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Everything posted by xdaniel
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This is roughly where I am now in Pocket Monsters Silver on my Game Boy, hanging around Tanba City, leveling up my Yadon to take on the Fighting-types in the town's Gym. And I know the screenshot's from a Crystal ROM, it's just what I had loaded when I took the shot. Wish I had a Japanese copy of Crystal, preferably complete in box as opposed to my loose Silver... ...and this is the furthest I could go on my German copy of Pokemon Silver. Before its battery died sometime last year. Taking my 10 years old saved game with it.
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That one is Pokemon Generation 1 specific - Red, Green, Blue and Yellow, all regions. The interface code (block selection and placement, event editing, etc) isn't a complete mess for a change, so that's probably reusable for some other games as long as a game handler class is written for it, tho. EDIT: As a follow-up to my shouts from last night: EDIT: And another follow-up...
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Got the Mega Drive II RGB cable I've gotten a week or so ago "finalized" (insulated and such, that is); Sonic 2 and Gunstar Heroes - the two games I quickly tested it with - now look pretty much as sharp on real hardware as they do on emulators~ Also was given two manuals, which otherwise would've been thrown away: those of Tetris for the GB and of the original Game Boy itself! Now to find at least the boxes for those
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Pseudo-code: N64.U = (Obj.U * (Texture.Width / 32.0)) * 1024.0 N64.T = (Obj.T * (Texture.Height / 32.0)) * 1024.0 ...should be how SharpOcarina does it, if I'm reading it right right now. Mind you, it's probably not perfect.
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Uhm... SharpOcarina? ...maybe somehow making it through nearly 25 years without too many scratches and bruises? ...last Friday's dinner? ...answering a question with three counter questions!
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Another +1 for manga. I never got into western comics when I was a kid, which is probably the reason why I'm far less attached to them now. I respect them, I see the care that went into their art, and I did watch some cartoons based on comics/comic properties back in the day (Spider-Man: The Animated Series, I believe?) which in turn mirrored the art style of their comic predecessor, but my fondness is for manga-style art. Also, manga-style - in my opinion even some of the cuter stuff, depending on the setting (Madoka Magica anyone?) - also has the ability to evoke seriousness or "bad-ass-ness", but it all depends on the artist. There is some awesome stuff on Pixiv in that regard.
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Cross-posting from z64... Random project is random, is done in C# (like 99% of my projects these days), and will probably soon be abandoned for half a year or more (like 99% of my projects these days!)... Saving doesn't exist yet, map properties dialog isn't done, no dialog for event editing yet, bunch of stuff to look into that can technically be edited, but I have never messed around with before (map connections, warp-to points), etc., etc.
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SharpOcarina - Zelda OoT Scene Development System
xdaniel replied to xdaniel's topic in Community Projects
That I'll probably need, yeah... Definitely thanks for your explanations and the test case, tho. Not much else to say right now; I'll see what I can do. -
Spending evenings with your friends is great. Two really good friends of mine come over (well, 25km or so "over") pretty much every Friday evening where we just do all kinds of random shit, and yesterday especially was a great one. We had dinner I had cooked myself, kinda as a "thank you" for a bunch of stuff they helped me out with, one of them brought over a CD-i he got from somewhere (complete with saved data from 1997 and leaked batteries in the remote) on which we played some shitty music quiz game I downloaded - which I had apparently burned too fast, as video and sound in later rounds stuttered and showed up as garbage -, the other wired up a RGB SCART A/V cable for my Mega Drive 2 just for the hell of it and gave it to me, on the typical drive to the supermarket for drinks and food we couldn't find the iPod and just improvised our own music (from Trollolo to the Ride of the Valkyries! XD), later on I struggled with Dosbox to install Windows 3.1, video and sound drivers and succeeded, just so that we could play You Don't Know Jack (as the installer just crashed on Win XP for some reason), etc., etc... They're just awesome.
