Replies: 6 comments 10 replies
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Ripped the PS1 Cerberus IFF. Talk about finding a needle in a haystack... |
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Ported over some of the PS1 textures. Not sure this is a particularly worthwhile endeavour, but hey. |
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Something I played around with, I recreated the PS1 Eurocorp campaign. Save it over miss000.ini to use. This has no research, you just get awarded new items after each level. There are also much fewer levels and it's totally linear, you don't get any choice of level, you simply complete one level then get sent on the next. As such this kind of a dead end and doesn't really work very well, but I thought I would share it as a curiousity. Doesn't seem worth "fixing" the above for a novelty campaign that is worse than the original game. It also made me realise why they redid the first level - the London map actually is not present at all in the final PS1 game. They clearly had big issues getting it to work in the console version, and the Duplicity levels are missing as well as a result. In fact it dumps the outcome of that level into the follow up save Drennan missions, so that is one of the few places where the briefing is different. |
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Another observation on the PS1 version. The final mission(s) has an extra objective not present in the PC original. Once the Nine are defeated, the player's units must move towards part of the zealot superweapon to "evacuate", the level doesn't just end once all enemies are dead. |
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A minor thing - I was able to rip the sound effects from the PS1 version using this: |
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A kind of sister topic to the level conversions (err, all three of them), collecting the differences of the PlayStation version, with an eye for possibly porting some stuff back
The obvious stuff that would be hard to port :
Stuff that could be fair game:
I went to rip this, but there's so much crammed into the graphics I've actually not even found it yet.
Misc:
Some quite nice loading screens, although they all depict scenes not possible in the actual game, from the PS1 intro:
Oh, a weird thing, the console port famously doesn't have the scientists in-game (they just use briefcase men as stand-ins). However, they ARE in the graphic files and are loaded into VRAM on level start. The Shady Guys and some of the other missing civilians are in there too. Weird that they were cut, possibly not all frames are there, but a lot are. Considering a load of space is used up by the old HUD that was scrapped, they probably had enough VRAM for all of them if they cleaned up a bit.
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