MM1 Revisited

:!: V3 finally released!

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RohitXL5
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Postby RohitXL5 » Sun May 12, 2013 6:03 am

Oh my god! Can't believe this great work Dummiesboy. Good job! That's awesome! The water reflections looks photo-realistic. That's what I wanted always. I wonder what would happen if we make only the sun move upwards and upwards and downwards and downwards like a rainbow with changing sky. That would be awesome.
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Postby dummiesboy » Sun May 12, 2013 6:05 am

You're talking about a day/night cycle. Impossible.

Also, thanks guys. CarLuver69 is currently working to try and fix the spinning issue, so let's hope he's successful...
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Postby aaro4130 » Sun May 12, 2013 11:45 am

So about the spinning, I will check Az's idea of it, if it really is a pointer pointing to a pointer.
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Postby aaro4130 » Sun May 12, 2013 1:14 pm

FIXED IT!
0048DB77 - D8 0E - fmul dword ptr [esi]

That command was rotating the sky

Now I have

JMP 0048DB79
NOP
NOP
NOP
NOP
fmul dword ptr [esi]
>Jumps to here

So now we have a static sky!
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Postby dummiesboy » Sun May 12, 2013 4:37 pm

Yep, Aaron fixed it! :D Which means I've been continuing on the project. Got Morning Cloudy done now.

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Postby zoot » Sun May 12, 2013 5:34 pm

Looks perfect, as always.
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Postby RohitXL5 » Sun May 12, 2013 6:11 pm

Decent!
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Postby zoot » Sun May 12, 2013 6:17 pm

Decent!
That's an understatement!
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Postby FXANBSS » Sun May 12, 2013 6:25 pm

8O This is Awesome!

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Postby Franch88 » Sun May 12, 2013 10:13 pm

Aaro is the man in such MM games hacks. :wink: Great work, keep it up. :)
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Postby NotoriousA » Sun May 12, 2013 10:25 pm

Aaron is the man of many possibilities! :D
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Postby dummiesboy » Mon May 13, 2013 4:43 am

So I was looking around the area of the spinning sky code Aaron found, and discovered some more values related to the sky. One of them is the Y axis multiplier. Basically, the sky is a small object (in reality, not much bigger than a car) that renders behind everything else and is locked to the camera on the X and Z axis. The model moves inversely to the camera on the Y axis, which allows it to look like you're reaching the top of it the higher you go. This value controls how much it moves. Basically, in MM1, it was set to move alot, so much so that you can very clearly see the sky move down every time you jump a bridge.

So what does this mean? Basically, I can fix the glitch where the top sky shows through the water, and also eliminate the weird movement of the sky when you jump. Already confirmed that this works.

I also found a value that seems to be the far clip for the sky model. No idea how it works or why it even exists, but if I set it higher, the corners of the sky model (the parts furthest from the camera) disapear. If I set it high enough, you can't see the sky at all. I saw the same thing when I first imported my sky model from MM2, and had to make it smaller to fix the corners that were getting clipped off.

So what could this fix if I edit it? Well if I lower the value, I may be able to make the sky model larger, which could make it look less zoomed in and blurry. Still need to test this.


tl;dr
I found more stuff in the EXE that could fix a couple of issues with the new skies.
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Postby aaro4130 » Mon May 13, 2013 12:04 pm

Also the executable that will be included in Revisited V3 is a speedboot one. Made by me. It does the following things to startup faster:

- Skips .RPL file detection since replay isn't usable afaik
- Skips VTUNE3.0.DLL detection, have no clue why it is detected in the first place, it is in MM2 as well
- Skips playing the movie, for some reason disposing the MCI video player and initializing DirectX takes up to 10 seconds, this is especially good for multiplayer games as it takes long there too, even though the movie is not played it somehow got sped up.
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Postby RohitXL5 » Mon May 13, 2013 12:53 pm

Skips playing the movie
Can you make one with movie?
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Postby aaro4130 » Mon May 13, 2013 1:00 pm

I would have to take out one line of code so I might do it :P

Also I found these text strings inside the EXE file, I will leave you guys with them, and no MM2X didnt censor them and neither did I :P

ASCII "PHYS.Collide : @#$#$@% piece of @#$# computers 1!"
ASCII "PHYS.Collide : !#$%$#$ piece of @#$# computers 2!"
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