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Everything posted by xdaniel
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You're right, this looks terrible. Think this had been shouted yesterday and I can just repeat what I replied then: It's bad and the guy is even worse with recording stuff than I am. I mean, what's with that horrible audio desync?
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ZSO, some good and... not so good memories right there. Anyway, welcome to The GCN! Some really good artwork you've got there, too; I cannot draw at all, outside of... pixel fonts for ROM translations, maybe? Not even sprites or anything Hope you'll like it here!
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Sprite. 7up is cheaper, tho, and not bad either. Cooking for yourself or eating canned/frozen food?
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Battle ~ Destruction Begets Decay - Yuzo Koshiro, H. (Etrian Odyssey Super Arrange Version)
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Not a song... Retronauts Episode 84: 01/07/2010 - http://www.1up.com/do/minisite?cId=3156908
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Sony CDP-101 First commercial CD player from 1982, checked eBay out of curiosity to see how rare they are... and there's actually a few available, but they're expensive as hell.
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Raising internal FPS cap of Ocarina of Time/Majora's Mask?
xdaniel replied to Mooseknuckle's question in Q & A
NTSC v1.2: 801C7861 00xx - "target FPS modifier" (or however to call it) Edit: "clock divider modifier"? 01 = 60 FPS (file select) 02 = 30 FPS (start menu) 03 = 20 FPS (in-game) 04 = 15 FPS 05 = 12.5(?) FPS 06 = 10(?) FPS Note that the game can rarely reach 60 FPS; best to try it in Link's house or other areas with ex. static backgrounds. Kokiri Forest reaches 25-30 FPS, depending on where you are and where you look. But leaving performance aside, the gameplay is not made for anything other than 20 FPS either - walking speed, animations, collision detection, everything is made for 20 FPS. It is kinda... impressive, I guess, to see how smooth OoT can run in ex. Link's house, but it's completely unusable for actually playing the game. -
gameplay_field_keep and gameplay_dangeon_keep? Scene header command 0x07, see wiki: http://wiki.spinout182.com/w/Maps_and_Scenes And there's no option in SO for this, or I don't think there is...
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I liked it quite a bit actually, although I don't remember much of it these days. I don't think the German dub was horrible, either, but... yeah, "Fieslinge" does sound kinda stupid. The actual voices and acting were pretty good, tho - Suezo and Tiger, for example. Although, I seem to remember Mauzi's (Meowth) voice actor from Pokemon to have a lot of minor roles in this show. That was a bit... annoying, I guess.
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...I've had 7 Madoka wallpapers since the start of this thread by my count, so... you might be right? In fact - and this is a coincidence, I've already had it for a while! - I think the count should be 8:
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Gotta add another opening I had completely forgotten about! Haven't seen this show in ages... apparently hasn't even been rerun in 7 or so years, either... (Also: "Ich fress dich!" - "Versuch's doch!" ^^) Edit, come to think of it, this would also fit in the childhood cartoon/anime thread...
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Try SO v0.6; v0.5 couldn't cope with quads - as opposed to triangles - at all, while v0.6 usually divides them into triangles correctly. That's probably the only problem. http://code.google.com/p/sharpocarina/downloads/list
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N64DD Hacking thread (2 BIOS versions included + 64DD IPL(j) Rom!)
xdaniel replied to Rcj8993's topic in Modifications
Click "Binaries"... -
...I think you need to read up on how OoT works, on the terminology used, etc. Check out giadrosich's thread: http://www.the-gcn.com/topic/2033-video-tutorials-to-get-started-and-master-tool-list/
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I gave examples of what cannot be changed from inside the program, right? Objects loaded, collision types? Those cannot be edited by SayakaGL, you have to use either other level editors or a hex editor for them. Everything you can see in the program - room and transition actors, spawn points, the scene header, what have you - can be edited and saved by SayakaGL, for those you do not need another program for.
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What? You open a ROM, change something around, then press "Save ROM" on the menu and... why do you assume this does not save to ROM? Have you even tried the program? -.-
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The big limitation is that you can only edit, well, what can be edited from inside the program. I mean, you cannot change certain things that would be important, like objects loaded, collision types, etc. And this here is the last version, it's unlikely I'll still update it: http://magicstone.de/dzd/random/SayakaGL-v011x.rar
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N64DD Hacking thread (2 BIOS versions included + 64DD IPL(j) Rom!)
xdaniel replied to Rcj8993's topic in Modifications
Please... have a look around places where people have already worked on 64DD emulation or dumping, like ex. ASSEMblergames. This is a lot more difficult that you make it out to be, plus - and please don't take this the wrong way! - while I like your enthusiasm, it seems like you don't actually have much of a clue about what you're talking about. For example, the patch for F-Zero X that allows one to race on the Expansion Kit tracks has (as far as I can remember) been made by manually writing down the track data as shown by a real copy of the Expansion Kit running on someone's 64DD, then manually insert them into a standard F-Zero X ROM. It has nothing to do with "porting 64DD files" or anything like that. IIRC, once the actual expansion disk had been dumped, the data from this patch was compared to the actual data stored on the disk and it was noticed that it was not a completely perfect match, that there were barely noticable differences in the decimal places of each track point or so. Also, the "track making utility from the expansion kit" as you describe it, also has nothing to do with the real Expansion Pak. It's a track editor made by someone who's reverse-engineered the track data format in a regular ROM. It has not been ripped from the actual Expansion Pak. -
There is only one Expansion Pak. The 64DD requires the very same one that was released in the west for MM, DK64, Perfect Dark and a number of other games, the red one, the one I have two of.
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IIRC OoT is aware of the Expansion Pak - NTSC v1.0-v1.2 support the 64DD which in turn requires it, the MQ Debug ROM doesn't start without it (needed for debug features?) - but doesn't normally do anything with it.
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N64DD Hacking thread (2 BIOS versions included + 64DD IPL(j) Rom!)
xdaniel replied to Rcj8993's topic in Modifications
For Ura, yeah, I can see that. And this is why a record of hacking history would be a good idea, so that things like the 64DD-related findings, regardless of what exactly (how to load a Disk file, those animation glitches or whatever, etc.), don't disappear into the mists of time again. -
N64DD Hacking thread (2 BIOS versions included + 64DD IPL(j) Rom!)
xdaniel replied to Rcj8993's topic in Modifications
As in, loading the greyed out "Disk" files? cooliscool in 2006 or thereabouts, see the IRC log in the thread I linked to, post http://forum.unseen64.net/viewtopic.php?f=2&t=3100&start=90#p34459 to be exact. -
N64DD Hacking thread (2 BIOS versions included + 64DD IPL(j) Rom!)
xdaniel replied to Rcj8993's topic in Modifications
I don't really get what he's saying either, but could it be (related to) this? http://forum.unseen64.net/viewtopic.php?f=2&t=3100&start=75#p34449 (and following) -
But what about the saying "As strong as a Cucco"? I say Cucco!
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Btw, regarding SMW: Not meant as advertising or anything - not least because the thing is ~9 years old - but to back my claim about 2D level design, there's a demo for a SMW hack I once started, the incredibly named "Super Mario World - A Different Telling", on my old site: http://magicstone.de/dzd/old-site/?sec=t&pg=dead - I replayed it just now and am still a tiny bit proud of some of the stages, or at least a few tricks (or ruses) in them. Patch is for a headered US SMW ROM, btw.