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Everything posted by xdaniel
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SceneNavi - A simple Ocarina of Time level editor
xdaniel replied to xdaniel's topic in Modifications
The things in .NET I didn't even know about... ...the DataGridView is awesome. -
SceneNavi - A simple Ocarina of Time level editor
xdaniel replied to xdaniel's topic in Modifications
I'm supposedly taking a damn break from hacking, yet what do I do? I hate this game, I hate wanting to program, I hate myself! <.< (Also: landscape and collision model editing is unlikely, better F3DEX2 simulation is more likely, collision type and exit and entrance editing is possible but not decided.) (Oh, and no rapid progress. I'm doing this when I feel like it, instead of forcing myself to code.) -
Third...ing the "Happy Birthday, giadrosich!"
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ãƒã‚±ãƒ¢ãƒ³äº¤éŸ¿æ›²ã€ŒTHE MEDLEY OF POKéMON RGBY+GSC -3PBs-〠(高画質版)
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According to the actor itself, yeah. Says so right in its header, see near the end of spinout's C rewrite. And, out of curiosity, I checked NTSC v1.0's files and that version of Scene_Change - file 0056_00B60080-00B60170.dec in an OZMAV2 dump; file #56 in DMA table, zero based - is even shorter than the Debug ROM one (0x130 bytes vs 0x1B0) and uses the same object number, 0x0040. *goes back to semi-lurking*
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SharpOcarina - Zelda OoT Scene Development System
xdaniel replied to xdaniel's topic in Community Projects
Basic SO overview time: MainForm.cs contains most of the GUI code, the defaults for a new scene (newSceneToolStripMenuItem_Click event, SetDefaultEnvironments), the OpenGL rendering code for the preview, as well as some code related to ex. per-group settings (ValidateGroupSettings) and certain kludges (SetPolyTypesInCollision). Helpers.cs contains a bunch of short helper functions, mainly for bitshifts and data appending/insertion/overwriting in byte lists The ActorEditControl is the collection of controls that are used for editing actors; number, position, etc. NiceLine, NumericTextBox, NumericUpDownEx are other controls used in the program The files prefixed "Z", ZActor, ZColPolyType, etc. contain their respective classes used to store ex. actor information, environment setups, etc., while ZScene.cs in particular also contains some conversion code, ex. scene/room header creation, collision creation and fixing, etc. as well as more kludges (like for forcing RGBA textures); near the end of ConvertScene is also the entrance list writing code, which right now just writes one entrance (room 0, spawn 0) as mentioned before ObjFile.cs is the Wavefront .obj model loader, containing the element classes (Triangle, Material, Group, etc), the actual parsers for .obj and .mtl file, some texture loading code and more OGL preview rendering code NTexture.cs is the "semi-intelligent" texture conversion code, which analyzes the given material, decides on the best N64 texture format and converts it; this shouldn't really need fixing, although maybe the RGBA forcing could be worked into it? NDisplayList.cs contains the heart of the program, the display list creation code, complete with C# replicas of several of the N64 SDK's macros (LoadTextureBlock, etc); the function InsertTextureLoad decides on the texture loading commands to insert, while the Convert function itself inserts the GeometryMode, SetCombine, OtherMode (SetRenderMode) commands, creates the vertex lists and inserts vertex load and triangle commands; this file might contain bugs, especially with the Geomode and similar commands GBI.cs contains many of the constants that NDisplayList / the SDK macros depend on The folder SayakaGL contains Sayaka's DL interpreter (UcodeSimulator.cs, NImage.cs) and some glue code (GameHandler.cs) for the semi-accurate N64 preview Think that's about it for the file contents. Feel free to post any questions you might have about the code here and I'll try to answer them; it's been a while since I worked on this... I still need to commit the code from the latest build(s) I posted; the code on the SVN is a bit over a year old but I think already contains most of the "recent" changes (ex. Sayaka-based N64 preview). -
SharpOcarina - Zelda OoT Scene Development System
xdaniel replied to xdaniel's topic in Community Projects
Like explaining what is done where in the code, where there might be bugs, etc.? Sure, that much I can do, I guess... Could probably just post a general overview or something here, too, and if you or anyone else is interested in working with it, I could try and specify things, answer questions you might have and such. -
We've had our disagreements, but I'm wishing you all the best nonetheless
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I would really like to revisit Koholint Island, although - if this was supposed to be coherent with the canon - that might be difficult to do, considering how it was just an illusion or a dream. Then again, there's cliché plot devices that would allow for this, like... Ganondorf or some other big bad casting a "nightmare spell" on Link, which could bring back a warped version of Koholint in Link's mind. This slightly distorted Koholint would be very similar to the one featured in LA, familiar landmarks would reappear - say, the Wind Fish's egg, the Catfish's Maw in the bay (the actual maw, not necessarily the dungeon), etc. - but it would be an all around more dangerous place. For example, LA had the two villages that were more or less safe havens, but here they could be already overrun by nightmares - maybe their inhabitants might've been turned into nightmare monsters themselves? -, and Link first has to defeat a boss in the area to restore them. Hm, I dunno, that's just what came to mind. It's far from a complete description, but that's about the basic idea.
