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REZ Hacking

#106 User is offline Jakeford 

Posted 28 May 2010 - 11:31 AM

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Did more experiments, and found that in Area4, as well as changing segments, you can also spawn enemies by pressing different letter keys. Even that unused enemy that appears in the lost area, the one that just spirals lifelessly backwards.

I'm sure parts of the PassEditor have been removed, but there must be enough parts left to use it at a basic level.

Oh, another thing; On the last two transition segments of Area1, rather than looping the transition over and over until I press the spacebar again, these two segments continue like any normal level segment. 9's transition segment does not loop objects however, but 10's does-I wonder if these where actually normal level segments at one point? And some of the Area5 transition segments last longer than they normally do, and are big enough to actually be normal level segments. But the objects don't loop however, so you end up floating in nothingness.

EDIT: Oh, and you can also load the final boss rush area from the level select by using the spacebar to select the next level, but the level entry model doesn't change until you select it-Area6 uses the Area5 entry model.
This post has been edited by Jakeford: 28 May 2010 - 11:35 AM

#107 User is offline Jakeford 

Posted 05 June 2010 - 04:19 PM

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I got bored, and remembered seeing some beta stuff in the Rez promotional video. So I slowed it down and took screenshots of the beta stuff I've found so far. (Bad image quality though, blame the video I took the images of.)

Download them here.

QUOTE
Beta target reticules. A square (seen in the work in progress video #3), and a circle.
Text is displayed at the bottom of the screen, and only for the Password protector and items.
Area2 uses the beta boss area. (No images)
Area4 doesn't have the 'dot' texture implemented yet. (See reference image 1&2.)
Beta area1 enemy (The beta 'big' enemy that Jake Kazdal made).
Different coloured 'fish' enemies in the area3 boss.
The player seems to have different colours for different levels. I don't ever remember a bright green version of the player in Area3, or a white one in Area4.


#108 User is offline ccat 

Posted 09 June 2010 - 07:21 AM

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Never paid that much attention to the promo, actually. However, these are usually mashed up before it's all done, so it's reasonable to say some stuff does get left behind.

#109 User is offline Jakeford 

Posted 09 June 2010 - 09:28 AM

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Well, I've got a way to replace textures. Currently have Area4 with the beta textures, and that big green target cursor from the video of an early alpha.

Working on restoring the beta Area1 enemy too.

#110 User is offline ccat 

Posted 10 June 2010 - 12:32 AM

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Did you actually get to successfully reassemble the GD image yet? >_>

#111 User is offline Jakeford 

Posted 10 June 2010 - 01:42 AM

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I've kept trying, but no luck yet. This is where owning a Dreamcast dev kit would come in handy, I'd love to be able to boot from it's hard drive.

#112 User is offline ccat 

Posted 11 June 2010 - 05:01 PM

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You're not the only one keeping an eye out for a Katana in hands of someone who doesn't know its value. v.png

#113 User is offline Jakeford 

Posted 30 June 2010 - 03:46 PM

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Do you think it would be wrong to suggest the beta running player animation was used for the Area4 boss Uranus?

#114 User is offline Jakeford 

Posted 12 July 2010 - 03:55 PM

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Oh, the song used in the beta for Area3 turned out to be 'Extra' by Ken Ishii. I'm unsure if this was just placeholder, or if they actually intended to use the song Extra.

Extra.

#115 User is offline Jakeford 

Posted 12 October 2011 - 04:50 PM

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So yeah. I'm not done with this game. And I'm aware this is a bump, and a triple post... But it's a nice bump.

I've spoken via Twitter to Ken Ishii and Keiichi Sugiyama.

Ken Ishii has told me that the song Extra was only placeholder, and was never intended for Area3.
Keiichi Sugiyama has told me what hardware he used for sounds, incase that is of interest to any of you;

Quote

I used nordlead2 , 01/W , MS2000 , Triton Rack, S5000 , JD-990 , S-760 etc.


References to those synthesizers exist in the S_M01.mid file.

On the subject of the music in Rez, I have these;
http://www.youtube.c...h?v=vLiM8f53wNQ
http://www.youtube.c...h?v=GjDzmau2dZw
http://www.youtube.c...h?v=IQjhCBk30NU
http://www.youtube.c...h?v=NkeDyKa4gD0
http://www.youtube.c...h?v=tPZ3oB2tOMQ

More to come at a later date. Levels like Area 2 and Lost Area have really complicated music...

And I've done a lot more documenting of the beta key functions and such... There's lots in there. Posting when I find it.
This post has been edited by Jakeford: 12 October 2011 - 04:54 PM

#116 User is offline Miles Prower 

Posted 24 October 2011 - 05:25 PM

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Effing sweet.

I'd be interested in your "Fear" project files, if you make those available. ;)

#117 User is offline Jakeford 

Posted 24 October 2011 - 05:32 PM

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I'll just see if I can dig up the link to them... Check your PM's in a few minutes. ;)

If anyone else wants them, let me know...
This post has been edited by Jakeford: 24 October 2011 - 05:53 PM

#118 User is offline Miles Prower 

Posted 25 October 2011 - 05:33 AM

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Thanks ;)

#119 User is offline Jakeford 

Posted 25 October 2011 - 05:00 PM

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No problem!

The site I had to host the files on will be dead within the next month, so if anyone else wants the files, do tell me.
I can always upload them elsewhere afterward...

#120 User is offline Jakeford 

Posted 14 February 2012 - 04:18 PM

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I guess Rez hacking isn't as big as I thought it should have been. Oh well.

I apologize for the image quality...

An unused Rez form, seen here. It has it's own little animation where the back opens to reveal two more jets, and it's wings fold upwards.
Posted Image

Posted Image

This is that unused Area1 enemy I mentioned a few pages ago. It was replaced by the larger green enemy that fired missiles in the middle of that level.
Posted Image

Posted Image

The unused yellow player, strangely enough, fails to import into 3DSMax when exported as a .obj via ExMldNet. Which is how I didn't find it before. The Rez .NB format is a container for Ninja format models, but beyond this I know nothing. If this .NB format is ever cracked, things like swapping the player's animations so it runs in normal levels, and even swapping the enemy and player models, could probably be achieved.

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