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xdaniel

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Everything posted by xdaniel

  1. DLViewer is not a program specific for Zelda and never has been. It's simply a viewer for any kind of display lists in a Ucode supported by libbadRDP, which is as far as I can remember, Fast3D, F3DEX and F3DEX2.
  2. DLViewer loads either separate files as RAM segments or a RAM dump (4 or 8 MB, ex. from Nemu) and can execute display lists in those. The commands for everything are explained in the *cough* Readme. Also, script.txt from DLViewer v0, it is missing from the latter build's archive, yes:
  3. The skybox settings are what messes up lighting in SO? Why, this is the first time I've ever heard of that! All I knew about messed up lighting in SO was that the normal calculation was shitty! What about, you know, telling me what exactly is the problem if you know what it is? I'm 99% sure that I was never told about this. And you've still not told me. Which two bytes is it? /rant ...right. Those complaints are valid, there were a lot of dumb decisions, there's a lot of broken functionality - like how you're supposed to be able to enter collision types manually, but that's broken IIRC and I never fixed it. However, the XML files weren't supposed to be edited manually in the first place - although granted, you need to do so with SO at times -, so if I can't get writing and reading of hexadecimal values in XML going without a stupid amount of overhead (keyword: serialization), I'll keep them decimal.
  4. MAL only allows 10 favorite characters (I think), so here's those: Kagami Hiiragi (Lucky Star) Ruiko Saten (Toaru Kagaku no Railgun) Sayaka Miki (Puella Magi Madoka Magica) Kyouko Sakura (Puella Magi Madoka Magica) Nanami Aoyama (Sakurasou no Pet na Kanojo) Hitagi Senjougahara (Bakemonogatari) Eiko Aizawa (Shinryaku! Ika Musume) Mio Naganohara (Nichijou) Nano Shinonome (Nichijou) Marii Buratei (Joshiraku) ...and probably a bunch more. This is just, I guess, my "most recent favorites"?
  5. Seconding Sakurasou's OP - and all of its songs, really (Days of Dash! <3) Also, some of the openings that come to mind for me... there's a whole lot more, but I'd spam this thread with 30 videos then or something Puella Magi Madoka Magica OP (Connect) ...but no one has the actual OP video uploaded, so here's just the song. Toaru Kagaku no Railgun OP1 (only my railgun) - awesome video, awesome song, awesome show Hyouka OP2 (Mikansei Stride) GA: Geijutsuka Art Design Class OP (Osaki ni s'il vous plait) - catchy as hell! (Hitotsu, hitotsu, hitotsu, hitotsu...) Bakemonogatari OP1 (staple stable)
  6. I just checked their schedule on teletext (man, I'm old-school am I not? XD) and can't really see anything that's interesting... only Goof Troop / Goofy & Max, and the fact that they're airing the Professor Layton movie tomorrow. Most of the stuff they're showing are those shows - and I'm sorry for the generalization - that look like they've been animated with Flash on the cheap. Current Nickelodeon Germany doesn't seem to air anything interesting right now, and I'm not even gonna bother to check KIKA...
  7. "Kamikaze Kaitou Jeanne" or (I believe) "Jeanne, die Kamikaze-Diebin" - watched that too actually, as well as Sailor Moon, some of Wedding Peach, and even the first season of Pretty Cure. Yes, a bunch of magical girl shows And seeing SoD list Real Monsters, Angry Beavers, Ren and Stimpy, etc... I miss the original German Nickelodeon, the one that existed from 1995 to 1998 - Rocko's Modern Life ftw! (among others)
  8. Depending on what and where it actually is, this might be a bit difficult, but... has anyone tried to modify that display list or the vertex data, and then play the game a bit or watch some cutscenes? Check out the "obvious" places where an effect that looks similar to this appears, like what's been posted above, and see if the effect changed?
