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    Index » F-Zero X » F-Zero X Climax, a new F-Zero X on Nintendo 64 Goto page Previous  1, 2, 3
Philippe Brodier
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F-Zero X Climax, a new F-Zero X on Nintendo 64
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Root Topic

It's the 15th anniversary of F-Zero X, something has to happen !

Now there is a "new" game on Nintendo 64 !

This is the first modded game with all the graphics changed that can operate directly on Nintendo 64 and emulators.

 

 

The link ( below ) : http://www.emulation64.fr/?page=download&id=256

 

The bla-bla :

 

Yes it's a new F-Zero X, certainly one of the most accessible game for such a spot on N64. It took me one year, like 6 to 8 hours a day to create that mod, it happened that back in november I had to quit my job ( far away from home ) for familly reasons, so since then I could be more concentrate on my mod also working on weekends ( a bit less however ), before I used to work 4 to 5 hours, not the weekend for my older mods. It's serious work. I'll explain why it took me so long later.

 

 

I chosed to use F-Zero Climax as an inspiration, the last episode of the serie, released only in Japan on GBA to create my mod. 

On this new F-Zero X mod, as usual I remade each of the 24 F-Zero X tracks , they're all from the 54 that F-Zero Climax has but I made very large changes, including 3D, the GBA version was 2 only of course, but some tracks remain flat as the originals. One of my first goal was to make those tracks championship friendly, beside on Silence 2 and Red Canyon 3, usually 20 CPUs or more will survive those tracks, sometimes less, it still depends how you play, take the lead quickly sometimes help them, sometimes running with them helps. I tried to make the CPUs survive better on S2 and RC3 but after many attempts I chosed to keep them that way to continue to respect the original maps, for exemple I didn't want to remove the jump plates on RC3 ( a remix of RC1 SNES ) still those 2 tracks are ok for time attack (Edit : In version 1.1 I exchanged S2 and RC3 position, that way the CPUs survive).

The computer is very fast on most tracks, some are a challenge, even for advanced players in fact ! I have tried to slow down CPUs speed by reducing the size of some circuits ( with the scale tool of the Fzep level editor ) but it's still hard, beginners will have to learn how to slide ( max acceleration guys, with bad grip machines ) or at least use the good settings with jumper machines and use ZZ / RR cornering control properly not to slip and keep speed. Like many games it takes a little time to enjoy it.

I tried to respect the original circuits by placing arrows, ice and dirt in the same places, but as the tracks are much longer, the circuits on F-Zero Climax are very short and machines are fast, all with design and handling that would be very ill-suited to F-Zero X, so I didn't even try to create tracks with the original size but long tracks, they're also much longer than the F-Zero X tracks with more arrows and jump plates here and there to reduce the feeling of emptiness and length of some sections and to increase fun of course ! To begin with the F-Zero Climax tracks aren't the best to fit F-Zero X but I tried to remix them as good as I could in a short period of time, in fact I decided around February than rather than just building a full graphic change for F-Zero X  I wanted to build a pack of new tracks to create what will look like a real new Nintendo 64 game, with the climax stuff I had already incuded it was easier and it made sense to use remix circuits from Climax GBA instead of buiding new tracks, plus I was so late with the textures I knew I won't have the time to build original tracks, I was right as I started create circuits on the beginning of june only, it took me a full month of intense working to made them, I think the result is ok but I can't compare them with the 10th anniversary or expansion pack mods I made before, each pack took me like six month to create, I had the time to really work on each track and I was inspired and motivated ( 10th anniversary ), not that much these days, I remember being disappointed when I shared F-Zero X Expansion pack and PXB 3 on the site with only 3 people replying, that was one year of work, same with the announcement of  the possibilty to change the textures in the F-Zero X rom that was quite big to me, for the first time we can edit F-Zero X textures, I even shared a beta pack that even runs on the n64, the first of its kind, ok it was ugly, again it seems that only four guys felt that a reply will be ok, that let me to give up on the topic I created where I wanted to share my progress. I understand most people here ( we're just a few after all ) are interested in time attack mostly or only, I love time attack so much with FZX too, I'm just sad that only very few people are interested with the custom part of FZX, I have that sad feeling of the guy who working hard to get nothing, I don't like that nobody cares situation. At least some of my youtube followers are encouraging, that helps, thank to them. End of the sad note. That time it has to be different with F-Zero Climax. This mod is special, I don't think you will see another one that you can compare with mine before a long time on n64. I guess that 's what will make the difference with the regular F-Zero X custom tracks packs, there's many of those ( but not so many are good ), this one will remain unique for quite a while I think. I still plan to release a F-Zero X 20th anniversary pack along with PXB4, those packs will may be be retextured too. 2018 Guys. There is a spot for the 15th anniversay of  the Expanion Kit, I'll see what I'll do then.

