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Everything posted by xdaniel
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Is your ROM byte-swapped? Meaning, if you open it in a hex editor, can you read "THE LEGEND OF ZELDA" near the top, or is the text scrambled like "HT EELEG(...)" or somesuch?
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I'm getting the same, but right-clicking the link, then "Save target as..." should work.
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Another link that might help with deleting stuff; the recent changes with settings to show the last 500 edits in 30 days not patrolled and not made by oneself. Gives me a whole lot of userpage spam atm, will delete some more and then take a break... EDIT: Okay, that link is useless now ^^" I just killed the last 30 days worth of spam it seems, so those settings don't show any spam anymore. Also, gonna take a break for now...
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Please don't get me wrong, but if you'd want to add http://s13.zetaboard...topic/738776/1/ as-is, I think the wiki would be better off without much of it. The 0xDA matrix command is fine, but ex. the parameters for "D9 Set F3DZEX Mode" (GeometryMode) or "E2 Set Geometry Location" (SetOtherMode_L) in general? Not really. And about the wiki, I'm currently deleting a bunch of spam, but there's still a whole lot left... EDIT: Oldest pages seems clean, unused files are clean, sifting through the registered users will take a lot more time, I guess...
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As expected, had Mario Kart 7 in the mail yesterday, only got to it today tho. Finally my first full, retail 3DS game, and what a nice game it is
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Alright, started deleting some stuff, not sure how much I'll get to today; visiting my family over the weekend. Gonna delete more tomorrow evening at the very latest. Oh yeah, there's more than just the main page under this list that needs to be kept, ex. Maps and Scenes, Zelda 64 Damage Charts, MM Map Select translations, Zelda Map Select, Actors, main page, Zelda build dates, Cutscenes, Shop documentation.
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Sega Saturn US/PAL boot-up sound at 0:13! ... *ahem <.<* ...and this looks kinda cool, obviously not as polished as SMG, but quite nice for what it is. Might try out the demo later.
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It's not really homebrew btw, it's a Mario Galaxy 2 hack/mod, run on a Wii using Riivolution and an original SMG2 disk.
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Patching GS codes to Zelda OoT Debug Rom help
xdaniel replied to Gazpacho146's topic in Modifications
Very true, right. There's two things that come to mind which Gazpacho could try, tho: 1) open the ROM in ex. Nemu, look at the memory at the addresses you've given, and try to search the ROM for the data there. Or 2) set write breakpoints on those addresses and try to figure out from where in ROM the game gets the data that way. No guarantee that'll work, or even work easily tho. -
Patching GS codes to Zelda OoT Debug Rom help
xdaniel replied to Gazpacho146's topic in Modifications
4, 8, 12, 16, 32, 48 or 64 MB, probably 24 MB also, but I haven't seen any ROMs of that size. Also, 4 or 8 (w/ Expansion Pak) MB of RAM. -
Used, no box, etc., only the system, cradle and power supply, but what I do have of it is in great condition - the photo really doesn't do it justice: <3! Buying this off a friend for 4x 25€, so for a total of 100€/USD 129. Gave him the first 25€ today, so tomorrow I'll need to take inventory and see what games I could try selling to get at least MK7... I could get it without selling anything, but this is a good opportunity to clean out stuff I haven't played in years, mainly on PSP and X360.
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Alright, let's see... got some random older screenshots here: Z.H.P. Unlosing Ranger VS Darkdeath Evilman: Toradora's Taiga + Ookami-san's Ryouko's Neko-Neko Knuckles = a fun way to tear through enemies! Digimon World Re:Digitize: Me and my partner~ And finally, my XMB and wallpaper - this one's a shot from just a minute ago as well... showing the empty battery the system currently has. Told you I'm not really playing anything right now, yet I kept it in stand-by...
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MasterPhW: That seems pretty interesting, especially considering how other many sites they offer as well, like the BBC (ex. for Top Gear)... Also, I remembered that we did have something sorta comparable to Toonami, albeit maybe once or twice a year: one station here, VOX, had "anime nights" now and then, where they showed a complete series back-to-back during one or two nights. Or well, actually programming provider dctp had them on VOX, in their "dctp Night Club" event timeslots... Anyway, depending on the show's length, it ran from around midnight to 5:30 AM or so. I did watch ex. Samurai Champloo that way, and (although I missed that night) they'd also shown Evangelion at least once, subtitled, as a German dub didn't exist back then. I believe it's been years since their last anime night, tho... 2007 maybe. So no idea if that's still a thing for them.
