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Twili

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Everything posted by Twili

  1. But I am asking for something. Do these YouTube video thumbnails look familiar to any of you? This is the E3 2005 Twilight Princess demo, built 05/12/2005 20:40:55. Some guy uploaded a video of it in 2007 playing it at his home. The video ID was ocQt_MocUM8. Does anybody have this video saved?
  2. I am not new, but I am definitely a stranger to most of you. Look what I got this evening.
  3. I figured out the DZB format, enough of it at least to get the data for the collision triangles, and wrote a program to convert them to polygon data that the Nintendo 64 recognizes, then a friend of mine used a converter he wrote to convert the N64 model file to an OBJ file. He imported the OBJ file in Blender, and exported it as a 3ds file. He imported the 3ds file in SketchUp and saved a SKP file.
  4. Somebody built upon my work further.
  5. You're nearly six years late, but good job.
  6. We know that WW Link's body is completely animated underwater, but did you know that his choking sound only plays when he's swimming on the surface of the water, but not when completely submerged? More evidence that you were supposed to be able to swim underwater.
  7. Two codes below are credited to punk7890. I'll edit this post with more. Ocarina Mod: 80130F10 00?? 01 normal 02 Malon 03 Impa's Orcarina 04 Harp 05 Windmill mans thing 06 Skull kids flute Sound Quest: 801333CC 0001 "Its exactly like Beta Quest but for sounds! Try picking up some rupees Music is unaffected."
  8. The room 119 fix was made by john_smith_account. The room 121 codes and replace rolling with jumping were made by ZZT32. There's plenty more codes on Z64 and the Zelda Coalition backup board (not an SQL archive). (http://z4.invisionfree.com/ZSO) You need to create an account and be logged in there to view topics. I could get them, though.
  9. Maybe this could be adapted to ZSaten? From UltraHLE's source: case 0xda: // LOADMTX { int pos,load,push,proj,a; a=cmd[0]&15; proj= (a&4); load= (a&2); push=!(a&1); pos=address(cmd[1]); c_dmamtx(pos,proj,load,push); } break; case 0xd8: // POPMTX g_popmtx(cmd[1]); break; void c_dmamtx(dword a,int proj,int load,int push) { dword addr=address(a); logd(" {Matrix} at %08X ",addr); g_loadmtx(addr,proj,load,push); gst.cnt_mtx++; } void g_loadmtx(dword pos,int proj,int load,int push) { ushort sh[32]; float m[16],m2[16]; int mi[16]; int i,x; proj=(proj!=0); if(load) logd(" Load:"); else logd(" Mul:"); if(proj) logd("Prj "); else logd("Mod "); if(push) logd("Push "); gst.newmatrices=1; gst.lightnumchanged=1; for(i=0;i<32;i+=2) { x=mem_read32p(pos+i*2); sh[i+0]=x>>16; sh[i+1]=x; } for(i=0;i<16;i++) { mi=((int)sh<<16) | (int)sh[i+16]; m=(float)(mi)*(1.0/65536.0); } /* if(gst.mtxstackp[proj]>1) { int x,y; print("4x %08X\n",pos); for(y=0;y<3;y++) for(x=0;x<3;x++) { m[x+y*4]*=4.0; } } */ if(st.dumpgfx) { if(load) logd("\nLoad matrix(%i):",proj); else logd("\nMul matrix(%i):",proj); if(push) logd(" (push)"); DumpMatrix(m); } /* if(proj) { print("-proj-%08X-\n",pos); PrintMatrix(m); } */ if(push) { gst.mtxstackp[proj]++; if(gst.mtxstackp[proj]>15) { gst.mtxstackp[proj]--; error("dlist: matrix stack overflow"); } memcpy(gst.mtx[proj]+gst.mtxstackp[proj], gst.mtx[proj]+gst.mtxstackp[proj]-1,16*sizeof(float)); } if(load) { memcpy(gst.mtx[proj]+gst.mtxstackp[proj],m,16*sizeof(float)); } else { memcpy(m2,gst.mtx[proj][gst.mtxstackp[proj]],16*sizeof(float)); MultMatrix(gst.mtx[proj][gst.mtxstackp[proj]],m,m2); } } void g_popmtx(int num) { int proj=0; if(st.dumpgfx) logd("(stackp=%i) ",gst.mtxstackp[0]); gst.newmatrices=1; gst.mtxstackp[proj]--; if(gst.mtxstackp[proj]<0) { gst.mtxstackp[proj]=0; error("dlist: matrix stack underflow"); } }
  10. Since at least November 7th, somebody has been working on 64DD support for MESS. Proof: http://pastebin.com/Jsgp0H1M Just thought I'd share. He plans to use the code in other emulators.
  11. Nice job! Have you seen the footage of the forest, though?
  12. http://www.mediafire.com/?8uircj8g2rujb7l
  13. http://area.autodesk.com/forum/autodesk-maya/autodesk-maya-2011/i-have-an-old-old-file-im-trying-to-open-keep-getting-errors-help/ There's the the thread on Maya's site. Mallos31's initial post has a Pastebin link to the file in its entirety. Again, NOT a bmd file at all. Further down, there is a screenshot of the meshes I posted in this topic, both loaded at once in Maya by one of its very authors. I think that's overwhelming proof.
  14. It has already been loaded in Maya. Mallos31 got one of Maya's authors to make a script to load it. I converted it to a N64 Display List by hand before the script was made. I also have the collision file for the alpha forest in SKP and OBJ form. I'll give you them if you want. Since this is posthumous, I'll tell you that Flotonic and I were texturing the collision file in an effort to eventually convert it to BMD. You should really open that "room0.bmd" file in Notepad and see for yourself that's it's nothing more than an old Maya file, instead of getting all skeptical on me.
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