 

 

 

 

The graphics side now, modding F-Zero X textures was the thing that really motivated me to create that mod for the 15th anniversary of F-Zero, I wanted to do that for so long. I wasn't happy with the flows of the HD plugin and I prefer playing on console so when I discovered Tilemolester + Gedecompress and that it's possible to change so many GFX in my favorite game that I decided to create F-Zero X Climax. After a year of intense hard work to successfully find and change a maximum of textures, pictures and texts, after dealing with a lot of problems to properly modified the game textures, I finally made it.

 

 

 

 

I didn 't find any "tricks" to make the compressed files work faster, sometimes it took an hour or more to make a single change work in the game, there are 433 compressed files in the game, I' ve changed 190 of them but that's 6.5 mb out of 7 when the files are uncompressed, the remaining files are only characters or texts. Edit these would have been possible, but I found myself faced with an obvious problem that you notice at first sight, on many images, below, little dash or parasites colors, that happen with the compressed files on 2D pics, it's possible to remove them but that's what I can call a miracle, that's why you''ll see many of them, on the menus mainly but also on the credits, however, after so many hours of attempt I managed to remove some of them, not as much as I wanted to, in fact it's very random, as I said I didn't find how to make that work perfectly. Now imagine a dash under each letters of a long word and you will understand why I dropped those compressed files, it would have been very ugly plus the smaller files are the hardest to mod. Instaed, I decided to focus on tracks textures and tried so many things to find some that are looking good with the FZX graphic engine.

 

Climax GBA ( beta ) style : very limited, so much better possibilities to use instead ... 

 

 

 

 

 

 

I now really understand why Nintendo was limited with the graphics on F-Zero X, that graphic style that also appears to be responsible for the non-success of the game at the time, in my opinion the game's graphics were not a problem, they had the advantage of giving the game high readability circuits, the ability to bend in all directions (thanks to the track editor in the Expansion Kit) and a smooth 60 frames per second was unique at that time but yes indeed, F-Zero X is not beautiful, simple at best. Who really cares now, at least it looks better than some PS1 or saturn racing games with those pixelated 3D textures. For what I made with F-Zero X Climax I can say it is very difficult to make a texture that makes it as well when the race is 10 meters or 200 meters wide knowing that I worked on a 64x32 pixel texture base. It's hard to make the track textures fit together but the real difficuty is with the common textures ( pipes, tunnels... ) compressed file, harder than the other to mod with many other textures in it, the doors, refiller ... and I had problems with that one. Instead of the classic clear/dark color textures you can see on F-zero X, sometimes I chosed some that didn't really fit together to create more variations on a single venue file, up to 3 different kind of textures on the Big Blue/Illusion compressed file. 

 

 

When I started to create my first custom textures last year I noticed that strange parasite colors were visible on many pics or textures, the other big problems was to create textures without  those parasite, after a while I figured out how to do it almost properly but it takes a lot of time (you need work the textures in "negative" to avoid parasites) so in addition of the few I made, I used textures ( not emu dumps, unusable, with parasites everywhere, I even tried some wipout textures, too ugly on fzx with the parasites) that I could find and dump in other n64 games that has the same graphic properties that F-Zero X has. I extracted compressed files of many games to look for appropriate textures for FZX, sometimes I just cut and paste the texture from a rom to FZX, sometimes I completly reworked some of them, sometimes I changes things, details or even use some textures for their unparasited colors. Using textures from other n64 games, mainly to avoid all those parasites, was faster than create original ones (I won't be ready for the 15th anniversary and I didn't want to spend more than one year on the mod), I had a large choice at the beginning but after many attempts no so much, I've seen weird things during those, only a few kind of textures are looking "good" on F-Zero X, I tried the best I could with what I have and with my own created textures. You may recognise some of those n64 dumped textures by the way !

