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REZ Hacking

#16 User is offline Trunks 

Posted 30 December 2009 - 04:53 PM

  • AGAIN TRY
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Pretty cool that someone's into this again. I remember when the k-project beta got released a couple years ago, man that was exciting. Rez is one of my favorite games of all time, hands down, so I was tearing the shit out of that iso.

I hope you make some more progress, but right now next to everything you've posted has kinda already been posted various places on the internet. I don't mean to shit on your parade, but the custom user title "The boards only REZ hacker-Prove me wrong." kinda dictates a holier-than-thou perspective, which is counter-productive. If you wanted to get down and dirty, here, I am proving you wrong, because I too have messed around with the internals of Rez.

I would say you've been more successful, though. :P

#17 User is offline Woofmute 

Posted 30 December 2009 - 06:30 PM

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Woops. There, I changed it, is it better than it was? (Is it more true than it was?)

Anyway, I know I'm a bit late to the party with most aspects of REZ, but I wouldn't say I haven't discovered a few things. You know, I'm running out of things to discover...Aside from anything Jake Kazdal can tell me.

#18 User is offline Trunks 

Posted 31 December 2009 - 02:19 PM

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How can you know you're running out of things to discover? If you knew the finite number of things to discover, then you wouldn't be discovering anything.

#19 User is offline Woofmute 

Posted 01 January 2010 - 08:27 AM

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Well, you have a point there. It just feels like it to me, but there probably is loads more to discover, I'm just not clever enough. Yet.

#20 User is offline Woofmute 

Posted 22 January 2010 - 02:43 PM

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Right, because I simply lack the knowledge to do so, does any one have any idea how to go about reverse engineering file formats, like mpb (That sample storing file) or .eve (Mainflow)?

#21 User is offline AJ 187 

Posted 23 January 2010 - 02:09 PM

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Generalized heavily, but:
  1. Find a bunch of example files.
  2. Start examining similarities between the files with a hex editor (sometimes files will have a header, sometimes they won't; depends on the format)
  3. Start changing things that look interesting to you and see what happens in game.
  4. Use emulators with debugging tools (I'm not sure if any Dreamcast emulators have debuggers)


#22 User is offline Woofmute 

Posted 23 January 2010 - 02:31 PM

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QUOTE (AJ 187 @ Jan 23 2010, 07:09 PM)
Generalized heavily, but:
  1. Find a bunch of example files.
  2. Start examining similarities between the files with a hex editor (sometimes files will have a header, sometimes they won't; depends on the format)
  3. Start changing things that look interesting to you and see what happens in game.
  4. Use emulators with debugging tools (I'm not sure if any Dreamcast emulators have debuggers)


I'll try that, thanks.

#23 User is offline Woofmute 

Posted 24 January 2010 - 07:43 AM

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Found the boss entry text in the beta for Area1 and edited it in a hex editor, surprisingly, it worked!


Then it would scroll down and say 'Oh Noes!'. But I'm not playing for another 20 mins on an emulator.
This post has been edited by Jakeford: 24 January 2010 - 08:22 AM

#24 User is offline Woofmute 

Posted 03 February 2010 - 05:38 PM

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Just so anyone interested knows-For a while now, I've been looking into the first read binary files from the beta and final, to get debug code working again, and thinking there were some values set to zero. Just a few minutes ago I realized that from offset 000B8D10 downwards, everything was nop'd out. So theoretically it's just a matter of taking the code from the beta and inserting it. But, the binary does not contain enough space for the code. So I can either-A) Create space and rewrite pointers. Or B) Insert it anyway and rebuild the game. Any ideas which one might be easier?

There is one keyboard command that still functions, but all it does is saves the game. (It's the 'Home' button)
This post has been edited by Jakeford: 03 February 2010 - 05:39 PM

#25 User is offline Woofmute 

Posted 12 February 2010 - 05:43 PM

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This qualifies as beta material.
In a chat with Jake Kazdal, I sent him a quick 3D mockup of a beta Rez form, referenced from a Youtube video. He then sent me a quick painted on version showing what that beta form was more closer to;


#26 User is offline Phos 

Posted 13 February 2010 - 12:39 AM

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I should make a model out of that.

#27 User is offline Woofmute 

Posted 27 March 2010 - 08:34 AM

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I was a bit late posting some of this stuff, but here I go;

This is the part of the conversation-

'I was part of all of that, long time since I've seen that! I've done a quickie paintover to show what the actual form was closer to. I wish I still had more pictures from that time, but here is some stuff I dug out of my old hard drive! I don't know if this wicked big painting was ever actually released, I grabbed it when I left, so you didnt get it from me!!!'

The 'wicked big painting'- Here
Japanese cover art (I think)-Here
The finished version of the beta character (Made by me)-And here


As well as that I've continued to dig through the K-Project beta by experimenting with pressing keys at different times while using different debug modes, etc.

Here is a text document of every known command and key so far-Beta Commands
And the test mode commands-Test Commands

You probably know most, if not all of those keys and commands if you've spent time with the beta, or from places around the net.

#28 User is offline Lobotomy 

Posted 27 March 2010 - 10:23 AM

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Keep doing what you're doing, man. I want to see some more K-Project stuff!

Any hopes on finding the girl running on that thin strip of land from an EARLY AS HELL alpha?

#29 User is offline Woofmute 

Posted 27 March 2010 - 11:07 AM

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So far, only time will tell.

I'm messing with the file types in hex editors, changing one or two values and seeing how it affects the game, so if I find or achieve anything, it'll be straight on here! I haven't figured out where the player is stored in the game, but I will one day, probably.

The tutorial level seems to be one of the few used links between the concepts and the final, as it is one of the level segments from This video.

EDIT: Oh, when you try to save the .eve file by pressing 'S' while using the Mainflow editor, it will attempt to save to drive 0. Drive 0 is the first VMU, or other form of memory card, in controller 1. Using a VMU that links to the computer, I can then extract custom .eve files, and use them in the final version of Rez, well, in theory.
This post has been edited by Jakeford: 28 March 2010 - 02:54 PM

#30 User is offline FuzzballFox 

Posted 01 April 2010 - 04:29 AM

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Fuck yes <3 Rez <3333
Aphex Twin? Holy shit I would never have guessed...;_; Come to Daddy is one of my favourite tracks for RDJ...

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