-
Posts
1,796 -
Joined
-
Last visited
-
Days Won
73
Content Type
Profiles
Forums
Downloads
Calendar
Bug Tracker
Everything posted by xdaniel
-
-
Thanks guys, I really mean it. It's been a bad day so far anyway, so I guess I kinda vented that here. Anyway, for one, I did make a new thread for my N64 and/or Zelda stuff, or rather the model converter so far: http://www.the-gcn.com/topic/1815-n64zelda-hacking-tools-dlist-conversion-etc/ - maybe that'll make those tools (which are probably the most interesting for you guys here) more visible
-
WARNING: Outdated, unfinished and outright broken tools below. SorataVSE: Never finished, try SceneNavi for map editing instead. For viewing actors... don't ask me. ZSaten exists, but it's pretty crap. Model2N64: Broken, do NOT use if you care about running your mods/hacks on an Everdrive 64, 64drive, etc. or accurate emulators, if they ever exist. Side note: Custom imports done using Flotonic's Hylian Toolbox are also broken, because it uses a modified version of Model2N64 for conversion. Original post in spoiler...
- 311 replies
-
- 11
-
I guess I should just release the source code for all my projects, and let someone else code ex. an OoT/MM map editor, an OoT/MM map importer, an F3DEX2 object model converter, a WW/TP map editor and a WW text viewer. Gets rid of the "weight on my shoulders" while everything will stay the same, as no one will actually rewrite or improve any of the aforementioned tools. Sorry if that comes across as whiny or as throwing a fit or something, but it really seems like there's no difference between me not trying to program something useful, and me doing it but apparently no one using the tools. I obviously like the challenge - SharpBoy, and GBME before, were born from that alone -, but challenging something only carries your determination so far, and mine is running out. Again sorry for this whiny rant. It's just that one of the few things I felt like they're actually worth doing in my life right now, is actually completely irrelevant and redundant.
-
Bumping this, hoping that someone who's able to try this out could actually do so. Of course everyone here has a life beyond ROM hacking and stuff, but about two weeks without any actual feedback - even if it's just an "it works, thanks" or whatever - is quite discouraging
-
Got as far as reading out the name table, as well as the animation data as you divided it up, although I haven't had any success with that 0x40 long block of data yet. I assume it's some kinda translation/rotation information - well, duh, I guess -, but I don't have any clue yet as of in what format it is, if it's per TMD object (doesn't seem likely?), or per whatever else, etc., etc. I'll give it another shot later today (meaning Friday, and during daytime that is) and release the viewer with source, regardless of animation support, on Saturday or Sunday. I also, uh, acquired the game myself and can confirm that the other "*1.DTA" character models also work properly, that is to the same extend DEMON1.DTA does.
-
Damn it, why the hell did both Sakurasou and Chuunibyou have to get all serious this week?! I'm complaining not because I think that's a bad thing, but because it was both in the same week! First there was Aoyama breaking down in Sakurasou, now there is Rikka being crushed by reality, by past and present, in Chuunibyou! Fuck you, J.C. Staff and KyoAni!
-
I'm not sure about OBJ exporting, or at least about converting the resulting model for the N64... On the PSX, all textures and palettes are loaded to coordinates in the framebuffer, while the texture coordinates of a primitive are points on that framebuffer - think of everything on screen using a single big 1024x512 texture. A real world example: ...and how the viewer's simulated framebuffer looks: And while your game, unlike Mega Man Legends above, does load every single texture to the framebuffer separately (MML uses sheets of IIRC 256x256 pixels with multiple textures on them) and each of them can ex. be dumped to PNG separately, the texture coordinates for each primitive would need to be recalculated to no longer point to framebuffer coordinates but coordinates on each texture, which in turn would need to be identified first. Also, which is a smaller problem, the textures would need to be padded to N64-compatible sizes (60x22 to 64x32, 18x48 to 32x64, etc). All that should be doable, but I'm not sure if I'd want to try it, to be honest... (Hope the explanation makes sense, it's rather late here)
-
Watched the Kanto, Orange Islands and (maybe half of) the Johto seasons of Pokemon, as well as a really tiny bit of Advanced Generation in Japanese. Never watched FMA, although I do have the first volume of the manga somewhere IIRC, nor Zatch Bell... Don't think Zatch Bell was ever shown/released over here either; in fact all I remember about it is that in Japan, it took over the timeslot on Fuji TV previously used by Digimon after Frontier ended.
-
Texture mapping might be not 100% correct, but it's close enough. Will look into animations next I guess, and depending on how that goes, I'll post the program either tomorrow or Friday/Saturday or so.
-
Try this variation on the formula: http://twinbeardstud.../140_futilitris
-
Framebuffer simulation is bad, somehow textures end up getting overwritten. Still, not too bad for three or so hours with breaks. Gonna try and fix the textures, maybe take a look at animations, then make an actual GUI and put the whole thing, source and all, up here.
-
Six episodes into Chuunibyou and Sakurasou, and... uh... three into Busou Shinki: Sakurasou > Chuunibyou >>> Busou Shinki I gotta say, Sakurasou no Pet na Kanojo really positively surprised me in those six episodes, with quite likeable characters and a story that succeeds in balancing wacky comedy with some more serious drama and romance. Stilts at RandomC is right in that Sakurasou's elevator speech of "Girl who is good at art is useless at everything else, so boy takes care of her like she’s his pet." is terrible (which is what put me off initially). However, looking beyond that and actually watching an episode or two or three, it turns out to be something far above some insubstantial moe-fest aimed squarely at a certain demographic of otaku, like the earlier description might suggest.
