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Everything posted by xdaniel
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I didn't expect anything from this, but... <1A05000001>You got a <color:1>Treasure Map<color:0>!<1A05000002><lf> <1A07000007000A>View this with <button:Y> (Charts)<lf> on the Sea Chart screen.<lf> You'll notice a mark where<lf> <color:1>the treasure lies<color:0>!<lf> Happy treasure-hunting!<end> ...vs... <1A05000001>You got a <color:1>Treasure Chart<color:0>!<1A05000002><lf> <1A07000007000A>Open your Sea Chart, then press <button:Y><lf> to check your charts.<lf> <lf> When you open this chart, a place<lf> where treasure lies will be lit up!<lf> Sail to that area then use the chart<lf> to find the treasure!<end> ...localization differences! <3 Or...: <1A05000001>You got the <color:1>Hook Rope<color:0>!<1A05000002><lf> On the item screen, set it to<lf> <button:Y>, <button:Z>, or <button:X> to use it.<lf> If you use it on the boat,<lf> you can salvage items <lf> from the ocean floor.<lf> When you aim, you will see<lf> a <color:4><1A0500002A><color:0> mark on the spot the<lf> Hook Rope can reach.<end> ...vs... <1A05000001>You got the <color:1>Grappling Hook<color:0>!<1A05000002><lf> <1A07000007000A>This was an item used by the<lf> Rito people before they had wings.<lf> <lf> Set it to <button:Y>, <button:Z>, or <button:X> on the Items<lf> screen, then press that button to<lf> aim. Use this item to latch on to<lf> anything with a <color:4><1A0500002A><color:0> on it.<lf> You can even use it to haul things<lf> up from the sea floor while on your<lf> boat.<end>
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So, Senki Zesshou Symphogear. Wow, WTF did I just watch? That was awesome, but felt a bit weird all at once. Or maybe that's just because of how much they crammed into the episode. Plus...
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LG KP500 on T-Mobile, prepaid via virtual provider (ja! Mobil). I'm poor.
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Heh, don't worry, it's more or less just a nitpick of mine - people are more interested in seeing things like that in-game anyway, instead of just in some external viewer like ZSaten. But if you want to clarify this with an updated video, here's a page at the z64 Wiki about the actor (history, finding it, deciphering the format, etc): http://wiki.spinout1.../w/Object_human - Also, here's spinout's video of her as shown by ZSaten, without any conversion:
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Play as Princess Zelda in ALTTP...
xdaniel replied to Сʀɪ�ѕ�ɴ's topic in Community Projects
The Legend of Link: A Zelda to the Past! ...wait, no. But seriously tho, that's some pretty nice work! The sprites are looking very nice in-game and fit in well; looking forward to more -
Muramasa: The Demon Blade Well, that's got some of the best art direction and style I've seen in recent years. But with "best graphics" technically - highest draw distance, highest-resolution textures, highest polygon count per frame, etc., etc. - I'm not sure, I haven't played all that many Wii games in that vein besides Skyward Sword and Metroid Prime 3. Those two, and judging from videos Xenoblade and MHT, are looking really good, but I can't single out one of them as the best.
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In my case with Nisemonogatari, it's less an issue with what site I'll be watching it on - because I'll download the episodes anyway, for one - but an issue with the fact that Crunchyroll licensed the show for streaming... ...which I won't be able to watch because of their regional restrictions - only interesting show I could've watched on there was Ika Musume/Squid Girl, but their localization was IMO terrible ...which will make potential fansubbers shy away from subbing it themselfs - I don't watch German fansubs for whatever reason, but rather English ones, and they tend to not sub something that's available as a simulcast as those are legal, supporting the creators and such ...and which doesn't even make sense - as I mentioned, this is a sequel to 2009's Bakemonogatari which to this day has not seen release outside of Asia, not even via simulcast, and, being a series by Shaft, it's not gonna be something for everyone, especially not Crunchyroll's general target audience (seeing how prominent Naruto and Bleach are on their website) ...it kinda feels like a big "fuck you" to fansubbers. "Hey guys, thanks for creating a bit of an audience for Bakemonogatari those 3-4 years back, we'll be taking that now!"
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Well, to be fair to "Zelda 64" and OoT, that tech demo was shown rather early in the N64's life, before even Super Mario 64 was finished IIRC, and I'm guessing they were just getting their feet wet with 3D graphics. Or at least the 3D capabilities the N64 had - if the hardware was even 100% final by that point -, beyond the limitations of the Super FX chip.
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I really need to drag this out again right now to rant. Crunchyroll will simulcast Nisemonogatari. Fuck them. Why the hell do they think they need to simulcast something that's a sequel to a show that's never (officially) been seen outside of Japan? I'd imagine that without having seen Bakemonogatari, you'll only understand half of the show, if even that! Plus, yet again, "Sorry, due to licensing limitations, videos are unavailable in your region." I wanted to fucking watch this because I have seen Bakemonogatari, because it was awesome and because I was hoping for the sequels to be animated since the day the first series ended! And considering the nature of the source material and the anime adaptions, I bet only half of Crunchyroll's audience will even appreciate and/or understand it! I sure hope there's some fansub group out there who's still gonna sub the show regardless, or at least someone who's gonna rip their subs and give them some proper styling and all. Because if Bakemonogatari was any indication, this'll again be filled with typical Shaft-style walls of on-screen text. ...phew, rant over. But if I won't be able to watch this in some way or other on Monday at the latest, I'll be very, very mad.