 

Parasites  :

 

 

 

 

The two patchs are for the US and JPN rom of the game, remember you must have a real F-Zero X cart or have it on wii to play the FZX roms : )

The japanese version is usable with the addtion of the Expansion kit (YEAH !), for those who have an Everdrive/64drive/ED64plus/Dr Jr v64 in addition, you can use new textures in it to create your own retextured custom tracks, I also included some suprises that you may not see coming, also sometimes by saving a custom track in the editor it activates a speed glitch, it works one time only, you need to resave to retry.

 

 

 

 

Edition of the textures with Tile Molester and Gedecompress.

Tracks patched with the Fzep level editor.

I also used others tools like an HEX editor, Macet, Photoshop ... to be able to complete the mod.

 

 

Thank you to Subdrag, BGNG, Nintendo and tadashi sugiyama without them F-Zero Climax X would not have existed.

Thank you to the F-Zero community, thumb up to Jimmy Thai and Statix for making me bought a 64DD + Expansion kit.

Mr. Myamoto it's time to release a new F-Zero ! Find ideas and If you can't find some, ask people !

Thank you to BFrancois and emulation64, F-Zero Central and its users, my Youtube subscribers and my parents.

 

Have fun !

 

PS : re, the link :  http://www.emulation64.fr/?page=download&id=256

 

 

Thunder_Luigi
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Re: F-Zero X Climax, a new F-Zero X on Nintendo 64
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Only recently I've been playing F-Zero X again because I'm developing custom tracks again, and coming to this hack was absolutely mind-blowing. Sure, there are plenty of videos out there showing it off and giving praise and then there's the fact I haven't played Climax fully, but being able to play it for myself allowed me to experience how much love and effort you put into this. I've played through your other series (PXB 1-3, Expansion, FZX 10th Anniversary, and so on) and this felt like an original game despite using assets from Climax.

Because of this, now I'm currently working on creating a 24-trackset of courses from GP Legend. It won't have the same graphical flair but your Climax track recreations are inspiration for how the 2D tracks could be turned 3D.

JAGG_ZERO
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Oooh, that sounds nice! Converting 2D symbols/tracks/etc. to 3D tracks in a meaningful way doesn't sound easy, but even if the final product is "just OK", the creative talent that goes into something like this is something I can appreciate. Especially if what's being re-created are tracks from other F-Zero games. Not that I'm too familar with the GBA F-Zero games, but still...

I look forward to seeing your 2D to 3D take of GPL (and maybe/maybe not obliterating the whole trackset with a TAS Razz)

Best of luck with the project!

Thunder_Luigi
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Re: F-Zero X Climax, a new F-Zero X on Nintendo 64
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JAGG_ZERO wrote:

Oooh, that sounds nice! Converting 2D symbols/tracks/etc. to 3D tracks in a meaningful way doesn't sound easy, but even if the final product is "just OK", the creative talent that goes into something like this is something I can appreciate. Especially if what's being re-created are tracks from other F-Zero games. Not that I'm too familar with the GBA F-Zero games, but still...

I look forward to seeing your 2D to 3D take of GPL (and maybe/maybe not obliterating the whole trackset with a TAS Razz)

Best of luck with the project!

Hey thanks!

The interesting bit here is that I have a kind of love-hate relationship where the game feels very slick as a handheld title but the tracks and overall atmosphere feels so bland. Perhaps I'll appreciate the game more after working on it. On the other hand, I want to be the one that knocks off another game in the series of remakes--with GX having been done by Adel02 and everyone and their mother remaking various SNES tracks. I'm psychotic enough with the details that I feel like I can punch out something neat, if the ROM is forgiving enough. I even have the track order laid out already! Just gotta...erm...build them.

Drflash55
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Re: F-Zero X Climax, a new F-Zero X on Nintendo 64
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 Now all we need is Kaillera and get this thing playing Online with others...

Then, we can get an F-Zero X Climax online multiplayer experience.

GuttCheeks
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Re: F-Zero X Climax, a new F-Zero X on Nintendo 64
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 This may be immensely late but does there exist a tutorial for patching this new expansion kit ups file with f zero x climax? I can not seem to get a correct output file no matter what i try, whether that being an error in the patcher, or being a lack of common sense and looking said problems up gives me blanks.

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