.massassi.net/levels/files/323.shtml</a> (under the screenshots, see the 3d preview). It's got blurred textures on purpose (afraid of copyright issues), but it can render the original textures as well.
It would be great if someone wrote a book about open world video games. Or just video game worlds in general. Perhaps 100 games, three pages of pics and two pages of commentary for each one. Feels like someone should document all these virtual worlds since most people only have time to experience a few. Maybe it would work better as a wiki, or could start as such.
This is well done.<p>Curious, do levels look better now, taking advantage of modern video cards, than their original, native platform ?<p>I'm looking at Kingdom Hearts, and it looks quite amazing for a PS2 game.
wow, this is amazing. every once in a while i chip away at a project of mine to reverse engineer the playstation 2 game "007 agent under fire," because i have a lot of nostalgia for that game. maybe im just really bad at RE but i have found it incredibly difficult to make any progress.<p>some of the game data is not compressed. i was able to extract all of that in a single afternoon with a tool i wrote from scratch in C -- trivial stuff. but that was just audio and video files and other things -- the interesting data, maps and models, is compressed.<p>maybe i should have guessed which compression algorithm they are using and tried to decompress it with that. but i decided to start out by loading the games code into ghidra and finding the algorithms in there. while i have made a lot of progress, the task overwhelms me. its a sea of nonsense.<p>so then i tried to load the game up in an emulator and then get the uncompressed data from the virtual ps2 memory. that worked and i am able to edit the memory in real time. with that setup i tried just poking around, changing individual bytes, hoping that i would stumble across a vertex of something i was looking at. that worked actually. so as it stands i have vertex data but i still have to figure out the layout and then write something to extract that data and then translate into something i can use.<p>but this isnt ideal because there are some things that might have never been put into a level but are nonetheless on the disk. and there are other data that might be lost between the disk and memory.<p>i love zanarkand from FFX. i think its one of the most aesthetically pleasing settings in any videogame.<p><a href="https://noclip.website/#ffx/014;ShareData=AMwnv9fi/38AMV_9u4FqUYAjGRA4J]Ue~AM8OE5(U/BN2Ua7ih7@0eX9O/:M+d" rel="nofollow">https://noclip.website/#ffx/014;ShareData=AMwnv9fi/38AMV_9u4...</a><p>edit: wow, how did i not find this until now? looks like im not the only one having some trouble.<p><a href="https://forum.xentax.com/viewtopic.php?t=22213" rel="nofollow">https://forum.xentax.com/viewtopic.php?t=22213</a>
This is really cool!<p>I wonder how the author was able to load everything in a uniform interface and populate the levels with enemies. From my experience, dumped levels from retro video games can be in varying nonstandard formats that are largely incompatible with one another.<p>These results are beautiful.<p>edit: The README and repo [1] seem to show that this was a large effort.<p>[1] <a href="https://github.com/magcius/noclip.website" rel="nofollow">https://github.com/magcius/noclip.website</a>
It appears my video card is not up to par for this website. Hmmmm.<p>EDIT: <a href="https://stackoverflow.com/questions/21916930/webgl-will-not-work-in-chrome" rel="nofollow">https://stackoverflow.com/questions/21916930/webgl-will-not-...</a><p>Disabling the Chrome blacklist worked.
This is incredibly cool!<p>Is there any way to get "mouse look" without having to hold the button down? On a trackpad this is not so nice, and intuitively I want to be able to control this like a normal 1st person videogame.
sweet view of hyrule castle and death mountain:<p><a href="https://noclip.website/#zelview/spot00_scene;ShareData=AEK}rUj8k-T$(z_97pD7++_r26H^2;UZjKeUB$EcV]kX(Ua_?j9T8!]Un{b@WP" rel="nofollow">https://noclip.website/#zelview/spot00_scene;ShareData=AEK}r...</a>
This is more of a gallery than a museum. Where are the texts that explain the historical significance of each level chosen to be presented to visitors in the greater body of all video game levels, and the information who made them, as part of which tenure, inspired by what, etc?