  9. ~2:58-3:08: Butterfly (Kouji Wada, Digimon Adventure OP); instrumental part from intro/bridge ~3:32-3:52: Airman ga Taosenai! (Team Nekokan; Mega Man 2 inspired doujin song); part of chorus ~7:24-7:45: Motteke! Sailor Fuku (Lucky Star OP); part of chorus
  10. ...I wasn't worried about Nintendo. Not at all, not after this. They need to repeat this.
  11. I like those Nico Nico Douga mashups anyway, even when I only recognize 1/3 of the songs used, but that video still takes the cake for the synchronized SMW action
  12. It looks like someone knows how event_list.dat and a few other things work: http://jhwork.net/?p=741 Airikita: Dolphin has a filesystem viewer; right-click the game in the emulator's browser and select "Properties", then "Filesystem". From there, you can extract the files on the disc and do whatever you want with them.
  13. I don't care about the Motion Plus, either. The controls are the thing that have kept me from playing more than maybe an hour of the game.
  14. Model2N64's command line parameters & update features, etc.? I'll make that official either today (Saturday) or Sunday; not now tho as it's 3:18 am
  15. ...erm, this is about the Zelda characters in each of the Zelda games, not the games themselves? And while on the subject, I didn't like SS as a game - in fact I'm far from even finishing it - but I do like the Zelda in it.
  16. I think accurate fog might be more likely than accurate lighting... I've always struggled with getting lighting to appear right, while fog should be possible to get going correctly with a tiny bit of experimentation. Also, regarding all the interface ideas that have been brought up, I'll have another read through them later and see what I think is feasible to implement for me. Those would be a lesser concern for the moment, tho, until the basic model conversion stuff is working. Whatever the case, I guess I'll mess around a bit in VC# later...
  17. Are you really sure about those being 64x64 RGBA16 textures? 64*64*2 is 8192 bytes, so double the size of the texture cache. I'll have a look, but I'm pretty sure that can't be... As for an accurate preview, that's another thing that's certainly doable - well, as accurate as one can make a Ucode interpreter/renderer anyway.
  18. Naxy: At least in the case of said model handling library, adding support for a new format would "only" mean writing a "model adapter" class for it. That class is what's responsible for loading and/or saving of a specific model format, as well as creating and providing an "intermediate model" object (the previously mentioned internal model format of the library) which is what's used by the program that uses the library. Of course, the whole idea might sound quite simple, but it would still require documentation about the format and some time and effort to write a parser for it. sairugoth: Yeah, SO - and most of our tools I'd guess - do require a bunch of knowledge about the games to use, from concepts (like how the collision is different from the room model) to terminology (like .obj's or waterboxes or polygon types or whatever else). That's really something that needs to change. Programs should at least be able to ease users into using them, like through a tutorial by which they learn about those words and concepts. I'm not sure about creating an actual model editor in the vein of SketchUp, tho - that is quite a task, and I personally don't think I could do that.
  19. On "simple" and "advanced" interfaces: This is a very good idea. While I think two completely different interfaces might be too much work, showing and hiding certain controls depending on the selected mode is easily done. Maybe the program could have a PropertyGrid (what ex. VC# itself uses to change the properties of controls) that allows access to all properties in a project, which is hidden in "simple" interface mode? What exactly should be part of the simple interface, tho, and what should be left to advanced users? On vertex colors (and alpha): I'd be using my existing model handling library for this, used by Model2N64, which parses everything it can load into its own, internal model format anyway, and which should support vertex colors. And even if not, it should be trivial to add support for that. Of course, .obj files don't support them, so all colors would need to be set in the importer itself, so they would be lost if the original model is re-imported into the program. Because of that, they should probably be among the last things the user adds, when they don't need to change the model externally anymore. On manual combiner setup editing: This is something I'd personally love to see as well. At least manual editing of this would only be available in advanced mode, while maybe a few presets could be available to the simple mode's user? Or should the program rather auto-detect the appropriate settings, ex. for translucent or untextured surfaces? On implementing a tutorial: An interactive tutorial, ex. highlighting which options the user has to change or where they have to enter something, is probably beyond my capabilities. Adding some kind of "help mode", which explains options if you click on them in that mode, or adding an external tutorial in ex. HTML form with screenshots, etc. would be doable for sure. On databases of actors, objects, etc.: This would also be doable. Actor or BGM selection would consist of a drop-down list, which in turn would be provided by ex. an external XML file loaded by the program - in fact, I think using and expanding upon Sorata's actor definition system idea, where the user interface is built around the actor in question via per-actor XML files, instead of the actor's properties being shoved into a single number, position, rotation and a variable, might be a good idea. Finally, as for SO's demo scene not loading, that's most likely one of the stupid bugs SO has. If you open the XML file in an editor and replace all filenames inside ("collision.obj", etc.) with the full path to the file (thus "C:UsersxdanielSOcollision.obj" or whatever) it should work. Or that's what I seem to remember from the previous times this problem has come up... Fake edit, replying to Naxy's post, or the parts not covered above in particular: Multiple object sets I'd certainly want to support. I'm not actively modding, but it has still kind of bugged me that this hasn't been implemented in any(?) importer yet.
