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xdaniel

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Everything posted by xdaniel

  1. Got my first Humble Bundle, the "THQ is being desperate" one, if you want to put it that way. Mainly for Saints Row: The Third, although I'll try out the other games, too... if my system can handle them, which I'm not all that positive about to be honest. Also: didn't know PayPal can actually collect money from your bank account, as opposed to you having to first transfer some to the PayPal account... EDIT: The downside of digital distribution... I'm at 52% of Saints Row's download, after one and a half hours. And that's one game out of seven.
  2. I don't know why, but that somehow sounds bad Would be great if you'll someday make it back here, and as DeathBasket said, good luck with whatever you end up doing.
  3. All I want to see Mario in anytime soon is* a Mario Kart for Wii U, because that series depends on Mario and Co. and the world they inhabit. But that's really pretty much the only thing. (*alternatively insert "retirement home" joke here)
  4. Sooo, Nintendo should be pushing the Wii U now, right? Hah, hell no! They're using resources, like manufacturing capacity, that should be going into the Wii U on another, a third incarnation of the old Wii! http://www.nintendo.com/wiimini/ That makes Wii, Wii without GCN compatibility and "Wii mini" without GCN compatibility and without online! I really don't know what to make of this.
  5. Exactly this. For example, "object_sk2" could mean anything, right? It's the Stalfos IIRC. Or just picking a random example from the list, what's "object_xc"? It's 0x008A so it's what according to the actor list...? Oh lulz, it's a question mark! <.< EDIT: Okay, there's another list on the wiki - http://wiki.spinout182.com/w/Debug_ROM:_ZOBJ_List - which ex. lists object_xc as Shiek, but doesn't list the object number. One single list that lists object number, object (file)name, actual human-readable name, and maybe the file's start and end addresses doesn't seem to exist.
  6. http://spinout182.com/mqd/o.html - uses the filenames, tho, so it's not as intuitive...
  7. Oh, so any texture with an alpha channel, as opposed to images with partial translucency? I must've misunderstood on the shoutbox, I thought it was about PNGs that were, say, 50% translucent or something... That should be a bug then, yeah. First guess is that I'm not generating the right GeometryMode settings and/or combiner mux. You can try to mess with the combiner mux, but I'm not sure if that'll help. Gonna have a look at this later.
  8. Well, it was originally just a small demo project to test the library - one which, early on, I didn't even intend to release -, but has pretty much become a proper tool of its own. Still need to work on the library some more, mainly to implement some more model formats for importing/exporting.
  9. (EDIT: wow, didn't notice how long this became...) It was difficult, as both my knowledge about things like the hexadecimal system, and the tools weren't quite there yet. I'm thinking of Pokemon Red and Blue here, which was probably my first foray into ROM hacking... It was during the early days of those games' hacking movements - back when Pokemap by PR was pretty much all there was, in terms of tools if I remember correctly. I did eventually learn more about hexadecimal and the Game Boy, at least enough to make codes that modified your inventory in RBY, as opposed to the codes that allowed you to change what was sold in shops - I was on holiday and didn't have access to the internet, yet wanted Master Balls or somesuch, so I just got the old Action Replay out and got to work, with not-equal searches, comparing results, changing memory... Then with Pokemon GSC, I started learning more about bit operations, GB graphics, and more game-specific things like how warps and events worked, or how the map headers were laid out. It was a slow process, but there was a sprawling community - everyone was still learning, and everyone was willing to help you if you had a problem or question. Well, that was the specific community I was part of (good old FWB ~10 years ago, rest in peace), I don't know how it was internationally. Around that time, meaning roughly 10-12 years ago, I got into Zelda OoT - playing it emulated in UltraHLE, stuttering along on my old PC with its Voodoo Banshee - which in turn got me interested in this weird code called "Beta Quest" that scrambled the game and the exits and stuff. I didn't do much with it back then, tho, I didn't even play it much because of how slow it was on my PC. Over time, I got a real cartridge of the game, the PAL v1.0 I have to this day, I found ZSO and once the Zelda Coalition forums started became a member of those, I got a GameShark-ish device called the Xploder 64 which I also still have, etc. And especially once the MQ Debug ROM hit us... it was like Pokemon RBY/GSC all over again, starting from scratch, working together to figure things out, helping each other (with some added drama, tho, but let's not get into that) and so on. Yet again I learned a bunch of stuff, about the game and the N64, as well working more on the feeble C knowledge I acquired around the time... But before I delve even deeper into the past, let's tl;dr: I guess overall, when first starting to hack a specific game or trying to code a specific project, there's always a lot of excitement, especially when you're working on something that either no one or not many people have worked on before. You're bound to learn something, and there's usually at least one or two tidbits you'll be able to apply to other situations, too. It's even better if there's a group of like-minded people you can share your experience with, which I was lucky enough to have found with both of the "firsts" above (the FWB and ZSO/ZC). Hope that makes some sense and didn't drift too much into boring stories of old
  10. I'm not really hoping for anything in particular... I'm hoping to spend Christmas with my family, but I don't have specific hopes when it comes to presents. A new external or internal hard disk would be nice, or like half of the cost of one in cash or so - don't have a particular model in mind, just that 1 TB or more would be good.
  11. Dragging this thread out again because, after the homebrew talk on here recently, I looked up an old... I guess "favorite" of mine - I'm not good at it or anything, I just like it quite a bit. The game's rRootage, originally a PC game by Kenta Cho, then ported to a bunch of other systems. I first played the PC version, then later the port to the original Xbox, and just a few days ago found the PSP port: Not the prettiest game out there, and especially with the PSP version's rather low resolution and all, but really fun - it's got four different gameplay modes for example, three of which are based upon the styles of other shoot'em ups, namely Ikaruga (screenshots from IKA MODE), Psyvariar and Giga Wing.
