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View Code? Open in Web Editor NEWCumulative Patch for Tony Hawk's Pro Skater 2 PC
Home Page: https://discord.gg/vTWucHS
License: GNU General Public License v3.0
Cumulative Patch for Tony Hawk's Pro Skater 2 PC
Home Page: https://discord.gg/vTWucHS
License: GNU General Public License v3.0
R3 button skips track while paused and in frontend, as it doesn't check any game states
Convert binary gap arrays to source. Currently these come as binary files loaded to memory by the launcher, meaning one can't have proper gaps without the launcher now.
I have ddraw.dll, wndmode.dll and wndmode.ini in my root folder, but it's not working. I also have UseWindowMode set to 1 in the ini.
Move all patching functionality to DLL, this will ensure the game can be launched directly without the extra hassle with launching keys.
Animations are stored in SK2ANIM file in the anim extension chunk.
Later games changed animation indices, hence it is required to rebuild psx file with original anims + additional anims from th3/th4 as well as modify tricks.bin script file to include new tricks
in th1 they used slightly different scheme, there are 2 skater models, one for frontend with the smaller set of animations, another one for gameplay with the full set of animations. This meant that the full animation set was loaded twice in splitscreen modes, taking away whooping 200kb of valuable ram. hence they moved anim sets to separate file in th2.
it is possible to load th1 anims for th1 models, but im not sure you can mix them up.
THUG2 introduced "new gap found" notifications. With the recent Career namespace updates its possible to hook the update gap list func and notify user if it was hit for the first time.
just load S2SYMBOLS instead of LTISYMBOLS.
Add right stick camera rotation
Some sprites are disappearing, most notably the selection wheel.
Game is really sensitive to any ddraw errors, terminating the process if any ddraw object is lost.
This particularly causes the game to crash on Alt-Tab, any focus changes, missing audio devices, etc.
A native backend port would allow for advanced rendering techniques, higher resolutions support, etc. Also would be much more stable.
Existing wrappers do not handle THPS2 very well.
It would be cool to have the content from the Dreamcast version, such as the higher quality textures and Trixie as an added skater.
Don't spam track title if audio file doesn't exist
Add revert. yep.
Find a way to reimplement psx color blending, psx is known to use (color_front + color_back) / 128 rather than 256, which is the equivalent of specular material color set to 2.0. This makes everything darker in the port.
Currently HUD aspect ratio is not affected by the resolution change, it's hardcoded to 4:3. More likely, hardcoded to the original 512x240 resolution.
Add multiple PKR loading, handy to have a separate pkr file for custom stuff for a release
Patch SetVisibilityInBox 0 to ignore hiding, this will ensure the whole level is loaded at once.
Original design polls hdd every time game needs new data. By design, there is a queue of only 10 ram file slots. Game works with the slot index under the hood.
These days it wouldnt hurt to just load entire pkr into ram and jump instantly jump to the required data.
Can try to hook file reading and just redirect to ram stream, or can entirely rewrite high level access. It should ensure loading from hdd as a fallback too.
Original port just ignores Alt to avoid alt-tabbing. There are more issues too like you can't close the window using the cross. Can be fixed by rewriting WndProc func entirely.
Check the possibility to enable mip-maps on DX7, might require #4 to be implemented.
Should be rather easy, just copy boneless code with a wall state check
Grind during manual init leads to bail
Game doesnt start without at least one audio device enabled
the fov value when changed gets saved onto config when exiting launcher but isn't being loaded open next launch, it defaults instead.
not sure if its a bug or an issue from my end
Cannot access gap checklist menu. Figure out the requirements and reformat gap arrays to fix the issue.
3 and 4 basically inherit th2 checklist system, hence easy to fix.
th1 on the other hand was before that, its tags are not lined up in regions.
mhpb wont work at all due to different gaps format (names stored in trg)
Add PNG support for newtex replacements
Add proper career goals. Only th3 got th2 style 10 goals. for th1 must come up with additional custom goals, for th4 should select the most fitting ones, as there are more than 10 (most being score and combo goals though)
I'm running the game in ddraw windowed mode per the instructions on the wiki, and I'm getting weird frame drops that come out of nowhere. They last half a second or maybe a full second, with the music unaffected but the gameplay seems to be frozen. I'm not adjusting the framerate from the default of 30 either. This messes up combos pretty badly. Does anyone else have this issue? Could it just be an effect of the windowed mode implementation?
I'm using an AMD Radeon RX 580 in case that makes a difference.
Either find ways to preload sqlite db to ram or get rid of it in favor of some json list maybe.
Find a way to disable directInput gamepad completely instead of dummying the controls
Escape doesn't close game menu
Current launcher state is a bit outdated and it was never opensourced.
Some extra code was probably added to handle those
Add option to scale fonts, will facilitate the higher resolution fonts.
Screenshot function is broken, bmp header bpp is hardcoded, hence mismatches in 32bits.
Output mod info string in menu
Support larger background images, original is hardcoded to use 640x480 region of the texture, even if it's larger.
Restore manual kick option, it is unavailable since psx input menu is replaced with pc controls editor.
Bits are only rendered within the 1024x1024 window, should patch to use current screen dimensions, or power of 2 exceeding screen size, if that's an issue.
This includes stuff like grind sparks, bloodsplat, water ripple, grass particles, shattered glass pieces, etc.
Most likely to be hardcoded in Bit_Display.
I'm using windowed mode, and I prefer 1280x960 as it's a nice size for games on a 1920x1080 monitor. However, I'm not able to set this exact size in the video options of the Cumulative Patch launcher (1024x768 is close, but a bit small, while 1280x1024 is too big and isn't 4:3, so the HUD is stretched slightly, at least for now).
The resolution option allows you to type a custom value, but doing this has no effect.
Fix software render, it works in higher resolution, but only fills left side of the screen and colors are wrong.
An easy feature to simulate th1 limitations.
For some reason final competition video is weirdly stretched, even though intro for instance is not. This causes the game to crash prior to credits loading. If no video file is present, it doesn't crash and normally proceeds to credits.
Since the game is partially hardcoded to 30fps, simple sleep skip doesn't work too well with stuff like scripts and bouncy objects.
Hi!
I'm using Wine on linux to play THPS2.
I tried Windows XP in VirtualBox but as far as I understand it won't work since VB does not support DirectX 7 (dxdiag confirms that, only 8 and 9 are supported) - I get blank screen. Also tried vmware, but it was uplayable.
So, everything seems to work on wine at least widescreen and gameplay but, when I select ie. THPS1 levels I get THPS2 only.
I installed THPS2 from iso, th2patch_v4prev2.7z, th2_content_pack.7z, and crack.
I don't know where to look for anything more.
Thanks in advance!
Implement in-game custom options menu
Add balance bar for grinding as original game didn't have one
Frontend and gameplay are rendered separately, every menu screen has it's own vblank loop.
Patch folder should be included in the repo rather than being downloaded separately, specifically music.db and levelpatch.ini.
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