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One of the only ones here with a Vita, I guess. I could share PSP screenshots, but I'm not really playing anything on it right now
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Let's see... First things first, have a look around here for the typical sizes of elements like doors, so that you can create your model at the correct scale. SO's scaling functionality is far from accurate, and you'll only have problems when it comes to adding actors and such. Flotonic I think once made a list of said sizes, which has been linked to here in Q&A before IIRC. Also remember that the by-default white/gray side of a surface in SketchUp is the front side, the blue-ish one the back side. The front side is what's visible in-game, what Link will collide with, etc. Adding textures to SketchUp is pretty simple. In the Materials window, there's a "Create Material" button on the right-hand side, click that, then select an image in the next window under "Use texture image". Then to map it onto a surface, select it in the Materials window, then select the "Paint Bucket" tool on the main window's toolbar and click onto the surface. You also might need to change the texture's scaling and position. For collision you can technically use the same model as the one you're using for graphics (still need to select it separately in SO), but you can't have invisible walls and such that way. If you decide to use different models for room and collision, make sure the group names are identical between them - a case of really shitty coding in SO, and one of many I might add. As for SO itself, it's more or less self-explanatory. Your normal, textured level model is added to the scene via SO's "Rooms" tab, button "Add Room" - that's for the graphics you'll see in-game. The collision model is added on the "General" tab, under "Collision Model". Scene number and BGMs, objects, actors, transition actors, spawn points, polygon types, etc. are mostly documented on the wiki, plus at least the polygon type editor has some presets for you to select (for climbing and quicksand/lava, mainly). Waterboxes aren't imported correctly, as they will all only appear in the first room of your scene. To add your scene to a Debug ROM, select "File" -> "Inject to ROM" from the menu. That'll inject the scene into the ROM at the offsets specified on the "General" (for the scene file) and "Rooms" tabs (for the room files), as well as change the scene table entry of the selected scene number to point to yours. Note that SO doesn't check if it's overwriting anything in the ROM, nor does it check if the injected scene and room files overlap. The default offsets are okay for one scene with a few rooms, but for anything more you'll have to dive into the ROM and see where you want to put what yourself. Hope that helps somehow!
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Anime, but then again not directly... an app I didn't expect to be able to run anytime soon: <3 although I wish there was one with Sayaka or Kyouko...
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Well, if it wasn't for licensing restrictions that prevent two-thirds of CR's anime from being streamed over here, and prevent Hulu from working period... I had ranted about that on here before, but out of all the anime I watched that were also shown on CR, I could've watched one (Shinryaku! Ika Musume, aka Squid Girl).
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Reading up on Wikipedia about it, this Toonami thing is something I wish we would've had back in the day... All we had was shows scattered across several different stations/networks, none of which actually aired things like Gundam, .hack or Evangelion... There were a lot of American superhero shows, there were anime like Dragon Ball and Sailor Moon, but that's about it. Hell, even today there's barely anything else on FTA television, only on digital subscription channels like Animax - and even then, what they do have doesn't really compel me to get a subscription. Get some more niche titles, and fresh from Japan ASAP, then I'll bite.
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I don't think the HUD or the high-res screenshots are an indicator of there being a ROM of DP... A resolution of 640x480 is possible on hardware, pixel-perfect screenshots can be taken from hardware, and the whole tiny/misplaced HUD thing could just stem from the game not being finished yet. That said, tho... I really fucking hope there is a ROM of this somewhere! I don't really care about Conker 64, but Dinosaur Planet...! That was to be one of the N64's swan songs FFS! I had a poster with some concept art on my wall back at my mom's place for the longest time! I want to play this someday! <.<
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I totally forgot about Collada! I had briefly looked into it with the Mega Man Legends stuff, but that kinda stalled... That's something worth looking into again later, although getting the basics down is more important for now...
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So there's the Wavefront .obj format, which everyone's using but is rather limited, there's the DirectX .x format, which is interesting but actually looks a bit intimidating to try and parse, so what else is there? Are there any other 3D model formats that are well supported by 3ds Max, Blender, SketchUp, etc., that support things like ex. vertex colors and are preferably text-based?
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Reverted the two Map Select pages, but beyond that... ugh
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IIRC changing Kakariko's 02 to 33 - so collapsing Ganon's Castle's data with the screen shaking - "removes" the multitexturing from the grass. Seeing how the combiner setup of which uses Environment Alpha for mixing, I assume that Ganon's Castle doesn't provide proper Environment Alpha.
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DE000000 xxyyyyyy, where xx is simply the RAM segment in which the called Display List resides. It's not so much that a specific value provides a specific effect, but that the game sets up a specific RAM segment depending on the scene, while the room(s) in it either call DLists in that segment or use it as a source of textures (see ex. Kakariko's windows and a whole lot of stuff in MM). I messed around with this before but I believe I got stuck after the scene table... I had some notes on this, but I doubt they're of any use.
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Project GunMary - PlayStation homebrew "experiment"
xdaniel replied to xdaniel's topic in Community Projects
No levels yet, just a tiny update video: