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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
I specifically did not want to support textures or anything fancy like that, to keep the program simple for both myself and the users... although by this point it might be more of a question of "when" rather than "if". That said, additional features of any kind, like textures and anything related (combiner emulation, etc.) are not a priority and might come later, when the important features - namely actor editing and its XML definition system - are proven to work 100% correctly. -
SceneNavi - A simple Ocarina of Time level editor
xdaniel replied to xdaniel's topic in Modifications
It'll be a bit of work, but I think I can add support for individual files. Not sure about collision types right away, I'll need to look into them again; been a while since messing with them for SO. Don't think they'll be too difficult to implement, tho. -
Even better actually: http://www.spinout182.com/mqd/ovl.html - there's disassemblies of the files for those who can read and understand MIPS. That might help in identifying their purpose?
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http://www.spinout182.com/mqd/f.html 0x0C7(0199) 00D583E0 00000400 ovl_Effect_Ss_Blast0x0C8(0200) 00D587E0 000004A0 ovl_Effect_Ss_Bomb0x0C9(0201) 00D58C80 000009F0 ovl_Effect_Ss_Bomb20x0CA(0202) 00D59670 00000510 ovl_Effect_Ss_Bubble0x0CB(0203) 00D59B80 00000550 ovl_Effect_Ss_D_Fire0x0CC(0204) 00D5A0D0 00000540 ovl_Effect_Ss_Dead_Db0x0CD(0205) 00D5A610 00000630 ovl_Effect_Ss_Dead_Dd0x0CE(0206) 00D5AC40 00000520 ovl_Effect_Ss_Dead_Ds0x0CF(0207) 00D5B160 00000180 ovl_Effect_Ss_Dead_Sound0x0D0(0208) 00D5B2E0 00000620 ovl_Effect_Ss_Dt_Bubble0x0D1(0209) 00D5B900 00000890 ovl_Effect_Ss_Dust0x0D2(0210) 00D5C190 000007D0 ovl_Effect_Ss_En_Fire0x0D3(0211) 00D5C960 00000990 ovl_Effect_Ss_En_Ice0x0D4(0212) 00D5D2F0 00000460 ovl_Effect_Ss_Extra0x0D5(0213) 00D5D750 00000540 ovl_Effect_Ss_Fcircle0x0D6(0214) 00D5DC90 000010E0 ovl_Effect_Ss_Fhg_Flash0x0D7(0215) 00D5ED70 00000790 ovl_Effect_Ss_Fire_Tail0x0D8(0216) 00D5F500 00000280 ovl_Effect_Ss_G_Fire0x0D9(0217) 00D5F780 00000250 ovl_Effect_Ss_G_Magma0x0DA(0218) 00D5F9D0 000005C0 ovl_Effect_Ss_G_Magma20x0DB(0219) 00D5FF90 000005D0 ovl_Effect_Ss_G_Ripple0x0DC(0220) 00D60560 00000610 ovl_Effect_Ss_G_Spk0x0DD(0221) 00D60B70 000004B0 ovl_Effect_Ss_G_Splash0x0DE(0222) 00D61020 00000760 ovl_Effect_Ss_Hahen0x0DF(0223) 00D61780 000005B0 ovl_Effect_Ss_HitMark0x0E0(0224) 00D61D30 000004F0 ovl_Effect_Ss_Ice_Piece0x0E1(0225) 00D62220 000005C0 ovl_Effect_Ss_Ice_Smoke0x0E2(0226) 00D627E0 000004D0 ovl_Effect_Ss_K_Fire0x0E3(0227) 00D62CB0 00001190 ovl_Effect_Ss_Kakera0x0E4(0228) 00D63E40 000006E0 ovl_Effect_Ss_KiraKira0x0E5(0229) 00D64520 00000740 ovl_Effect_Ss_Lightning0x0E6(0230) 00D64C60 00000730 ovl_Effect_Ss_Sibuki0x0E7(0231) 00D65390 000003D0 ovl_Effect_Ss_Sibuki20x0E8(0232) 00D65760 000001A0 ovl_Effect_Ss_Solder_Srch_Ball0x0E9(0233) 00D65900 00000430 ovl_Effect_Ss_Stick0x0EA(0234) 00D65D30 00000420 ovl_Effect_Ss_Stone1 What those actually are used for... dunno.
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SceneNavi - A simple Ocarina of Time level editor
xdaniel replied to xdaniel's topic in Modifications
WIP build: http://magicstone.de/dzd/random/SceneNavi-v09-wip.rar And as it says in the program... Remember: Bug reports and feedback in general are welcome and encouraged! -
Minami Kuribayashi - ZERO!! (Hataraku Maou-sama! OP)
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If this generation is going to turn out as badly as I fear it might, the Saturn is one of the things I'll be spending more time with. It's a great system with a bunch of great games, many of which I still don't have yet. Probably the last true "2D console" as well, when mostly everyone else was going OMG THREE-D! In fact: it supports 2D background layers and such in hardware, like SNES, MD, etc. before, while AFAIK every console afterwards, including PSX and N64, just draw 2D elements using their 3D hardware.
