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Everything posted by haddockd
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I'm with you man. My fav console is not the n64. Not bashing it, just saying. I tend to come back to a custom frontend I wrote for my wife. It encompasses all of the emulators I use with custom graphics etc. I just keep coming back and improving it so I totally know where you are coming from.
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This sounds bad, but is this the longest project you have stuck to? You have made excellent progress. This is not meant to be negative, just a general observation.
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+1 on this. I use Cheat Engine though. Keep in mind that not all values are what you think they are. Many times values are not stored as the displayed integer. You see this more on the PS2 (PCSX2) GameCube (Dolphin), but something to be aware of. In those cases you will need to do more of an Increasing or decreasing search as the value changes in game.
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If memory serves, the only time I saw this is when I either forgot to add a group my actor needed, or I eliminated a group that the scene needed.
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I totally read the thread title and was like "Can he do that? He is going to get in soooo much trouble." lol
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NES for me. although at the time, my father played it more than I did. "My turn" didn't come around until he had decimated Mario.
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Consoles are covered, so what's your first computer?
haddockd replied to xdaniel's topic in Randomness
I actually don't remember, but it was pre-Windows. Ah, the old DOS days, when people weren't all scared of command lines. -
BIM BAM BOOM BIFF!
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Resident Evil 4 +1 Wind Waker Paper Mario
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I made this a LONG time ago: You can make your sword more powerful than even the big goron sword.Normally it takes 4 hits to kill a redead with the Master Sword. With my code, you can do it in one. This is NOT a one hit kill code. It just makes the sword more powerful. I did it using Cheat Engine 5.5 and alot of spare time. The code is for Debug only. 81224AAD 0004 81224B2D 0004
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Sanguinetti, not to sound rude, but if you make a How-To, it seems the most important thing to do is to tell people where to click, etc. I was under the impression that was the point of the exercise. I only say this because I tried using your video as well and was not able to follow the tools and techniques you use due to a lack of explanation. Once, again, I say this with respect and appreciation for your efforts. It is just my 2 cents.
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Someone is going to be popular. I can tell Did you post your info on the Welcome board? You should do that if not: http://core.the-gcn.com/forum/3-introductions/
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SharpOcarina - Zelda OoT Scene Development System
haddockd replied to xdaniel's topic in Community Projects
You should start asking for donations for your tools. No harm in it...and it may help give you incentive for projects when it is hard to find it elsewhere... Just an idea. -
It would be hard to talk about the Beta in a negative light and not be flamed...lol I too am curious as to the fervor applied to the Beta. It is a considerable amount of work and , to me, has a poor cost to benefit ratio. Don't get me wrong, I think it takes a considerable deal of skill to do what that project has done and is still doing, but hasn't it been going on for years now? So in conclusion, I am not undermining or "bad-mouthing" so to speak, I just don't think the effort was founded. This is not to hijack the thread and is the last I will post about it.
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Would certainly love to see the current culmination of knowledge be used for a up to date mod by the top folks. I would be unable to assist for numerous reasons, but I would support you from afar... *shouts "go team"*
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You just like new challenges to program solutions for ...don't you xdaniel? I feel your pain
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Who wouldn't want to have an eye patch, parrot and a hook hand all while running around looking for booty? ARG lol
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SharpOcarina - Zelda OoT Scene Development System
haddockd replied to xdaniel's topic in Community Projects
@ Okami Amaterasu: I am probably way off but looking at it with my untrained eye, it appears to act like fog (pink fog) is present. -
!IMPORTANT! Prevent mods from freezing on some emulators.
haddockd replied to john_smith_account's question in Q & A
Of course it works. JSA made it. LOL Anyways, thanks for this quick fix man. Really appreciated. -
Not to be rude, but some of these are verbatim from what I posted so it appears you didn't even try. That being said... if I had to guess here is what you didn't change/changed incorrectly: Expansion Pack should be 8MB (This one is important) Self Modifying code: Check mem advance Core: Not sure if this can be changed to just Recompiler, but check
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None of this is my work and I either got it from google or from Kargroc himself (he can let me know if he objects to me posting this and I will remove it of course): http://www.gekinzuku.com/forums/index.php?topic=1458.0 http://www.amnoid.de/gc/ Quote from Kargaroc: First, I used a combination of a few programs to get the 3DS model converted to a OBJ model with UV maps. I used a program called Accutrans3D to convert the 3ds to a obj with uv maps. However, that obj will not import to SharpOcarina properly. So I used a program called Poseray to fix the OBJ. Once you do that, it should open in SharpOcarina. I made a 7z archive that has all the tools you will need, as well as a txt file for how to use the programs (well, except for Poseray and Accutrans3d, which I didn't put into the archive until after I wrote the readme. Link: http://dl.dropbox.com/u/16672629/Zelda_GC_stuff.7z
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This is not specific to 1964, but it is all i could dig up at work: CPU core style: Re compiler Self-mod code method: Check Memory Advance Default Memory size: 8MB This one is important. Advanced block lining: On -Then go to the ROM settings tab and do your settings like this: CPU core style: Re compiler (if this doesn't work the first time switch it to "Protect Memory") Self-modifying code method: Check Memory Advance Memory Size: 8MB Advanced block linking: Default Default save type: Use first used save type Counter Factor: 2 -Then remove all checks at the bottom of the tab except for "Register Caching" That's the only one you should have checked. Apply these settings
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Zeth may have a point. I have had good success with 1964. I am an odd man out here but I do not care for Nemu personally.
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I have NEVER experienced a pause crash with Rice 6.1.3 DX9 build. Glide64 crashes sometimes, but only if I use high res textures. Keep in mind that it does have a very long pause regardless of the video plugin (at least for me). To my knowledge, there was a GS code that "fixed" the long delay but it never worked for me. Just for the record I am a PJ64 1.6 user.
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Thanks Sanguinetti! I really appreciate it. Will check this out and put it to work when I have some extra time. @xDaniel: Will follow Sanguinetti's tut and see if I get the same results. In the past I have exported a simple square piece of ground with both SketchUp and Blender and neither imported. Hopefully his tut will set me straight. After watching his tut, I know what I was doing wrong. I wasn't "grouping" anything. I thought that was something the program took care of at export.