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xdaniel

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Everything posted by xdaniel

  1. I have yet to finish the original Phoenix Wright! If I recall, I got stuck during a cross-examination in the very last case... some 5 years ago... Guess I should pick it up again, maybe restart that case (or just follow some FAQ) and then get to the other games.
  2. The little things of convenience... For one, I got my "new" WLAN router set up - an older Vodafone box my mom had left over from when she used their service -, including its print server functionality, so I can now use my printer/scanner combo from any computer connected to the network. Well, I can print from them, but scanning doesn't work at all. Although right now I'm not really using the scanner portion of the device anyway, so I'll think of something when I need that. Maybe get a Raspberry Pi once they're out, and use that as a print and scanner server? Also, after fighting with the new and old routers for a bit, I got the old one to act as a repeater. It now basically acts as a bridge between my non-wireless Xbox 360 and the WLAN, allowing me to go online on the Xbox even when my PC is turned off! Before, I had my PC share its connection with the console, so obviously it had to be switched on, when now only the old router - now hidden under my desk - needs to be
  3. ...specifically, some footage of "spiral pathway" Zora's Domain in an old German commercial (0:09/0:10): There's screenshots that show the slightly more winding staircase-ish looking pathway up to King Zora's chamber, but I don't think I have seen this version of Zora's Domain in motion before. It's also missing some of the rocks and platforms that protrude from the water, and Link doesn't go into his dive animation when leaping off the platform. For comparison... Is there anything (else?) of note in that commercial, as in things rarely or never before seen?
  4. And it is, from the PC version. Here's some less frightening imagery, although the broken joints and inaccurate texture mapping might also be a little scary...?
  5. 裏 【うら】 (n) reverse side, wrong side, back, undersurface, inside, palm, sole, opposite, rear, lining, last half (of an inning), (P) 戻る 【もどる】 (v5r) to turn back, to return, (P) Ura = noun, modoru = verb.
  6. Let me show you some frightening imagery...
  7. Real as in a not counterfeit, pirate copy? Yep, looks like an original. Every Green I've seen before looks like this, plus you've got a complete set, including even the map. A loose cartridge is easier to fake than a complete game, and especially back in the GB days, I don't think pirates cared much about the packaging, etc. As for myself, my Korean Diddy Kong Racing arrived today! It's a Japanese-style cartridge with apparently an American ROM, the game code is NUS-NDYE-KOR and the manual and box are all in Korean. And now I'm almost tempted to get more "Hyundai Comboy 64" stuff...
  8. Oh god. Awful flashbacks in my head in 3... 2... 1... But really now, I agree. Just "respectfully ignore" one another, or at least refrain from getting into arguments over more or less nothing. We will never all be of the same opinion, all have the same mindset, or sense of humor, or whatever...
  9. It's been close to two years since I passed my vocational education as an office management assistant, and I have had one single job interview despite sending out by now countless applications. Problems are: 1) a merely average exam result and 2) illness-related holes in my resume. I probably wouldn't hire myself, seeing how every year there's more and more office assistants coming onto the job market, most of which achieved a better overall result than I did! Also, seeing how I haven't yet worked anywhere as a regular employee, the employment agency or any related organization will not pay for any kind of retraining as, say, a computer scientist. I've already sort of worked as one, during an internship at a small consulting firm where I coded them most of a risk management system in PHP using MySQL (who also originally wanted to hire me afterwards - the manager even joked, at the end of the internship, that he'd like to handcuff me to the desk so that I don't leave - which sadly coincided with the current economic crisis). However, I don't have anything official in regards to exams passed in the field, certificates, etc., so no one on this certificate-fixated job market would even invite me to an interview as a, picking something small, web designer or whatever! So yeah, living from social welfare (Germany's infamous "Hartz IV"), which really is not much, at least when you have hobbies. 600-odd Euro a month might sound like much, but subtracting the rent (which they luckily pay, regular welfare rate is 300-odd Euro), electricity, phone and internet, household costs, etc., there's not much left for ex. anime or games - manga are cheap and there's good bargain bin games and flea markets here and there, but overall, forget having hobbies when on welfare. Plus, even if I decided to sell something to get some money - say, my copy of Mega Man: Wily Wars for Mega Drive - I'd have to fear that they count it as an income at the next bank account checks, which they'd subtract from the next month's payment! I recently had gotten credit on my heating costs as I was heating sparingly, a few hundred Euro actually, which, as the law says, I told them about as to not get into trouble. And guess what? That counted as income for that month, despite most of the heating period for which I had gotten the credits falling before even recieving Hartz IV! That happened November/December, I think, so in December I only got my rent payed by them. I'm not saying my life sucks... I mean, I'm not living under the proverbial, or in certain cases literal bridge. But this isn't much of a "life", either. I cannot just go out and buy something more expensive than some manga or cheap games. Say my PCs all die from, dunno, a power surge or something - knock on wood that this will never happen -, I would have no idea how to get another one that isn't an unusably old and slow wreck! I believe there's certain things social welfare will arrange special one-time payments for (household applicances and such, I think) but who knows if a PC falls under that, or what kinda PC. Well... yeah. Enough ranting from me. Gonna grab something to eat, hadn't yet felt like eating anything today...
