[Resource Request] Duke Nukem Advance or Zero Hour

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Captain Awesome
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Re: [Resource Request] Duke Nukem Advance or Zero Hour

Post by Captain Awesome »

I was tinkering around myself, and I remembered that the game has a Debug cheat mode. This debug mode has a menu for sound effects testing. It has 2000 sounds defined. I'd estimate that about 25%-35% of the defined sounds are dupes or empty defs. I don't even think it has all the sounds defined in this menu (I can't confirm this, though.) This might help you in finding the sound bank, however.
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Akira_98
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Re: [Resource Request] Duke Nukem Advance or Zero Hour

Post by Akira_98 »

You just made my day (or, yesterday(?), as it stands now). That saves me SO much trouble of dealing with SRIP. With 2000 sounds defined I'm sure all of them are in there somewhere, like in the thousands. This might have just gone way over my head though, having that many sounds. Maybe I can get people to help me later...
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Captain Awesome
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Re: [Resource Request] Duke Nukem Advance or Zero Hour

Post by Captain Awesome »

Well, if there is no way to actually rip the sounds out, then I don't mind if you abandoned the ZH sound rips. I've figured out how to record them on my own, thanks. The recording method works, but I'm not sure if there is any sort of quality loss, and Project64 emulates at such low volumes I'll have to amplify them for regular use. Thanks again.
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InsanityBringer
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Re: [Resource Request] Duke Nukem Advance or Zero Hour

Post by InsanityBringer »

Image

Getting there...

Having my new palette application tool should speed this process up with some luck.
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Captain Awesome
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Re: [Resource Request] Duke Nukem Advance or Zero Hour

Post by Captain Awesome »

Awesome. Glad you're figuring it out.
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Akira_98
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Re: [Resource Request] Duke Nukem Advance or Zero Hour

Post by Akira_98 »

OK, only four levels and already 2000 textures. :shock: This is gonna take a while longer. Sorry for the delay, I really don't want to try splitting them by maps and releasing them in packs, as there would be WAY too many duplicates (and triplicates...etc.) If I do a couple maps a day, it should be done in no time (not including MP maps which would only take an hour at most).

Also, here's something interesting: The texture dumper can only dump textures that have been loaded, it doesn't dump them directly from the ROM. Anyways, while messing with the debug menu, I played a sound. When I played the sound, it also loaded and dumped a random wood texture. At least, I thought it was interesting...
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InsanityBringer
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Re: [Resource Request] Duke Nukem Advance or Zero Hour

Post by InsanityBringer »

I have ~120 textures ripped at the moment from Duke Nukem Advanced. I have most of the city and base textures, and a few egypt and ailen textures. The animations are interesting though, as they only store the column groups that get animated, meaning I have to compost them together to get the animations working.

I should be able to return to this on Monday and finish up the rest, hopefully.
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Ceeb
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Re: [Resource Request] Duke Nukem Advance or Zero Hour

Post by Ceeb »

Whenever you guys think you've found all the textures, let me know and I can upload them to Realm667 for you. Giving you full credit of course!
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Captain Awesome
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Re: [Resource Request] Duke Nukem Advance or Zero Hour

Post by Captain Awesome »

I didn't even notice you guys had replied. Akira, I actually find that interesting as well. Another interesting bit I've found is that the outro/cutscene is counted as a level in the debug level select. As for dupes/triplicates here is a decent program to weed them out. Insanity Bringer, I hope you can finish up by then, too. Sounds like a nightmare to me. :lol:
Simon_croes

Re: [Resource Request] Duke Nukem Advance or Zero Hour

Post by Simon_croes »

Sorry to bump this thread but I wanted to ask how the texture ripping went, InsanityBringer. If you're still around here, I'd like to use the textures you ripped or the program you used to dump them. I'm working on a Duke Advance port for Eduke32. And it would be very nice if I could use the dumped textures, because manually draw them is a lot of work :p And I already did that for a few textures.
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