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Size discrepancies between the XBOX and the PC version


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Posted

So here's something I've noticed.

Jedi Academy ROMs (xbox) on isohunt are listed at 1.2GB, and JK2 ROMs are listed at 1.5gb

hm..

 

But according to the Pirate Bay...

The PC version of Jedi Academy is 1.1GB, and JK2 is 630 MB

 

...what the hell math

 

So basically the size goes like this...

 

JK2 PC < JA PC < JA XBOX < JK2 XBOX

 

i don't understand

 

 

 

Time to do some extensive datamining then to see for sure.

 

EDIT: I lied. The JA XBOX is actually 1.2 GB, not 1.3. Correcting my math.

EDIT: All of those are NTSC/USA, not PAL.

Posted

Here's some cvars from the xbox version of the game. Most if not all of them aren't in the actual game itself.

unbindall
seta in_mlooking "1"
seta cg_turnAnims "0"
seta cg_missionInfoFlashTime "15000"
seta com_maxfps "85"
seta sp_language "0"
seta conAlpha "1.6"
seta panoNumShots "10"
seta cl_yawspeed "140"
seta cl_pitchspeed "140"
seta cl_anglespeedkey "1.5"
seta cl_maxpackets "30"
seta cl_packetdup "1"
seta cl_run "1"
seta sensitivity "2"
seta cl_mouseAccel ".3"
seta cl_freelook "1"
seta cl_ingameVideo "1"
seta cl_VideoQuality "0"
seta cg_autoswitch "1"
seta m_pitch "0.022"
seta m_yaw "0.022"
seta m_forward "0.25"
seta m_side "0.25"
seta m_filter "0"
seta name "Kyle"
seta snaps "20"
seta sex "male"
seta handicap "100"
seta r_allowExtensions "1"
seta r_picmip "0"
seta r_detailtextures "1"
seta r_texturebits "16"
seta r_texturebitslm "0"
seta r_colorbits "16"
seta r_stereo "0"
seta r_stencilbits "8"
seta r_depthbits "16"
seta r_overBrightBits "0"
seta r_ignorehwgamma "0"
seta r_mode "3"
seta r_fullscreen "0"
seta r_customwidth "1600"
seta r_customheight "1024"
seta r_customaspect "1"
seta r_simpleMipMaps "1"
seta r_subdivisions "4"
seta r_ignoreFastPath "1"
seta r_intensity "1"
seta r_lodCurveError "500"
seta r_lodbias "0"
seta r_flares "1"
seta r_lodscale "4"
seta r_ignoreGLErrors "1"
seta r_fastsky "0"
seta r_drawSun "0"
seta r_dynamiclight "1"
seta r_dlightBacks "1"
seta r_finish "0"
seta r_textureMode "GL_LINEAR_MIPMAP_NEAREST"
seta r_swapInterval "0"
seta r_gamma "1"
seta r_facePlaneCull "1"
seta r_primitives "0"
seta r_showtriscolor "0"
seta cg_shadows "3"
seta r_modelpoolmegs "20"
seta r_lastValidRenderer "Intrinsic Alchemy"
seta s_effects_volume "0.5"
seta s_voice_volume "1.0"
seta s_music_volume "0.25"
seta s_allowDynamicMusic "1"
seta s_soundpoolmegs "4"
seta cg_drawCrosshair "1"
seta cg_marks "1"
seta ui_menuFiles "ui/menus.txt"
seta ui_smallFont "0.25"
seta ui_bigFont "0.4"
seta cg_hudFiles "ui/jk2hud.txt"
seta g_spskill "1"
seta cg_crosshairForceHint "1"
seta cm_playerCurveClip "1"
seta cg_drawGun "1"
seta cg_stereoSeparation "0.4"
seta cg_draw2D "1"
seta cg_drawStatus "1"
seta cg_drawTimer "0"
seta cg_drawFPS "0"
seta cg_drawSnapshot "0"
seta cg_drawAmmoWarning "1"
seta cg_dynamicCrosshair "1"
seta cg_crosshairIdentifyTarget "1"
seta cg_crosshairSize "24"
seta cg_crosshairX "0"
seta cg_crosshairY "0"
seta cg_simpleItems "0"
seta cg_runpitch "0.002"
seta cg_runroll "0.005"
seta cg_bobup "0.005"
seta cg_bobpitch "0.002"
seta cg_bobroll "0.002"
seta cg_saberAutoThird "1"
seta cg_gunAutoFirst "1"
seta cg_reliableAnimSounds "1"
seta g_dismemberment "3"
seta g_dismemberProbabilities "1"
seta g_subtitles "0"
seta g_saberAutoBlocking "1"
seta g_saberRealisticCombat "0"
seta g_saberMoveSpeed "1"
seta g_saberAnimSpeed "1"
seta g_saberAutoAim "1"
seta d_slowmodeath "3"
seta ui_r_glCustom "4"
seta ui_iscensored "0"
seta fs_openorder "0"
seta cl_pitchSensitivity "0.5"
seta in_useRumble "1"
seta ac_autocenter "1"
seta ac_invertstick "0"
seta cs_buttonsetting "0"
seta cs_thumbsticksettings "0"
seta cg_menuBkMovie "jk0101.bik"
seta cg_menuSecondaryMovie "JK0101_sw.bik"
seta cv_autoAim "1"
seta m_autolevelSpeed "0.03"
seta g_playerselectteam "1"
seta g_playerskilllevel "1"
seta char1team "1"
seta char1team "2"
seta timelimit "30"
seta fraglimit "20"
seta capturelimit "8"
seta duel_fraglimit "10"
seta g_friendlyFire "0"
seta g_MaxHolocronCarry "2"
seta g_weaponDisable "0"
seta g_duelWeaponDisable "0"
seta g_warmup "1"
seta g_dowarmup "10"
seta g_forcePowerDisable "0"
seta g_saberOnly "0"
seta g_browsepowers "0"
seta g_browsepowers2 "0"
seta g_autobotselectskill "2"
seta g_unlockallsplevels "0"
seta frenchEnglishVersion "0"
seta g_playerskilllevel "1"
exec control01.cfg

