AlsoI found that changing the projection matrix settings when using glm::perspective - specifically the FOV - will cause multiple projection and cause the object to grow or shrink. Have I forgotten to negate this someplace ?
To bake a rendered image into a texture, you need to generate texture coordinates by transforming object coordinates using the same transformations used for rendering the image. The model transformation can be used to position the object, but the transformation from world space to screen space (i.e. the view and projection transformations) needs to match.
It is interesting to note that many of the unused voice clips in the game are duplicates of dialogue lines spoken in F-Zero X for the Nintendo 64. It would appear that GX was designed to be closer in design to F-Zero X initially before developing its own personality.
Since "You lost your machine!" plays when the player loses a life, "You got your machine!" sounds like it would have played when the player defeats 5 other competitors in a single race which results in a life gained.
This phrase is used in most Monkey Ball games when 10 seconds remain. Similarly, F-Zero GX has a siren sound for every second when 10 seconds remains in a mission or in the AX game mode.
It appears as though there was going to be a check for a draw during a Time Attack race. A tie with a Staff Ghost has been observed before, but this audio clip did not play. (See Discussion page for details.)
FALLOUT is the term used in the Monkey Ball series when the player falls off the stage. Seeing as the game was built upon the Monkey Ball engine, it is likely they used this until "Off Course" was chosen as the out-of-bounds cue.
The textures for LASER_CASINO, a rotating sign hologram like the Triforce and GameCube logos seen in Sonic Oval. It lays dormant exclusively in the Japanese bg_com (Sonic Oval) texture archive.
FLAG is located in common, bundled along with other, far less detailed pylon cones. Its intent is unknown, but could have been used in story mode, especially since the first mission requires going through specific locations on the track.
TESTCONE00 through TESTCONE04 each come in their own color, sporting their namesake number. They are highly primitive objects. Their use is unknown, but was surely used in early development.
PYLON can be found in both common and efcmodel. It could have served such purposes as a tool for testing the vehicle handling mechanics, for use in objective-driven missions, or perhaps, when used in pairs, to designate the starting line.
ELV_SCREEN01 was supposed to be a monitor screen used in Cosmo Terminal, much like the Space Elevator Information screen seen near the starting gate in Trident. It ultimately went unused, sporting a placeholder texture as it does not have its own.
GX had plans for a 14th venue (taking into consideration that Sonic Oval is its own venue referred to as com) and contains remains of an additional course in order to prevent the debugger from crashing.
There is a Course Select venue backdrop graphic named bmp_stg_aur that references an unused venue. "aur" is the shorthand name of this venue which does not correspond to any venue. It only appears in the Japanese versions of GX and AX. Since it has not seen any progress since its inclusion in AX suggests it was scrapped early in development.
GX has an unused course indexed as course 0. It will call the assets from Sand Ocean with the track Screw Drive (in the Aeropolis venue in the final game). Models can be viewed using the game's debug stage viewer. However, playing the stage will only load universal assets such as zippers and the starting gate, along with the collision data of Twist Road (Mute City). This is due to the fact that the stage has no associated "COLI" (rather scene) file. Its only purpose appears to be to prevent the game from crashing when starting up the stage viewer as it always loads stage 0 first.
There is leftover camera data for each of the 6 unlockable courses originating from F-Zero AX. The files livecam_stage_31 through livecam_stage_36 each contain 3 camera pans. The pans last 350, 400, and 350 frames respectively. In AX, all three of a course's pans were shown when the course appeared in the cabinet's attract mode. The same data was also used for the course preview right before gameplay begins, but since these previews only last 300 frames, only the first pan is shown during them.
In F-Zero GX, the camera data remains, but the attract mode / title screen no longer uses them. The first pan can still be seen during course previews, but the remaining two camera pans for each course are unused.
This file is an encrypted LZ-compressed archive of main.rel hidden in the "enemy_line" folder which contains most of the game's logic. The file fz.sample.rel (fze.sample.rel USA/EUR) loads, decrypts, and unpacks this file to dynamically link it to the main.dol.
