I finally had a breakthrough for psx map exporting, finally identified where the palettes are stored, got some map data to render, even though there are still a lot of misalignments, but it's the best they have looked so far
And 3D for No Regret is in too, have fun exploring the maps
I got to say that it's No Remorse that has the most weird 3D stuff going on, unlike No Regret most maps are pretty much unhinged
@The Silencer I finally found out why it was possible to jump through that one wall in the secret room: it was a clever parallax trick all along and the wall was actually placed on the floor in the secret room
Oh yes by the way I made a 3D renderer for the maps, it automatically tries to...
So I'm hitting diminishing returns on several areas, it's 1am and I can't sleep so let's recap my progress
Usecode debug menu: found in no regret but cannot do anything useful with it until I figure out how to do modifications to the executable without crashes.
Psx map support: the map format...
I moved away from the debug menu because I wasn't really making much progress, every time I try to make a patch to make it properly initialize the debug data the game just crashes.
Instead I moved into analysis of the PSX version, I still want to have the map viewer support it (it's not going...
I DID IT!!!
For the first time ever: this is the usecode debugger built into crusader!
No Remorse was missing a critical bootstrapper that no regret instead has, so now by changing some bytes around in no regret I was able to redirect the loosecannon16 cheat to launch the debugger instead! And...
Yep that switch did the trick, looks like I'll have to update the map viewer to properly track that because my analysis completely missed it, MAYBE the two eggs DO need to be triggered before the switch works but I need to check that in more detail
I'm still massively stuck on trying to uncover the Jely bathroom.
According to the red arrows these CMD blocks are computing some sort of combination out of these eggs in front of the door but it's really hard to figure out what exactly triggers the door.
Analysis suggests that these two...
I'm going to check on this ASAP.
You are right, there are two teleporters that have the Ely room as a destination in map 27 (mission 14)
This is the place, but I don't really see a way into the room yet, but it looks like that wall might open somehow, I have to investigate what triggers it...
I found something amazing: No Regret map 26 has a video player that allows play all the videos in the game and a cheater's menu that allows warping to any mission. I still have no idea if it's possible to reach this map through gameplay but it seems kind of redundant if it can only be accessed...
Looks like fake walls detection is going to be the next thing I implement in the map viewer, I want to see what shows up
Today I implemented the F7 alt f7 and ctrl f7 visualizers, finally figured out how spawners actually work
fun fact, there's an unused Observer NPC spawner in a corner in...
Today's mystery I want to solve:
Very interesting, this is what I see:
There is an exit teleporter but I don't really see any lines that go from events to any wall, there aren't inbound teleporters and the room is completely walled with invisible walls so you can't even jump into it from the...
There's one in mission 2, when the prisoners get killed you can enter one cell and get to an E shaped room
Then there's this one in mission 7 with the light bridge run
Then technically there's one in unused map 14
By the way the new update is live on the website and now it's possible to see...
I hope you still have email enabled for this thread, you can check out my ongoing decompilation progress over here:
https://echosector.org/forum/threads/im-reverse-engineering-crusader-because-im-still-obsessed-about-the-game.769/
I have a web app able to display all the maps of the game, a...
Got it: go to the end of the bridge, shoot the guy before he can retract it, stand at the end in range of the button and turn around.
Press the button and dash to the end and stop before the edge and wait for the bridge to disappear, move a bit so you fall down. You will hit the spawned floor...