-
Posts
183 -
Joined
-
Last visited
-
Days Won
1
Content Type
Profiles
Forums
Downloads
Calendar
Bug Tracker
Everything posted by Kargaroc
-
I looked at that GeForce 9800 GT card... It seems that it comes with 512 MB in it. Do you know how that performs in Dolphin? I honestly don't play "modern" games. I just want to play Wii and GC games at full speed. I was thinking about an i5 or some AMD processor. Something relatively new, yet not bleeding edge. I was thinking that the motherboard... I don't need integrated graphics or sound, but something I wanted (and I don't know if all motherboards have this or not) was that the board should have all solid capacitors, as well as at least 1 conventional PCI slot so that I can use my sound card that has a built in FM synthesizer. Hmmm... the OS... I don't know if I could afford Windows 7... It seems like the only choice for most purposes though.
-
Okay, I was thinking about this for a few months, and I figured, I need to build a new computer. My current comp is 6 years old, and runs Dolphin at 1 fps, and does not display correctly. The computer has to be able to run gamecube games at full speed, and Wii games at a playable speed. Now I wanted to spend about 500 to 700 dollars. I don't even know how to build a computer. Sure, I know how to put the parts together and "build" a computer, but with computer parts, there's over 9000 things that you have to look at when choosing parts, and that's confusing. So... can anyone help me?
-
How about a program that can modify transition actors on custom maps?
-
As far as I know, there's not even any sort of (released) way to even get images of 3DS games yet, short of taking pictures of the screen. I swear, Nintendo HATES pixel perfect screenshots.
-
Using Farore's Wind anywhere would probably be a game breaker when it comes to the timed trading quests.
-
I hope you can get maps working correctly soon.
-
This is the most epic trailer for this game that I have ever seen.
-
Remember what happened with TP? It was obviously a Gamecube game, but then they did a quick Wii port with scotch taped on controls, and intentionally released it before the GC version, to try and convince the people that it was a Wii game (yea right) and hurt sales of the original GC version.
-
Interesting find! The architecture looks like something I would make.
-
Is the MM debug rom decompressed?
-
Probably not on this site. You may probably make another website that hosts them though.
-
This is pretty much where we're at with Gamecube and Wii emulation
-
So will we finally be able to get the Triforce?
-
EDIT: Can a mod move this to the right forum? I was thinking about this lately, and I thought I would make a thread about this. As you all know, Zelda 64 originally used a modified Mario 64 engine. This means that all of the textures from Mario 64 were inherited. Over time, however, the engine was made into it's own, and most of the textures were replaced. Some of them can still be found, like the plaque in Dodongo's Cavern that was originally the L is real 2401 plaque. But early in development, back when the engine was still a Mario 64 engine, back when the game originally used the old Fast3D μcode, there were more. For instance, the famous room with the Triforce which used Mario 64 tiles on the floor. The Mario 64 tile: What I ripped from the screenshot (thank you perspective warping http://core.the-gcn.com/public/style_emoticons/default/confused.gif I made some comparisons in the pattern, and they match perfectly! Also, there's a gray scale version of this texture, used in room 120. It is also seen in this. From what I can see, the only difference between the color version and the grayscale version is that it is flipped vertically, and perhaps sharpened. Then there's the wall in the Triforce room. The brick wall seems to be either two things. An inverted version of the texture used in the pyramid in the desert level in Mario 64: Normal: Inverted:http://dl.dropbox.com/u/16672629/compare/brickinverted.png or a modified version of the brick texture from the castle in M64: http://dl.dropbox.com/u/16672629/compare/greywall.png http://dl.dropbox.com/u/16672629/compare/castlebrick.png Speaking of that texture, it seems to be used verbatim in this http://dl.dropbox.com/u/16672629/compare/z64_13_0.jpg on the structure in the left of the picture. Then there's the normal walls in the dungeon. http://dl.dropbox.com/u/16672629/compare/z64_22.jpg It is http://dl.dropbox.com/u/16672629/compare/betawall.png although I cannot tell if the color was modified. If you look back to this, you can see it on the floor in its normal green color. http://dl.dropbox.com/u/16672629/compare/z64_30.jpg This texture is used in room 120 as well. http://dl.dropbox.com/u/16672629/compare/greenwalltexture.png That's really all I'm willing to do right now. Maybe I will post more similarities if I can find them, but for now, I hope this is good NEW: It turns out that I had forgotten to point out something. I made a speculation that the dungeon walls were originally the same color as the texture that I point out was used in room 120 next to the door. Well, guess what? http://dl.dropbox.com/u/16672629/compare/bszeldaroom.png This is what an average room in the first dungeon in the BS-X remake of Zelda 1 from 1995 looks like. The walls are a similar color to the texture. Possibly it was used verbatim in the dungeon.
-
Well if that's the case then everyone who reads this should save the page to their HD so we have backups
-
I hope you leave the debug option in if you port this. I know that the mac version of vba does not have the memory editor that the windows version has.
-
So is the shield texture mirrored in this model? In the A+B Zelda 64 betas it wasn't, allowing for asymmetry in the texture, although you would have to use two textures, like Majora's Mask did. Although, considering that the game was originally a 64DD game, and the 64DD didn't work at all without the 8 MB RAM upgrade...
-
I might have to do that. I can use a hex editor (that's actually how I import my maps into the rom), but I'm not very confident in my abilities, and... transition actors are integral parts of a map, and you have to use a hex editor?!? I don't want to have to hex edit every single door and warp that i make I hope that SayakaGL can edit custom maps, and file system management soon
-
Well, because the game is complete, what you see is what you get.
-
I guess that my mods are on hiatus then until someone makes a program that does this without hex editing.
-
Probably to break your mind lol. I remember Twilight Princess. I'm used to the Gamecube version, and when I played the Wii version it gave me a headache.
-
How do I edit the transition actors for custom maps? I don't really know, and I'd like to be able to put something together from all of my maps I made.
-
Nice! Now we need to figure out how to actually make new actors, instead of being limited to what the game gives us.
-
this And this is what is infront of me
-
Well, probably more new dungeons in the style of the A+B/A+C betas, and maybe a Kargaroc as an enemy in OoT Speaking of Kargarocs, one of the hacks I had envisioned was a complete removal of them from Wind Waker, so I could actually play the game without being distracted