  12. The Arwing's model does not use RAM segments - a RAM segment is in play when an address is prefixed with ex. 0x04, or 0x06 or something. If it begins with 0x80, it's an absolute address in the N64's overall RAM. ...I guess I don't really know what else to say either... Again, you're pretty much using the program in a way it wasn't intended to be used in, with the absolute addresses and all. The program's only purpose is to convert textures and vertices and create display lists that use them, how to get the converted data into the game is up to the user - the program helps as well as it can, asking for RAM segment and base offset (so that you don't have to manually fix all the pointers inside the display lists), and printing out the offsets inside the resulting file where textures and display lists were written, but it's not supposed to do any more or anything else. Hrm, before anything else, try to enlarge the Arwing's overlay file and get that enlarged file to load properly. If you can get that to work, then try to copy/paste your model, fix any offsets that might need fixing, etc. again. Sorry that I'm not more helpful, but this is beyond the scope of the program, not to mention it's early morning here by this point and I'm tired.
  13. Uhm, what... are you even trying to do? With the Arwing and my program? Are you trying to replace the Arwing's model with something you created? If so, the program isn't really intended to be used with absolute RAM addresses - it's intended to be used for models that are accessed via segments, be it stand-alone objects (segment 0x06) or those in the gameplay_files (0x04, 0x05) or wherever. That said, it might work if you enter "0x80" as the segment and whatever the rest of the address is as the base offset, then properly copy and paste the data from the resulting file, etc., but I can't guarantee that at all. Plus, what's with the "01 01 F0 3E 80 9D 60 58"? That's a vertex command pointing to some vertices to be used for drawing the original model; it's not even at the start of a display list (which appears to be at 0x26F0 in the overlay). Please post exactly what you're trying to do and how, then I can try and help some more.
  14. Sanguinetti already mentioned it on the shoutbox, but anyway. From the SharpOcarina readme, regarding texture sizes: Again, not limitations of SO, but of the N64.
  15. DE000000 80123450 - second 32-bits are the Display List's address, either the absolute RAM address (like in the example) or the segment number plus relative address (like usual in ex. room files).
  16. http://devkitpro.org/ ...but beyond that... Well, 5 or so years ago you had devkitPro and PAlib, but as far as I know, PAlib is dead and its latest version requires devkitPro versions that are several years out of date. I guess you could search around for "devkitPro tutorial DS" or somesuch... This might be something: http://dev-scene.com/NDS/Tutorials
  17. Got Airikita's .obj as well... For one, that .obj actually does contain a .mtl reference, "mtllib head_blender_obj.mtl", so you should have a material file named head_blender_obj.mtl. Second, the .obj contains the usemtl command "usemtl ", which just like the "usemtl (null)" in Sanguinetti's file might very well be what throws the program/library off - if there's a usemtl command, it expects there to be some materials. Will double-check my assumptions later, it's 3:30 AM here now and I'm off to bed. EDIT: Oh yeah, in the meantime, if you aren't using materials, try to remove the usemtl command as well as any mtllib references from the .obj files and try again. I'll look into this once I'm awake again.
  18. Sanguinetti, Airikita, could I get the .mtl files as well? At least Sanguinetti's .obj doesn't look like there's anything out of the ordinary, at least at the first glance, haven't looked at Airikita's yet. On second glance, one thing that bothers me is that "usemtl (null)"... the .mtl could be useful, yeah.
  19. Mind putting up one of Blender's .obj files somewhere? I'd like to take a look and see how messy or whatever they are, and if I can get them to load properly as-is.
  20. Guess I will into collision data next week or so... In the program itself, all you have to do is right-click a group and then select TextureGen from the Flags submenu. You'll need to have some kind of texture on your surfaces, tho, which is what'll be "reflected" by the surface - I just used a small 16x16 greyscale gradient for the GCN logo.
  21. Well, technically The Last Story isn't a Nintendo game as such, seeing how it's been developed by Mistwalker and only published by Nintendo - just like Xenoblade is by Monolith, and Pandora's Tower by Ganbarion (to namedrop the other two Rainfall games while we're at it). That said, I still want to get and play all three of them, I haven't been all that inclined to yet, tho...
  22. SanguinettiMods: Video might be a good idea, will see about making one. As for collision triangles, for one I don't really know how collision works on objects (format etc), and this was technically just intended to be a Display List converter. But if there's documentation on the wiki, or if you could point me to some otherwise, I guess I'll at least take a look.
  23. http://magicstone.de/dzd/random/DTAViewer.rar - C#, uses OpenTK, archive contains binaries (use binReleaseDTAViewer.exe) and source. Neither GUI nor code itself are particularly clean, but what's there should at least work correctly.
  24. Alright, I'll get to uploading the program and source later on today then. I'm guessing - because to me nothing else appears to make sense - our animation data is in, or is related to, the PSX's MIME animation system/method/format, which apparently modifies vertex coordinates instead of(?) having a skeletal hierarchy. I read about it in the SDK documentation last night, but don't fully understand it, or at least not yet. Still, no idea if I'll be able to implement that - if the data even is MIME format data - so I'll just release the whole thing as is, as mentioned.
  25. Everything we thought we had was nothing but a dream and all that is left for us to see The time has come now for us to believe! Courage that you gave to me is Priceless - together as one, together as one! - You and I will make it, dreams that last forever, we will face a brand new day! All the days you gave to me are Priceless - together as one, together as one! - It's time for us to open new doors, step out there is nothing to fear! ( )
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