-
Favorite type? Anything with pie flavor.
-
GLaDOS should've promised pie. Would've made for a rhyming meme.
-
I feel the same about just enjoying a game for what it is, at least as long as it's not a completely broken piece of crap. However, I'd like to differ on the definition of a "true fan": I'd say a true fan is someone who dares to call out faults with a game or a developer/publisher, as they care about them and don't want them to repeat the same faults again and again, if that makes any sense, and that they don't just blindly buy up everything from a series/developer/publisher regardless of its quality. And please don't get me wrong here, I'm not saying that you're blind regarding the Sonic games; you've mentioned Sonic 2006's terrible gameplay for one, so you do see the problems with it - also, I gotta give you the soundtrack, what I've heard of it is great. Now, I'm not sure if I'm a "true fan" of anything by either definition. Obviously I'm complaining about certain things with ex. Nintendo, otherwise I wouldn't have started this thread, but I'm also ready to vehemently defend ex. Link's Awakening whenever anyone says anything negative about it. With that game, I honestly don't care if anyone finds any legitimate faults. Another, not gaming-related thing would be the anime Crush Gear Turbo, which despite the merchandising and stuff, is far better than comparable series like Beyblade or whatever, and has good characters, storytelling, animation, etc. that allow it to stand on its own. Anyway, hope that makes any sense, it's been a long day already and I'm kinda tired...
-
Was on eBay just now and did something... hm, stupid? Wasted money? Because I sure as hell won't be able to finish this game? Especially not since you need to play through it twice to reach the true final boss? Oh well... (image from auction) Makaimura, aka Ghosts'n Goblins, for Famicom. Damn you, SAGCCX for subbing two GnG episodes of Game Center CX recently! That's all your fault! <.< EDIT:
-
haddockd is right in that it depends on what you want to do. I don't know everything either - quite frankly, I have no clue about assembly on the N64. The GB-Z80, sure, a bit of ARM Thumb on GBA too, but not N64. Think of something in particular you want to try. If it's about OoT, maybe changing one of the existing maps? For that there's several visual editors, like Utility of Time or my own SayakaGL, which allow editing of many things. However, there's certain settings you can't change with them - like background music, skybox settings, etc; especially Sayaka can't do this -, for which you'll need a hex editor, an understanding of hexadecimal numbers, and a document about scene/room headers (which the wiki has, see Jason's link). Don't worry about trying to learn everything right away. Start with one thing and learn what's necessary for that, like the map editing example, then move onto something else, maybe something a bit more difficult.
-
To me personally, even the "old you" didn't come across as an ass per se, only as awfully blunt, and somewhat rude at times. But nowadays especially, you're certainly one of the nicer, more "civilized" people I've met on the net. I can still see why people might not think as highly of you, tho, as you still tend to be rather blunt and such, so... maybe tone that down just a little bit? Can't really think of anything else.
-
Once I have some DTA files to experiment with and wrote a TMD parser/renderer, I might try to Mega Man Legends doesn't use TMDs as such, so I can't just directly pilfer the code from that viewer, tho it does use (slightly non-standard?) raw GPU packets too, IIRC.
-
Apparently that's an error stemming from outdated drivers or an Intel graphics chipset - I added a workaround I found and reuploaded a new build at the same URL. Hope it works for you now, because I can't otherwise reproduce the error on my end.
-
Updated build: http://magicstone.de/dzd/random/model2n64/Model2N64-PublicTest2.rar Updated GCN logo model (as .obj & MapInfdev): http://magicstone.de/dzd/random/model2n64/gcn-test_2.rar
-
Sooo... no feedback, yet again. It's been a few days, a weekend at that, yet no one has tried it? Or felt like even writing a short "it works fine" post or something? I really don't want to sound like I'm demanding anything here, far from it, but getting barely any response for something you've thought about and worked on for quite some time is kinda discouraging.
-
To go with your chips analogy, it's more like that once I'm down to the crumbs of my favorite flavor, I go out to buy a new bag of them. However, I cannot do this because they don't offer my favorite flavor anymore. Instead, all they offer is a watered-down variant of the flavor I love, which I don't like as much, and a flavor I don't like at all. So I end up not buying any anymore, or at least buying far less than I used to. As for patience, in certain respects, I've already had patience for years without ever being rewarded for it - the big one in that regard being F-Zero. The last one we got was GP Legend on the GBA, over eight years ago. This is the same timespan it took for a new Metroid game to materialize after Super Metroid. And besides, if it came across as that I hate Nintendo now, that's not what I intended. If I hated them, I wouldn't have gotten a 3DS a month ago, and especially wouldn't have gotten a first-party game as my first game for it (MK7). "Losing faith" might've been too strong an expression, but I am seriously worried about the direction they're heading, in my opinion catering too much to the casual audience. Wanting to include everyone - young and old alike, no matter the gender, etc. - is a great idea, I'm all for that, and they've been doing well with that, but they seem to ignore their roots more and more. The Wii and DS were gambles that in the end payed off for them, but for the most part, they're just comfortably sitting on the success those two brought them. I don't think they've taken another gamble like that in the past several years, it's mostly been same old, same old.