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Project NoName, Developed by CloudMax
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This release contains almost all the files from "Project NoName".
ROM Files, backups, and some other stuff has been removed.

You are free to use the various files for your own project, as long as you give me (CloudMax) credit.

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asm
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The asm folder contains all the ASM hacks written for Project NoName.

When I quit working on Project NoName, I was in the process of rewriting all the ASM for galatea. (I previously used renegade64)
These files are located inside the "galatea" folder, and are the most recent versions of my hacks, so use those when available.

In order for the ASM to work in galatea, you'll have to use the mips.h file provided in the galatea folder. (or copy the definitions to your mips.h file)
Put the mips.h file inside /mips64/include of your gcc directory.

At the bottom of some asm files you'll find lines like this "0x803CC55C,00000003 00000001 001E0050 01000000".
This basically means that "00000003 00000001 001E0050 01000000" should be inserted at 0x803CC55C. However, that is a RAM address, and I'll explain why below.

Almost everything I've written is written using RAM addresses, rather than ROM addresses. 
Now this is not an issue, anyone who knows how to use the ASM, should also be able to port the addresses. However, this is not necessary.
This project used a tool that I've written called "CloudMax's ROM Patcher" (http://cloudmodding.com/app/rompatcher), and is capable to calculating addresses using a modifier.
You'll find that the "_init.txt" file in the patch folder located in the root is used to convert RAM addresses to ROM addresses.
So, lines like the one mentioned above should be inserted directly into the patch files, and is not used in galatea/renegade64.

There is also a "docs" folder. This folder contain a bunch of documentation that I used during development, though most of the documentation is located within the asm files.

The "old asm" folder contains a bunch of very old asm files. I kept them as they may contain some information not present in the latest files.

Note that the Equipment System and the File Select are both incomplete. The file select has some buttons that aren't positioned properly at times. The cursor also look awful.
The Equipment System is only compatible with some of the equipment, you can find out which ones by looking at the asm files. 
I also never got around to rewriting any upgrade functions, so you can not actually upgrade any equipment, you have to rewrite those functions yourself.

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concept
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A few psd documents of the overworld.

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patch
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This project used "CloudMax's ROM Patcher" (http://cloudmodding.com/app/rompatcher) to apply the ASM after it had been converted to gameshark, and this is the folder where I created the rom patcher archive.
I will not go into detail on how the rom patcher works, you can find out more about it in the app itself, or by downloading it and reading the patch_format.txt file bundled with it.

Gameshark codes generated by galatea/renegade64 using the asm files (and most of their data tables, like "0x803CC55C,00000003 00000001 001E0050 01000000" for example) are located inside the "patches/codes" subfolder. 
Everything else is in the "patches" subfolder. 

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savestates
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This folder is for nemu savestates. It only contain one savestate as I lost the others.
This one savestate will bring you to one of the most recent (if not the most recent) versions of the file select. It's the savestate I used while developing the file select menu.

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scenes
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The google sketchup files for the maps I worked on can be found here.

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textures
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I used CloudMax's N64 Texture Packer (http://cloudmodding.com/app/texturepacker) to manage textures.
However, I no longer recommend using that application. It is outdated, and the texture conversion is lossy due to browser limitations.
Use Texture Explorer (http://cloudmodding.com/n64) instead.

You'll find a bunch of .psd documents for the various textures I created inside the textures folder.

There is also a subfolder called "Texture Pack". This folder contain some color palettes for photoshop which can be used to save the psd files as i4 and ia4 textures.
There is also a text document which explains how to save the files as I8, IA16, and RGBA32.
If you do not save them in the proper format, the program you use to import the textures will convert it for you, usually giving a very bad result.

"Texture Pack/pack" and "Texture Pack/texture_pack.zip" is the texture pack used by the texture packer. You can find out more about how it works in the application itself.
"Texture Pack/ram_debug parameter" contain a few textures I used for the RAM Viewer I wrote.