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I've been wanting to sit down on my lazy butt to try this for a while already - exactly because it's just a "how long can you last?" type of thing - I just haven't had the chance or inclination, I guess, yet. Still four days left, so I'll see about playing it over the weekend.
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First things first, the injection offsets are where your new map's data will be placed in the ROM, it has nothing to do with the map you're replacing - the only thing that determines what location will be replaced in-game is the scene number. Injecting a map with SO basically writes the new scene and room data to certain spots in the ROM (injection offsets), changes the scene table to now point to the new scene, and leaves the original scene and room data alone, which now goes unused. Try to inject it at the default offsets but with the scene set to 85, then try to enter in the game. If that doesn't work, there's something else going on that I'm not sure about right away.
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SceneNavi - A simple Ocarina of Time level editor
xdaniel replied to xdaniel's topic in Modifications
Ahh, yeah, this will be reusable for sure. EDIT: EDIT 2: Documenting the definitions: http://magicstone.de/dzd/random/xmlactor/ -
SceneNavi - A simple Ocarina of Time level editor
xdaniel replied to xdaniel's topic in Modifications
Erm... if it's that I'm thinking about starting something new when I should be working on "something else", you're right? I'm thinking about and working on the other thing, too, so don't worry Also, thanks for the feedback so far, I guess I'll go ahead with this then. I'll see about posting some non-shopped screenshots over the weekend, and the program itself hopefully soon after. EDIT: Not a mockup, but -very early- WIP: -
Ocarina of Time: Extended Scene, Actor, Object and Exit tables
xdaniel replied to spinout's topic in Community Projects
Quick suggestion: Haven't tried it yet, only read the readme and source, but is there any chance you could move the table at 0xBE80 elsewhere, so as to not overwrite the start of the filename table; preferably somewhere that's normally all zero, ex. 16 bytes after the end of the DMA table, 0x18F40? Would make implementing support in editors for this easier, I think, while also keeping support for filenames - like, is there non-zero data after DMA table, if so use data as tablestruct, else scan for/read tables from code file. -
(was: "Interest check - simple room/scene actor editor"; original post in spoiler...) Current version: SceneNavi v1.0 Beta 9b (use update function in Beta 4 or later)
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I think this whole day in regards to Microsoft and Xbox One can be summed up by, and please excuse my French: Fuck them.
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Let me point to the last hour or two of tweets on my account: https://twitter.com/xdanieldzd For example... "Sports, television, cloud, Kinect, Smartglass, EA Sports... Someone call me when there's something interesting? #xboxreveal" "If E3 doesn't bring anything interesting, I'll drop out of console gaming after current gen. #xboxreveal #jumpout" Not to mention what they didn't mention during the reveal, see http://www.wired.com/gamelife/2013/05/xbox-one-analysis/
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Updates also can and do come on game media - thinking of Wii disks in particular.
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Binary + source for the cutscene visualizer thingy from the cutscenes threads: http://magicstone.de/dzd/random/ECDV-1.rar http://magicstone.de/dzd/random/ECDV-source.rar
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All I can say... or pretty much all I could think of while watching the episode: KYAAAAA!!!!! <3 ...this is "out of character" for me, isn't it? But I don't care!
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I'd imagine it's the number of entries for this command to follow, like with the actor commands (0000000A 0000xxxx [etc]), the difference being that the commands with 00000001 there don't expect / cannot use more than one entry? Would probably make it easier to parse by the game, if every command has the same kind of "header"... EDIT: Also, source for that cutscene visualizer thingy I posted before: http://magicstone.de/dzd/random/ECDV-source.rar
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Pretty sure it's not OpenTK, because that's a C# wrapper for OpenGL and doesn't have a file dialog anyway. That said, I have neither used the porter nor know much about Python, so I can't really help...
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On the subject of Railgun S, episode 6...
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Finally got to watching Oreimo S2 episode 6... Uh, while I don't hate any of the characters, I really dislike Kirino. Even more than Ayase, actually, who I couldn't stand at all initially. In fact, if Ayase toned down the yandere part of her personality somewhat - which can be funny, but not likeable -, I now think she'd be a nice girl... I'm still on the Kuroneko Shironeko ship, tho!
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Somewhat messy but working well: http://code.google.com/p/ozmav/source/browse/trunk/badrdp/combine.c - granted, I learned the basics about how this worked from cooliscool years and years ago, who I also got some initial (non-working) code from. SayakaGL even has a combiner mux editor, although IIRC the GUI's a bit buggy
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Picked up the Groupees "Be Mine 8" game bundle, mainly for the cutesy titled "Fairy Bloom Freesia" that's actually a rather challenging (at least for me, right now still) beat'em up, action, combo, fighting thingy.