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For (I believe) the first time since I started hacking WW, I have actually changed something in the ISO. Everything else before was purely conjectural. And it's not even much I just did, I mapped some actors and parameters! Name, then parameter: Boko 00000000 = Boko Stick Boko 00000001 = Bokoblin Machete Boko 00000002 = Stalfos Club Boko 00000003 = Darknut Sword Boko 00000004 = Moblin Spear Boko 00000005 = Phantom Ganon's Sword
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SharpOcarina - Zelda OoT Scene Development System
xdaniel replied to xdaniel's topic in Community Projects
I did just fix a problem with the conversion of normals (boiled down to a signedness issue, I believe) which resulted in overly dark maps in-game when lighting was enabled, so it might very well be that my formula's wrong. Although I still believe that that, if it's the case, isn't the only problem... -
Started a page about the DZx files on the wiki: http://wiki.spinout1..._GCN:_DZx_files No idea if WW and TP are in the scope of the wiki, tho - it's called z64 wiki, after all. I'm basically waiting for a reaction from spinout. As my comment put it: <!-- Yeah, not "z64" but Zelda and, unless you count the WW hacking thread at The GCN, not yet documented elsewhere AFAIK (and if it is, why the fuck have we been looking into this ourselves?), soo... okay to have this here? Also, if it stays, SOOO MUCH TODO HERE >.< -->
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SharpOcarina - Zelda OoT Scene Development System
xdaniel replied to xdaniel's topic in Community Projects
From JSA's thread in Q&A about the problem, which was the final impulse for me to implement the improved preview: -
Short story here... Already on Sunday got a (very dirty) Mega Drive II - or Genesis Model 2 for you Americans - with PSU and a (not dirty at all) third-party 6-button controller. Had also already cleaned it on Sunday (tho there's still some white paint residue on the left-hand side near the cart slot) and gave it a short test run with Sonic 2, which worked fine. Now today, I got out the old Mega CD II to check the MD's expansion port and low and behold... the Mega CD wasn't working! Or, well, it got power, went into the BIOS and CD player, but couldn't load any CDs as they didn't even spin up! Shut if off, opened it up, fiddled with the drive's cables, the drive door switch, etc., etc. - in the process, it sometimes recognized CDs, but promptly messed up again. To tl;dr, it turns out I must've accidentally jammed a set of wires the last time I had the machine open, which now have a somewhat loose connection at the point they got jammed. Freed them, carefully put everything together again, and it's back among the living. Need to replace those wires at some point, but for now it works. In fact, I'm giving both the MD2 and the MCD2 an exercise right now! ...actually my ears as well, because I'm listening to a CD with the system, which is hooked up to the TV via RF. So I'm feeding a mono audio signal into the TV, from where it goes into the amp, from where it goes to the speakers and out into my ears. And it sounds horrible. But it's working, which is the point! Plus, it's good music - Asian Kung-Fu Generation's album Fan Club -, so it's more bearable than otherwise. Although the intro to track 10, Gekkou, just now was especially ear-grating. I'm also waiting for a MD2-32X AV passthrough cable, so that I can finally conclusively see if my Mega Drive 32X is dead or not.
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SharpOcarina - Zelda OoT Scene Development System
xdaniel replied to xdaniel's topic in Community Projects
"Alright, that looks good. Hope this'll import correctly, let's see the approximation..." "Oh crap, the texture coordinates got messed up! Gotta fix that before the actual import..." The above screenshot = SayakaGL's Ucode interpreter implemented in SO. Seeing how it needs to reinterpret the Display Lists after each and every change to them, it automatically disables itself whenever you try to change something (or technically, whenever the GL control or the "Simulate N64 Graphics" checkbox loses focus). Just switch it on before you want to make your actual import, then fly around the scene to check for ex. broken texture coords. -
SharpOcarina's 3D preview is not representative of how it's going to look like in-game. It's just an .obj viewer and does not read back and interpret the Display Lists it generates, although I'm starting to think I should implement this in the current SO too, not just the rewrite if I ever get there... If you're encountering what I think you do, then it's the limited precision of texture coordinates on the N64... it's late and I'm not at my PC, but if I recall, N64-side texture coords are signed 16-bit values which will overflow/wraparound if the original value from the .obj model is out of range - that results in extremely stretched/warped texture mapping. I don't really have much of an idea what to do against this, besides making sure that triangles aren't too big, textures don't repeat across it too often, things like that. Although that didn't always work for me...