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*checks memberlist* Ah, you're right. Funny how he's posted it at ex. ASSEMblergames but not here
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Interesting video that's trying to chronicle OoT's development, kinda like MN's old articles from the ZSO days. Not sure about how accurate it is, the guesswork the author's been doing seems solid enough, tho at least a few things are a bit ambiguous and such (ex. object_human did not have to be converted to be viewed in general, ZSaten can do that, but only to be viewed in-game), but overall it doesn't seem too bad.
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OoT/MM ~ Beta/Alpha/Pre-release/Unused/URA Discoveries
xdaniel replied to Jason777's topic in Modifications
Not exactly in the requested format, but: OoT: http://tcrf.net/The_Legend_of_Zelda:_Ocarina_of_Time MQ Debug: http://tcrf.net/The_Legend_of_Zelda:_Ocarina_of_Time_%28Debug_version%29 -
public static void CalculateAspect(ref int X, ref int Y, ref int Width, ref int Height, int SrcWidth, int SrcHeight) { int OrgWidth = Width; int OrgHeight = Height; Height = Width * SrcHeight / SrcWidth; if (Height > OrgHeight) { Height = OrgHeight; Width = Height * SrcWidth / SrcHeight; }; X = (OrgWidth - Width) / 2; Y = (OrgHeight - Height) / 2; } ...that can cause division by zero exceptions if SrcWidth or SrcHeight are zero! Ergo: add sanity checks and exception handling!
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"When something smells, it's usually the Butz".
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To answer the question in the thread title, graphics don't matter as much as art direction does. Look at, I dunno, Sonic R for the Saturn for example - even by the standards of 1997 it's not exactly a looker, yet in my opinion it still holds up at least decently due to its design, far better than many first generation PSX games, for instance. Or hell, look no further than Zelda: Ocarina of Time! Compared to TP or SS it graphics are awful (alone because of the technical differences between a N64 and GCN or Wii), yet I think - as opposed to apparently many people who deride it for its low-resolution textures and the typical "N64 fog" - its visual style and design are still pretty nice to look at. Throw in some emulation to run the game at a higher resolution, maybe a high-res texture pack, and it might rival some, but certainly not all, early Dreamcast games! Also, disregarding graphics entirely, isn't it the gameplay that counts? The original Super Mario Bros. is very barebones in both but still playable, and I wouldn't advise anyone against SMB2 or 3, which are to this day very playable and very fun games. Really, as much as I like my Xbox 360 as hooked up to my Full HD TFT monitor, there's something about games like, say, Zelda: Link's Awakening that makes them much more important to me than anything on the X360.
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Whatever the hell you guys drank or smoked, I want some too!
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Just watched the Top Gear India Special, worked on and tested my PCE emulator prior to that - Wiimote control for one. Still need to watch the last three, and download the last episode of Ben-To.
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About 12:22 here, so happy new year. Hope your celebrations were/will be better than mine. Horrible evening. Won't go into any more details but I guess it's telling that I'm the only one currently here and/or awake of the family. Here's soo looking forward to what 2012 is gonna bring.
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Yeah, 2011 has been... subpar to me, too. It even ends that way here, with rain and wind and shit. So yeah, about 5 hours 40 minutes left, I think.
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I'm kinda late in wishing it, but Merry Christmas everyone!
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Can't post a screenshot as I'm afraid I'd crash this POS of a PC, but I'm at my mom's PC - as I'm visiting over christmas and she's got a cable modem with no wireless -, have been browsing the net for the last few hours, and am about to go to bed (3:18 AM here by now).
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Just saw this embedded over at Jul.
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The emulator could technically ignore/override the game's instructions to set the CPU speed, which is selectable in steps between 1(?) and 333 MHz on a PSP, and just force it to run on 333 MHz. CFW does allow manual speed selection for the XMB, games and I think the PSX emulator individually, and I haven't personally seen any glitches or somesuch on 333 MHz. Of course, if you ex. set the XMB to ex. 50 MHz, you'll get a very very laggy menu system
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That thing cost time, money, life and luck. But damn, "it's made out of fire!", yes! (Also, I suck at playing this at the same time I'm trying to take a screenshot. Otherwise I wouldn't have lost 150 HP trying to get a nice shot...)
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Weird how a single post can make me look at a project again... Since opening the SharpBoy project in VC# some 30 minutes ago for the first time several months, I've fixed the horribly broken FPS limiter (replaced it with the hi-res-timer-based one from my PC Engine emulator), slightly improved the cheats interface, and am going to throw out - after backing it up - a bunch of incomplete and/or useless code (ex. GB Camera, broken netplay), then read up on networking in C# again and try the netplay thing once more. Breakpoints and some other parts of the debugger need some overhauls as well. Changelog for v0.5 so far: Some fixes to External RAM handling in MBC emulation; Game Boy Wars 3 doesn't crash anymore and is now playable Fixed incorrect writes to certain I/O registers; Taiyou no Tenshi Marlowe isn't crashing anymore as well and is playable Minor improvements to timer emulation Added cheating functionality for GameShark codes, not finished yet; code list is saved to XML file in savegame directory Improved FPS limiter; now less prone to ridiculous slowdown and similar glitches (...tho most of it is actually from May/June or thereabouts) EDIT: Would you look at that! Instance acting as the server on the left, client connected to it on the right. Not actually hooked up to the emulation core yet, but should hopefully be easy... although bad timing could still throw everything off and make me stop trying (like before). We'll see.