  20. This is something where as much input as possible is required, from beginners, advanced modders and veterans alike. So here I am, contemplating where to go with this whole OoT/MM map importing business. So far, every rewrite of SO that I've started stalled for one reason or the other, and there's been two big ones as far as I can make out: Too little planning beforehand - Where do I start? What does the program do? What will the user need to do? What should I let the user do and what should be done automatically? And a lot more... Too big of a focus on sophisticated code - getting hung up on Reflection, XML, modularity of the code, etc., etc. The second reason I have to work on alone. I have to find a balance between code that simply works and code that is clean and "professional" for the lack of a better description. The first one, the planning, is something I would very much like the input of every hacker/modder on here for. Here's some questions to start: Question for the advanced users: How much abstraction should the program do? Which aspects of a scene or room file should be in the program in the rawest form possible, and what could be abstracted to the point that it's simple for end users to get a result, but that one would need to dive into the generated files with a hex editor to change specific, less important properties? Question for the beginners: What is difficult to understand or perhaps even intimidating about the current map importers, SharpOcarina in particular? What do you think is missing from SO, what could be made easier? And that's about what comes to mind right now. I really want to create something worthwhile, a map importer that's simple to use, where you can just dive into without reading the Readme file (hi haddockd ) and still get an acceptable, playable result from, but I will need the help of everyone who might be interested in the end result. Do keep in mind that I cannot promise that I'll be able to bring this to fruition. I hope this thread, with hopefully beginners and veterans alike voicing their opinions and concerns, will serve as inspiration for future programs regardless, no matter the outcome of my potential program in particular.
  21. Not sure how applicable this is to everyday life, but have you ever had some grand visions or plans for something get in the way of actually getting it done? (And a warning, my take on this - in the spoiler - will sound whiny and possibly arrogant...)
  22. /me needs to redo some network wiring, so X360 is currently not hooked up to the net /me happily played Sonic Generations earlier /me is glad his system didn't tell him "No internet connection available; please configure your connection. [setup] / [shutdown]" or somesuch Yes, this particular X360 probably isn't going to reach 30 years - probably not even 10, seeing how it already RROD'ed on me once - but if it is still working the day MS shuts down Live for 360, I will still be able to play my games on it. Just like with every single other console I own and will own. I will not buy anything that forces me to do things a certain way, if that way is inconvenient or simply dumb, be it requiring an internet connection or ex. using proprietary hard- or software to transfer content - so not the OS or system itself, that's 99% of the time proprietary - to and from it (looking at you, Vita).
  23. http://gbdev.gg8.se/wiki/articles/GBDK - been years since I used it, tho, so I don't think I can say much about it (usage, compatibility with modern OS, etc)
  24. Currently uploading a video with two flea market finds, in which I actually - gasp - talk! I'll leave it unlisted for now, tho, hoping for some comments from you guys - if you think it's complete crap, I'll leave it unlisted, if it's alright, I'll let the world see it. Now public, we'll see how it goes (Video will be ready in ~10 minutes or so, I'll remove this note once it's up.)
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