While F-Zero AX employs five difficulties accessible through the game's internal setup menus used to set the arcade cabinet's difficulty and lap settings, F-Zero GX does not. However, there is an internal listing for a difficulty called Gachinko (a word meaning "game played earnestly"). Forcing the game to load it during a Grand Prix grants the player 10 extra lives. Novice is set as fallback difficulty. Disabling the fallback value grants the Gachinko difficulty which makes the game significantly harder.The below cheat codes set the difficulty to Gachinko and disable the fallback value.
In F-Zero GX, the AX Cup orders the tracks starting with Aeropolis [Screw Drive] and ends with Mute City [Sonic Oval] as it is not used during a Grand Prix. AC Cup is the same, only it orders the tracks by difficulty rating, thus begins with Mute City [Sonic Oval], just how it is listed in F-Zero AX. This cup is not truly unused, as GX's AX mode (see above) loads its track list from there.
However, this article notes that there were only four playable stages at the 17th World Hobby Fair: Mute City [Twist Road], Port Town [Long Pipe], Green Plant [Intersection], and Port Town [Aero Dive]. In other words, the E3 Cup lineup.
This is a cup with four tracks to demo at E3 2003. As noted above, it was also used for demoing at the World Hobby Fair in 2003, months prior to E3. It features the following courses: Mute City [Twist Road], Port Town [Long Pipe], Green Plant [Intersection], and Port Town [Aero Dive].
GX upholds a convention where each track has a venue and name. This includes Story mode and extra tracks. Story 1 and 2 have unique track names, but they do not get displayed. They're referenced in fze.story.rel.
Story Mode's Mission 9 "Finale: Enter the Creators" has the player race against a staff ghost using the Blue Falcon machine. Nowhere in-game is it stated what time the ghost achieves. However, that data is encoded in the staff ghost files and listed below.
The backdrop for the mission "High Stakes in Mute City" features a red-colored track as opposed to the green one that is playable, suggesting the course's color was changed very late in the game's development. Furthermore, Story 3's intro movie depicts the course as being purple, indicating that the track went through multiple color schemes before settling on green. F-Zero AX's version of Story 3 uses this red-colored texture.
Hidden on the outskirts of the stage Aeropolis Multiplex lies a fully animated R.O.B. model from the Port Town courses. It is cleverly placed behind a few of Aeropolis' many buildings off to the left of Mother Q. It can be seen by Space Flying to the edge of the map, though it is very difficult to get into view as the game only renders R.O.B. from close proximity and resides behind some out-of-bounds collision mesh. It is much easier to see it by using the debug menu.
Despite their efforts ensuring that all Japanese text and graphics were translated for the game's localized releases, they still missed this one texture! It is used on some of the monitors in the back during the interviews. Perhaps the more interesting characteristic is its monstrous 512256 pixel size.
F-Zero[a] is a racing game developed and published by Nintendo for the Super Nintendo Entertainment System (SNES). It was released in Japan on November 21, 1990, in North America in August 1991, and in Europe in 1992. F-Zero is the first game in the F-Zero series and was a launch game for the SNES. F-Zero was rereleased for the Virtual Console service on various Nintendo platforms and as part of the Super NES Classic Edition in 2017.
The game takes place in the year 2560, where multi-billionaires with lethargic lifestyles created a new form of entertainment based on Formula One races called "F-Zero". The player can choose between one of four characters in the game, each with their respective hovercar. The player can race against computer-controlled characters in 15 tracks divided into three leagues.
F-Zero has been acknowledged by critics for setting the standard for the racing genre and the creation of its futuristic subgenre. Critics lauded F-Zero for its fast and challenging gameplay, variety of tracks, and extensive use of the Mode 7 graphics mode. This graphics-rendering technique was an innovative technological achievement at the time that made racing games more realistic, the first of which was F-Zero. As a result, it is credited for reinvigorating the genre and inspiring the future creation of numerous racing games.
F-Zero is a futuristic racing game in which players compete in a high-speed racing tournament called "F-Zero". There are four F-Zero characters. Each has their own selectable hovercar, and each hovercar has its own unique performance abilities.[3] The objective of the game is to beat opponents to the finish line while avoiding hazards such as slip zones and magnets that pull the vehicle off-center in an effort to make the player damage their vehicle or fall completely off the track. Each machine has a power meter, which serves as a measurement of the machine's durability; it decreases when the machine collides with land mines, the side of the track or another vehicle.[4] Energy can be replenished by driving over pit areas placed along the home straight or nearby.[5]
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