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If the textures are CI-type as you say, there should be a pointer to their palette(s?) as well. You could try to search for the palette pointer inside the code file, it's probably near the texture pointers.
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You can manually edit the Display List; if I recall, palettes are assigned via a SetTImg command before it's loaded by LoadTLUT. Change the address SetTImg points to to that of your other palette.
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SO, at least, will always create a new palette for each new texture. With some more logic it should be possible to have it automatically reassign already created palettes to other textures, tho... ...like: Texture will be converted to CI -> create the palette -> compare palette colors with existing, converted palettes -> if an existing palette contains at least all the colors of the current palette, use the existing one. Good idea to implement, I suppose, I'll look into it when I get the chance.
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They're 16-bit RGBA5551 values, either 64 or 256 entries depending on the color depth, so it's 5 bits for red, 5 for green, 5 for blue and 1 (on or off) for alpha. Converting 8-bit RGBA values into 5551 or the other way round needs some bitwise operations, although maybe there's a tool for this, or some image editing software is capable of doing so, not sure. SO has some C# code to convert into RGBA5551, while libbadRDP has C code to convert from 5551 to 8-bit. To 5551: http://code.google.com/p/sharpocarina/source/browse/trunk/MapDev/NTexture.cs#131 From 5551: http://code.google.com/p/ozmav/source/browse/trunk/badrdp/gdp.c#265
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What kinds of palettes do you mean? That is, those of CI-type textures? The coloration of ex. the A/B/C buttons on the interface? There's different things controlled by (or that appear to be controlled by) palettes...
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QFT. Can't count how often I've written and said it as "hallo" in my life before Also: Welcome to The GCN, freyageorgia!
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Two more screenshots below... The first one I already wanted to post with the edit in my last post, but forgot about it. It's the Great Sea and all of its islands in their (*ahem*) full beauty: Now, the second screenshot... well... I know this is technically "Wind Viewer", but as we know, there's so much similarity between them (excluding, say, collision) that it's just natural...: Do note that this is not the build I posted above. TP support is rather sketchy in that one, and the BMD/J3Dx interpreter needed several fixes for bugs that didn't gravely affect WW, but were highly visible in TP... In fact, the interpreter still needs fixes as texture conversion tends to fail, coloring and translucency is often wrong, etc... but that's something for another day; this is primarily intended for WW after all.
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Heaved the hex editor control from SharpBoy and GearMod over to Wind Viewer, the name of which will stay for the time being, although I have to admit that "Wind Maker" also sounds pretty good. Anyway, when you now select an unknown/unimplemented DZx chunk, a panel with said hex editor control will appear beneath the map view, which'll (someday) allow you to manually edit that chunk. And finally, I added the program icon Sage of Mirrors made without my consent! EDIT: First proper, save-capable build! Download: http://magicstone.de/dzd/random/WWActorEdit_1.rar I cannot guarantee it's gonna work 100% perfectly, it's probably still wasting memory somewhere, it might still be a bit unstable, but it should (hopefully) save stuff correctly! Anything that has editing controls on the right hand side of the window (ACTRs, etc.) should save, for anything that just shows the hex editor panel, editing and saving is disabled.
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Let's post AMVs - Anime Music Videos -, MADs - er... Music...? Animation...? Douga...? No idea... - or whatever else that might fit the bill (say Automatic Mario or whatever)! Starting with... Author: 39+a on Nico Nico Douga Song: Wonderful World by Ryouko Shintani Anime: Puella Magi Madoka Magica And just in case, despite the somewhat frantic nature of such videos: SPOILERS! (EDIT: Ugh, forget YT, watch it on NND instead...)