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http://magicstone.de/dzd/random/SayakaGL-v02-binsrc.rar - SayakaGL v0.2, binary and source, and oh my fucking god, it can change objects: And I'm prepared to lose what little faith I have left in the community regarding tool usage, if this is going to languish forever and if I ever see someone use UoT again for something that Sayaka can do as well. EDIT: And to smother any ideas about me working on Sayaka again, this is leftovers from when I was still working on it.
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Oreimo episodes 8 and 9...
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UoT... Oh well, someday we might be able to move on -.- Regardless, good job uncovering Pushbox and the others!
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It'll be a bit of a break, not an insanely long hiatus. I'm sure I'll still drop in here daily, but probably won't do or post about anything that's... productive? If that makes any sense
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I'm done. Not with this place, but with coding, hacking and modding any Zelda stuff, at least for now. There's one thing I'll still do which I was asked about via PM, there's another bigger thing that I'll still tinker with, but that's it. Edit: Also not because of one thing or whatever, that decision is a culmination of things.
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SharpOcarina - Zelda OoT Scene Development System
xdaniel replied to xdaniel's topic in Community Projects
SharpOcarina is technically dead. I do not know if I will make another release, I do not know when a potential bugfix release might come if I do. 1) The first spawn point does use variable 0x0FFF, while additional ones use 0x0000 on purpose, as room actors and spawn points use the same code to create new actors. I kinda expected people to realize "oh, this one has 0x0FFF, that must mean something..." 2) SO only adds a single entrance, spawn point 0, room 0. I guess I wanted to correct/improve/fix this back then, but up to this point no one has ever had such a problem with it, which is why I wasn't aware of it. Or no one ever told me about it, which wouldn't be the first time. -
Got the last Humble Weekly Sale when it was going on, which was Alan Wake with DLC, and just got the current Weekly Sale, which has a bunch of Telltale stuff, like their The Walking Dead, Back to the Future and Sam & Max games. No recent physical games to speak of, tho... ...correction. Just hit Buy-it-now, so it's still in Japan and the photo's from eBay...
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...wtf, damn it, I didn't notice! <.< Edit: *checks game* Nooooooooooooooooo!!
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How the hell can you get 21000 points in under a minute?! Blinx, you cheater! <.< Nah, j/k, congrats to Naxy and everyone else! Figured I'd land near the bottom of the list (Mental note: Get better at Columns...)
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And how is Big Brother Nintendo supposed to check if I dumped the ROM myself, or if I downloaded it off the net? Unless there's an intro or trainer attached, like how it happened with more than enough GBA ROMs, there's no way for them to know. I actually wouldn't be surprised if - in the event someone would ever need to testify or demonstrate how they acquired their ROMs - Nintendo would just flat out refuse to acknowledge that someone might have dumped the ROMs themselves.
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As far as I understand it, copyright usually lasts for the life of the author + a number of years, so even NES games are still far from falling into the public domain: http://en.wikipedia.org/wiki/List_of_countries%27_copyright_lengths And I wouldn't exactly trust what Nintendo or their own website states about piracy, emulators, ROMs, etc. Of course they phrase it so that everything they don't like is illegal. Emulators aren't, for example, plus patents for parts of the NES hardware are running out or have run out, so making NES emulators or reimplementations in particular is now (mostly?) legal, etc., etc. I'm not a lawyer, tho, so take all I say with a grain of salt.
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Your own homebrew games, sure, like Battle Kid for NES, but reproductions of official games (prototypes, ROM hacks based on official games, etc.) are a legal gray area at the very least, but likely technically illegal.
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So this is mainly about the kind of hacking we're doing, I think...? If Nintendo cared about that, they'd have long since hit other, more high-profile ROM hackers/modders with cease and desists. For example, look at the Mother 3 fan translation: It was highly publicised, even in more mainstream gaming media, I'm very sure Nintendo was well aware of it, and Tomato & co. would've immediately stopped working on it if Nintendo had told them to. They didn't. Or take reproduction cartridges: It seems like there's always carts of Zelda: Parallel Worlds on eBay, and especially in the case of those repros - where people sell what amounts to modified pirate cartridges for profit - they would step in and prevent this... if they cared. Really, I wouldn't worry about this, unless you'd be planning to sell your hacks on cartridge or something.
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http://www.sonicretro.org/2013/05/sonic-xtreme-meets-mario-galaxy-in-this-sonic-lost-world-debut-trailer/ It's bloody Sonic X-treme crossed with Super Mario Galaxy! And it looks pretty cool! And for once, after Colors and Generations, I'm not worried about the Sonic Cycle repeating itself! And by god, I sure hope the 3DS version will be an accurate representation of the Wii U gameplay... not the constant Sonic Rush sequels Dimps has been pumping out before! ...I mean, I loved the first Rush, but this seems a tiiiiny bit different from your typical Sonic game, so...
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Just submitted my score... my presumably abysmal one, but what the hell!