Posted

The cg_turnanims catches my interest due to my recent walker model, I made turn animations since I saw that the AT-ST uses them but in game they don't work, care to shed some light on perhaps why there is code for turn animations, actual turn animations for models but they don't seem to play ever?

Astral Serpent likes this
Posted

Because the animations which are in those files are used for either cinematics or the console version of the game. Either way they are definitely not used in the game. The AT-ST does use some sort of turning animation though for SP.

 

As far as the size goes, you'll be quite interested to know where all the space is distributed..

 

Map files, textures, binaries, ui, etc - 148 MB

Video - 1.08 GB

Sound - 80 MB

Music - 304 MB

Other Media - 546 kb (savegame mostly)

 

Reason why the video is so big is because they saved all the ingame cutscenes as .bik. Unfortunately they took of some of them it seems, as the continuity is wrong on them.

In all, there are 44+1 suggested cinematics (or were going to be that many). The actual number on the disc = 37+1, so like 7 of them got cut.

 

Now all I need is some way to open this stupid archive full of the bsps and binaries so i can hack those to pieces.

Posted

Would it be possible to compile the xbox-version to run on windows?

Also, does the xbox version have splitscreen working?

Posted

The XBOX code has been thoroughly gutted in the SDK, and among other things, the splitscreen code is gone. I suspect that that would have been in the executable, unless I'm mistaken.

 

Though if I can crack those archives (.gfc and .gob files), there may be some code in there that can be RE'd, unless that's in the XBOX Executable (.xbe).

Keep in mind, I'm mostly referring to JK2 here, since I don't have the ISO of JA cracked yet (I'm pretty sure it'll be using the same toolset though).

Also, I plan on decompiling a few select maps since there are subtle differences between them (ffa_bespin has a completely different rocket spawn I think)

Posted
The XBOX code has been thoroughly gutted in the SDK, and among other things, the splitscreen code is gone. I suspect that that would have been in the executable, unless I'm mistaken. Though if I can crack those archives (.gfc and .gob files), there may be some code in there that can be RE'd, unless that's in the XBOX Executable (.xbe). Keep in mind, I'm mostly referring to JK2 here, since I don't have the ISO of JA cracked yet (I'm pretty sure it'll be using the same toolset though). Also, I plan on decompiling a few select maps since there are subtle differences between them (ffa_bespin has a completely different rocket spawn I think)

It looks like you can open .gob files using this.

 

And .gfc files with this.

Posted
It looks like you can open .gob files using this.

Nope, already tried that. .gob and .gfc are part of Doom 3's archiving system, actually.

And .gfc files with this.

That's for .gcf files, not .gfc

  • 4 weeks later...
Posted

Since the topic is concerning the xbox version which I actually had first before I discovered the magical world of game modding. Anyone know where I can find the video that plays on the xbox version if you let the menu sit idle? It's a pretty cool video.

Posted

Not sure. I do know that the major size discrepancies occur because JK2 used videos instead of ingame cinematics though.

I haven't actually cracked open the JKA XBOX disc yet though. Expect it to be teeeeeny tiny though, like 640x480.

  • 3 weeks later...
Posted

I'm surprised the Xbox version is bigger. The resolutions for original Xbox games were tiny and I'm pretty sure the textures were set to low.

 

Also, it seems like the cinematics on the Xbox version of both JO and JA were prerecorded videos instead of actually being scripted in from of you like in the PC version.

 

Maybe I'm wrong. I have them both for Xbox though.

Posted

Turns out that the size discrepancies are the fact that they did all the cinematics ingame as FMVs in JK2, while they were actually rendered ingame in JA.

One interesting thing to note though is that trip mines use a different shader than usual. The little blue bits on trip mines actually flash. JKG replicates this behavior quite well, which I assume was BlasTech's original idea. Do note though that I haven't actually been able to unpack the archives as they're protected with Doom 3 archive formatting. Just haven't figured out the exact hash to unlock the files and it isn't really worth it.

Posted

The cinematics make sense I guess since there were so many options for the playermodel to be, that would be a huge amount of unnecessary FMV videos to bump up the size of the game.

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