Jesse
Jesse
@belek666 Hi, sorry for the late reply. I'm still getting garbage, even with `int numchar = 'a' - 0x20`. Even stranger, when I use `fontdata_j.bin`, I get a segmentation violation...
I'm using our own code found in SH3/arc/*.cpp... Paging @z33ky , we might have some issues in the arc loading section _again_.... Anyway, here's the font files and corresponding MD5...
@belek666 I got it fixed. It's now fully implemented in the engine! :) Turns out the code to actually dump the file to the disk was faulty. 
I believe so, however on further inspection, it seems that the PS2 related costumes (i.e IGN.com, PS2PRO etc) have been completely removed from the game assets. It could be possible...
> New engine also needs arbitrary frame rate support, because SH3 is designed for 60 FPS only This is one of the problems that's on the high priority list. >...
> I suppose that was a necessity for the original engine because it was a PS2 game, with very limited RAM. and all I'd be inclined to think that too,...
> "motion capture data for cutscenes" for SH2 cutscenes is contained within .dds files. I was able to change characters positions in the cutscenes by editing the files. So model...
Sorry for the late reply, uni's been kicking my arse this week. > Sorry, I made a mistake in my previous post. .dds files contain data about camera position in...
Okay, so according to the debug info, the only file loaded during the intro cutscene, as well as the Happy Burger scene is `chhaa_basic1_none.anm`. That must contain heather cutscene data,...
Hi @Polymega Sorry for such a late reply, I didn't see the notification or get an email for this... Strange... Anyways, I'm not 100% sure about `.tbn2` files. From what...