Showing posts with label Dragon & Phoenix Project. Show all posts
Showing posts with label Dragon & Phoenix Project. Show all posts

Friday, April 16, 2021

3D Bat Model & Odd Unused Objects in Shenmue Game Files | Dragon & Phoenix Project Discoveries

Today we have some small but unusual items of unused content to share, courtesy once more of LemonHaze, who ran across them during his work for the upcoming Dragon & Phoenix Collection fan project. They are object models contained within the released Shenmue game files that are not used in the actual game itself.


Development Placeholder Cone


The first is an object that is made of four triangular sides (colored red, yellow, green and blue) arranged together such that they form a square base. LemonHaze explains that this was used during development of the game as "a placeholder object for interactive assets which aren't implemented/made yet".

The placeholder object

It is reminiscent of a traffic cone - hence the filename "pilon" for this object model on disc, as this approximates the pronunciation of the word meaning a traffic cone in Japanese.

The file is located in the Shenmue I game files at MODEL/OBJECT/PILON.MT5, but in fact LemonHaze has spotted the object in actual early footage of Shenmue II, shown in the NHK "Making Of Shenmue" video that was aired on Japanese television in July 1999.
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Wednesday, March 17, 2021

Ryo's Band-Aids Found at Tomato Mart: Shenmue Cut Content | Dragon & Phoenix Project Discoveries

Another new discovery by LemonHaze reveals that a special item of merchandise had once been planned for inclusion among the stock at the Tomato Convenience Store, one that is a key component of Ryo's visual identity: a packet of band-aids.

Ryo stops in at the Tomato Convenience Store to buy a quick item on his way home. (Mock-up)

Let's look at exactly where this extraordinary finding was made.

Tomato Convenience Store: Poo Magazine & More

The Tomato Convenience Store is packed with a range of useful everyday items, from snacks such as Shenmue-branded chocolate through to the gripping content of Poo magazine.

Poo magazine. (The origin of the magazine's title is unknown. It has been suggested that it might refer to the Japanese expression "Pooh-Taro", describing someone who lazes around all day long).

An importance difference between the type of merchandise that can be found is that some items can be picked up and purchased by Ryo, such as the snacks, while others like magazines are purely scenery and stay fixed in place at at all times.

It turns out that there is a special text file that the game uses to help define all the objects in the store that can move, and this is where the new discovery is contained.
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Thursday, March 4, 2021

Cut Lucky Hit Boards Resurrected in Shenmue 2 After 20 Years | Dragon & Phoenix Project Discoveries

 

Shenmue 2 was the first game in the series to introduce the game of Lucky Hit. A number of stands can be found throughout Hong Kong where Ryo may play to increase his savings, or take on a part-time job and pit his skills against passers-by.

Lucky Hit boards are scattered throughout Aberdeen, Wan Chai and Kowloon, and they offer plenty of variation: each game has its own board size, backing illustration, nail lay-out, payout ratio, rules and rewards. Many of these are easy to miss on a first play-through, being placed in little-used alleyways or sprinkled through the dilapidated buildings of Kowloon.

All these years after the game's release, renowned Shenmue modder and lead of the Dragon and Phoenix project LemonHaze has discovered the existence of a "master settings file" that defines the set-up of all the Lucky Hit boards in Shenmue 2.

Inside this file are several never-before-seen dormant Lucky Hit boards that were disabled before the game's release. LemonHaze has successfully brought these disabled Lucky Hit boards back to life, and they can even be played!

Not only that, but the discovery opens the way to allowing customization of all the Lucky Hit boards in the game.

Let's jump right in to gaze upon a slice of history in the form of the newly-uncovered Lucky Hit boards that were cut before release. For some video footage of the amazing discoveries described here, see the end of the post.


Cut Content Unearthed: New Lucky Hit Boards at the Thunder House

Our location of interest is the "Thunder House" in the Dim Sum Quarter of Kowloon and is the shell of a derelict building that has partially collapsed and is now used as an entertainment area by the locals. It is accessed down a steep set of steps (near the circular arrangement of boards known as the "Lucky Hit Museum").

Entrance to the grandly-named "Thunder House" in Kowloon
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Sunday, February 28, 2021

Early Shenmue UI Textures | Dragon & Phoenix Project Discoveries


The recently-announced Shenmue Dragon & Phoenix project promises almost limitless possibilities for experiencing Shenmue I and II running on the modern Unreal Engine. (See this great overview video and project team interview by Segalacious to learn more).

Such a project naturally involves thorough analysis to evaluate and comprehend the existing game files to ensure the gameplay is ported across accurately; and this also means that the team is perfectly positioned to uncover a wealth of new findings under the hood. As fans are very much aware, the games are so packed with content and secrets that previously-unknown easter eggs are being discovered even to this day.

Related posts:

Today we'll look at an interesting find by the project team - a set of early UI graphics that may even date as far back as the days of Shenmue development for the Sega Saturn!
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Wednesday, February 17, 2021

[Video] Shenmue 1&2 in Unreal Engine 4: Dragon and Phoenix Collection | Segalacious

A newly-announced (but already well-established) fan project called Shenmue Dragon and Phoenix Collection has been rousing excitement and anticipation throughout the Shenmue community.

By replacing the aging under-the-hood engine of the Shenmue I & II games with Unreal Engine 4, the project team aims to take advantage of modern rendering features to really show off the world of Shenmue as never before. Not only that, but the project will offer players two ways to enjoy the games: Dragon Edition, which will have gameplay that is entirely faithful to the originals and Phoenix Edition, which will be a "full UE4 reimagining" that modernizes the game with new features.

Can't wait to find out more? Segalacious has come to the rescue in his latest video below with tantalizing details and information as he breaks down exactly what the Dragon and Phoenix Collection is about, along with a Q&A session with the members of the modding team working on this ambitious task.


Shenmue 1&2 In Unreal 4 | Dragon and Phoenix Collection Modder Q&A, by Segalacious


Segalacious has also kindly allowed us to reproduce a full transcription of his narration below, together with a selection of in-engine screenshots he received from the project team for inclusion in the video.

Transcription:

The original Shenmue games are well known for being technically and visually impressive. Chasing the full potential of what Shenmue could look like using modern technology has long been an obsession for fans. Kid Nocon famously captivated the internet with his fan-made Shenmue HD remaster concept in 2014 that contributed to him being hired to work on Shenmue III. Videogame co-development studio d3t would assist Sega in creating an enhanced re-release of Shenmue I and II that was ported to the Xbox One, PlayStation 4, and Windows that both impressed and frustrated fans. As good as this port was it still missed the opportunity for greatness by neglecting to give the Shenmue games a thorough HD treatment in terms of cinematic cut scenes, sound quality, and other various blemishes. Soon after this release Digital Foundry broke a story about Sega's abandoned attempt at a ground up remake of the Shenmue games and fans were tantalized with the question “What if?” What if Shenmue I and II could be cleaned up to their fullest potential? Even if a true remake isn't financially possible, just how well could the original assets clean up on a modern engine like Unreal Engine 4?

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