  10. 1) Yep, should all work. I should note, tho, that any models inside the stage archive are ignored as I don't know how to place them correctly. 2) Good idea, will look into it. At the worst, the camera code might need some rewriting, but it's certainly doable.
  11. "Wind Viewer" aka "WW Actor Edit" no-save-maybe-unstable-resource-hungry-etc DEMO build; hope it works for everyone: http://magicstone.de...orEdit_DEMO.rar "File -> Open Room RARC(s)" to open room archive(s), can be several at once, "File -> Open Stage RARC" to open the stage archive, "File -> Reset" to unload everything, although I'd advise you to quit and restart the program (cleanup isn't yet working well and still wastes memory). Options under, well, "Options" are mostly self-explanatory, "Auto-Center Camera" makes the camera focus on whatever ex. actor, door, MULT translation point, etc. you highlight in the treeview on the left - good for jumping to islands. Some models or parts of them can be missing, the collision overlay doesn't fit perfectly and flickers for some maps, etc., etc. Some of this I'll be fixing in the future, some of it I probably can't.
  12. I'm thinking of "Wind Viewer" as its new name. I mean, my old C-based proof of concept from page 1 is called that, the model viewer I was working on (most of its BMD/J3Dx renderer now being part of this) was called that internally at least... plus it kinda rhymes with "Wind Waker", I guess. Yeah, think I'm calling it "Wind Viewer".
  13. Note: Written before I saw Kargaroc's post, but whatever That kinda translation, however, apparently isn't used in dungeons, seeing how ex. Siren or M_Dai's rooms all are correctly positioned even when not loading their Stage archives, and how they themselfs don't have MULT chunks... But anyway, what MULT certainly does control is how the Great Sea is laid out - without reading and using that chunk's data, sea's rooms all render at the center of the map instead of where their actors and collision are rendered. For comparison, the first screenshot is Outset Island without the sea's Stage archive loaded, while the second has been taken with the Stage loaded, thus using its MULT chunk to position Outset's models correctly:
  14. .dzs - MULT: Translation of room models [decimal32][decimal32][ushort][byte][byte] | | | | | | | | | Unknown | | | Room number | | Empty? | Vertical translation Horizontal translation Example Stageseastage.arcstagedzsstage.dzs: - Center room (H/V translation 000000/000000) is room 0x19/25, Six-Eye Reef - Forsaken Fortress is top-left "room" - Outset Island, room 0x2C/44, has H/V translation -200000/-300000... - ...thus Outset is two islands left, and three islands down from Six-Eye Reef - ...and Windfall (H/V 000000/-200000) is two islands up from Six-Eye Reef! - Examples for unknown: - 0x00/0 (ex. Outset Island, Forsaken Fortress, Dragon Roost, Windfall, Forest Haven) - 0x05/5 - 0x0F/15 - 0x1E/30 - 0x32/50 (ex. Six-Eye Reef) - Unknown -seems- to be related to island (models) size? ...or something like that. Hey, it works fine for rendering! ...okay, I haven't tested if really each and every island's models and collision now match up, but it does work for several big and small ones, so I'm guessing this is correct...
  15. Well, the main thing that's been done over there was accessing the map select. That's certainly an awesome find, however hacking actual game content isn't really what TCRF is about, and neither on there directly nor on the Jul forums has been much WW hacking going on. Again, not to diminish ex. the map select finding. It's just that we're doing something else here. Tiny EDIT: Saving is a wee bit more work that I had thought... so here's another screenshot to tide you over before release: (Collision translucency can be toggled, btw)
  16. The SCOB/SCOx chunks also contains a kind of actors - ex. the actual light emitted by the wall torches in Forsaken Fortress seems to come from this chunk, as well as maybe the chests you salvage from the sea (judging from the actor names "Salvage" and "Salvag2". The format of each entry seems to be similar to the TGDR doors, or at least that's what I'm using to render them in the editor, but I'm not 100% sure. And as for that editor, editing controls for all chunks supported so far are coded and should work correctly, so for now I guess it's a matter of implementing saving.
  17. Yep (RPPN are waypoints), and yep (SHIP is KoRL's places), and yep (I am, at least insofar that you can move stuff around and change what's what), and yep (you definitely are ). And now I'll be going to bed
  18. Editing facilities for RPPN, SHIP and TGDR come later, similar to those of ACTR (and in turn PLYR), saving to uncompressed RARCs should be easy as well (as I won't rebuild them, just overwrite the existing data like you'd do with a hex editor). But for now? Sleep. 4:43 AM. Unless there's Symphogear episode 3... nope, not by my followed group/joint anyway.
