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xdaniel

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Everything posted by xdaniel

  1. I sadly don't have the manual, but have the strategy guide which has a bunch of artwork as well - the more western-style art by Katsuya Terada. That, plus the usual Japanese artwork from their cover, manual, etc. should fill up a few pages yeah. Then again, at least for Terada's artwork I could see how they'd need to ex. get the rights for it again, etc...
  2. It's out today, apparently: http://www.nintendo.co.jp/zelda25th/guidebook/index.html
  3. Like the different Mega Man series' Official Complete Works books (<3 the Zero series one), but for Zelda *.* ...although it irks me that Link's Awakening is so horribly underrepresented! One single page? You've got to be kidding me.
  4. wololo.net: Day-1 Hello World, the PS Vita already hacked?
  5. Wind Waker collision = DZB. And we barely know about the format. Just enough to render the collision model, but by far not enough to create a DZB file from scratch.
  6. Ah, there you are! Was wondering when you'd register here Well, I'd also like to welcome you to The GCN - it's a great place and I hope you enjoy your stay!
  7. "Hello World for PSP firmware 6.31" implies this is homebrew running in the Vita's PSP emulator, thus it doesn't look like a Vita-side exploit. If that's true, it probably allows PSP homebrew to run on the Vita but doesn't yet mean anything for Vita homebrew. If I remember correctly that's kinda like early Wii stuff, where GCN homebrew worked, which is locked out from all Wii-specific hardware.
  8. If I remember and conclude this correctly, there's two problems with proper matrix support for ZSaten: 1) Converting the current bone's OpenGL-side matrix to the N64's format (not difficult) and storing it in the right RAM segment at the right address (more difficult) 2) Manually applying that matrix when requested to each vertex, as you cannot use glTranslate and Co. while OpenGL is rendering a primitive, thus inside glBegin/glEnd (more difficult) It's definitely doable, tho I didn't manage to do it so far. At least part of the functionality from the UHLE source snippet you posted is already in badRDP, but if it worked right last time I worked on the code is a different question altogether... Really need to get back to this at some point...
  9. 1) What the hell did I just watch? 2) The character design and art style are cool. 3) It's for DS?! Wow, I'll be able to play this! 4) Also, this might end up being the first Nobunaga game I'll play. 5) Then again, I wonder if they're even gonna localize this, seeing how it is a Nobunaga-ish game, Pokemon or not. (Also, I bet we'll get a classic Pokemon RPG on the 3DS. Might take some time, seeing how Black/White "just" hit the DS, but I'd bet a 3DS one is already in the works.)
  10. This is the reason why I didn't work on my converter all that much - there's already one that works perfectly well and probably better than mine. Also, mine was meant to be command line-only as well, so no advantages there either.
  11. Zeth, I started doing just that a while ago but didn't really work on it all that much. Might as well pick that up again, seeing how there's some demand for it and all that.
  12. Well, pretty much everything's made of DLists in terms of graphics on the N64, so - while it's not meant to do it - it's no surprise that SharpOcarina can be used for this.
  13. Also related: http://trashfolder.org/slow-progress
  14. Can't think of anything "feedback"-y right now, but I'm certainly keeping an eye on this. (Wonder if I can get better at pixel art until this comes out, 'cause then I'd probably revisit an old game idea of mine...)
  15. Has been since the Famicom days, actually - and at least the GBA ones are pretty good, made by Inti Creates of Mega Man Zero fame.
  16. First of all, got Terraria in the 24-hour sale on Steam a few days ago, replacing my pirated copy of 1.0.6 or whichever. Second, what I assume has been my last flea market haul this year: Terranigma (SNES), Game & Watch Gallery Advance (GBA), Mega Man III (GB) and Pop'n Twinbee (GB), all loose and all PAL/EUR. And Twinbee's apparently dead. Dies either right on bootup or after the Konami logo, despite all the usual measures (contact cleaning, etc.) Oh well, it was cheap, plus I got Terranigma for cheap so it kinda balances out.
  17. I just experimented to find them, although there's at least one function in the program that can help with finding textures - the "Next" button right next to the image offset field increases the offset by the size of the current texture, basically jumping to its end. But besides that, there's not much to help with offset finding other than guesswork and experience. Another thing that's helpful in keeping track of offsets, dimensions and types is the bookmark function (what those XML files I posted a snippet of are for), with bookmarks being listed in the top-left combo box. Still needs some polishing, but is pretty usable already.
  18. I feel like I should have never mentioned NIFF -.-
  19. Also in object_mag; 0x024800, 32x32 4-bit I or something.
  20. It might be official, sure, but it doesn't have anything to do with a Zelda scene. Scenes as used in Zelda do not contain video mode settings, and neither do they start with 0x00010000 as TAG_SCENE_HEADER in the text you pasted indicates. Nothing in the leaked SDKs is specific to Zelda to my knowledge. Texture editors and stuff can probably be used for hacking, but beyond that? Nope.
  21. Haven't tested it with a N64 ROM yet, but I don't see why it shouldn't work with one. It just opens whatever file you throw it, and tries to load an image from the offset you specify, using the settings you specify. Basically, it couldn't care less what file its given. Thus don't expect the program to decompress Yaz0 or MIO0 blocks, or use OoT's file table or somesuch, that would be overkill - it's a generic tool, not specialized to read Zelda ROMs. EDIT:
  22. Very, very early, maybe 30 minutes old and counting: http://i.imgur.com/FWyGT.png Only does 32-bit RGBA at the moment, importing isn't in the cards yet, tho not impossible. EDIT: Better GUI, wasting less screen real estate:
  23. Hahah! Well, at least now he can be dead certain that his theory is correct!
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