  19. The rewrite isn't anywhere near working status yet, so that one's source is not coming out until the first actual program release. The original SO' Google Code SVN is constantly being updated, tho... or well, whenever there's something significant that's been done. The most recent source, as used for the v0.6 binary from yesterday, is on the SVN: http://code.google.c.../source/browse/ - to be exact, that was the as-of-now current revision r17.
  20. Very much prerelease content has already been discovered, so it's not like there's a shortage of it. Plus, actors can be moved around, changed, etc., etc., no one's yet made an editor for that, tho. Also, any kind of research is good, no matter how insignificant it might seem to you personally. Been messing around with the text myself as well, figuring out control codes and such. That, for example, might sound boring compared to ex. figuring out cutscenes, but it is important once we get to even small-scale hacks.
  21. New original SharpOcarina build v0.6/r17: http://code.google.c...Ocarina-v06.rar Changelog since r15: r16: Trying to get back to SO; finally added triangulation code by marshallh, added check for valid texture image formats in .obj loader, fixed bug that prevented correct manual input of collision polygon type data... r17: Added partial and experimental support for multi-texturing, added option to force texture conversion into 16-bit RGBA textures, updated ReadMe.txt and upped version number in preparation for new build Multi-texturing support is ~2 hours old and rather rudimentary. It works, but setting it up is somewhat difficult and not that user-friendly... I'll see about posting an example or something later. Also, please read the Readme, there's some important information about that. EDIT: Alright, some usage notes on multi-texturing in v0.6. First of all, the important piece of information in the Readme I mentioned, seeing how no one actually reads that anyway: A few more notes about multi-texturing: This feature is pretty experimental and (admittedly) rather badly implemented, perhaps even more so than the rest of the program. In addition, the combiner setup that is currently used for this - the same that ex. the grass in Hyrule Field and other areas uses - depends on proper Environment Alpha being supplied by the game. This has only been verified to be the case when overwriting scene numbers that already had multi-texturing (ex. Kakariko Village, scene number 82). Other scenes, like SharpOcarina's default Sasatest, 108, do not appear to supply the correct data for this. This can -probably- be changed by modifying the scene table, but, at the time of this writing, this hadn't be tested yet. Next up, an example. Multi-texturing is group-based, like pretty much everything else in this regard in SO, so make sure your grass or whatever is a group of its own. Select your group on the "Rooms" tab, then have a look at the two new options at the tab's bottom. "Multitexture Material" is the material that gets added to the base texture, the scaling of which is controlled by the "Shift S/T" options below it. Values of zero are the default, which means that no scaling is applied and ex. two textures of 32x32 pixels are drawn on top of each other in a 1:1 ratio. Setting each value to 1 doubles the virtual size of the overlayed texture, so that it covers four of the underlying textures. I think this image illustrates it well: Here, the "2" is the base texture as seen in SketchUp, SO's preview, etc., while the "1" is the texture overlayed via the N64's color combiner. See how the "1" covers four "2"s? That's what I was trying to say. It also works in the opposite direction, so if you set the "Shift S/T" values to ex. -1, you'll have 4 "1" textures covering a single "2": (Well, technically they aren't drawn on top of each other and rather are being mixed, but I simplified it for the sake of explanation) Also, note that the 3D preview in SO does not actually support multi-texturing. As it's just a simple .obj viewer, it isn't capable of combiner emulation, so you have to mess around a bit and maybe import the map a few times until the settings are right for you. In addition, the whole thing is pretty rudimentary, so there's no fancy material browser (like the rewrite is going to have), which means you need to select the texture to be mixed in by name. Just give your textures descriptive names - unlike my "texture_0x0201AB98_fmt0x10" for example - and it'll be fine. Anything else I wanted to say... I don't think so. Try the feature out, tell me what works (hopefully everything) and what doesn't (hopefully nothing ), basically: make some grass! EDIT 2: Been messing around a bit myself. Texture mapping isn't perfect - probably since I cut up and moved around an already textured surface - but it's something:
  22. As I just shouted, once that's possible I'd be more likely to agree with you - but again, so far it's just porting from one Nintendo game to another.
  23. A converter isn't an editor. It is cool that they've managed to import models from Sunshine into Galaxy 2, and it's certainly a good step forward, but it's by no means an "editor" yet. This is more or less what spinout and my SM64toZ64 is, only as "SMStoSMG2".
  24. Figuring out how to do bloody multitexturing on custom maps: :)
  25. And the Lemonade is even better! ...and man, you made me realize that Pokemon advocates unhealthy soft drinks! I blame Pokemon for my unhealthy habits!
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