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xdaniel

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Everything posted by xdaniel

  1. Zeth: Soon-ish, I guess. Fi and Naxy: Seeing how the text entries are in one chunk, and the actual text is in another, I'm guessing all that's needed is changing the chunk sizes in their headers and just appending your new data to each chunk. Still need to verify that tho, as I'm going off memory right now, so no promises...
  2. I don't even bother with streaming sites, I just download the episodes. One reason being that I like being able to rewatch stuff easily, the other being that I can choose which fansub group's releases I want - ex. apparently only one group actually translates season 2 of Ika Musume / Squid Girl themselfs (which is the one I'm following), while the others are all just glorified rips of Crunchyroll's subs, filled with their stupid squid puns. Of course the original Japanese is full of such puns, but I don't want each and every one of them rendered as something more or less funny in English, seeing how Ika uses them in every sentence. But, uh, to get back to the topic at hand: If you're lucky enough to live in an area which Crunchyroll cares about (= the US), you might as well see if they're streaming what you want to watch, seeing how they're a legal site and you'd be supporting the creators and all.
  3. It definately does appear, but it literally only does so for a split second, and not even always... I just tried it 10 or so times total, half of which it didn't appear or only the lower third or so showed up.
  4. The N64 logo has simply been covered up and the delay until the intro sequence starts set really low, so you can still see it for a split second if you run the game in wireframe. Also, seeing how the other GCN rereleases also had their N64 logos covered like this, I assume that's just what they did for those releases.
  5. (Felt like trying someting artsy; nothing really special came out of it. Still like it, tho.)
  6. ...especially everything concerning EXE1-3
  7. Hm, I can't seem to reproduce that... I just tried it with a bunch of random models added to the demo scene, which ended up with 11 separate rooms, and the scene loaded up perfectly in-game; going back and forth between ex. the first and last room via a door also worked correctly.
  8. Again, the preview in SharpOcarina is not representative of how it will look in-game. It's just an .obj viewer, it does not read back and interpret the converted Display Lists. That said, the texture mapping problem is related to the limited range/precision texture coordinates on the N64 can have, as far as I know. The values get "out of range" of what they're supposed to be, I guess you could say, which can't be helped because of the mentioned lack of precision. You probably have to experiment (ex. divide affected triangles into more than one, different texture scaling). Next, Zeth, what kinda crashes do you get with multiple maps? Game crash when you load the scene, crash when trying to use a transition actor to load another room, etc?
  9. WW Text Viewer version...uh...whatever, the next build: http://magicstone.de/dzd/random/WWText_2.rar (again, binary + source)
  10. Yeah, automated text extraction and insertion is what we're gonna need. I guess I'll look into dumping those BMGs into a typical Atlas-style re-insertable script file - look around http://www.romhacking.net/ -, just like many/most translation hackers do it. Probably the easiest way to go about here, as long as Atlas' pointer writing functionality can work with our INF1 entries... EDIT: Added some stuff to the first post, mainly links to other posts in the thread; also, have another screenshot of the text viewer before I go to bed (download comes later):
  11. Ahaha, it worked! Thanks for testing! Also, I'm using the PAL version, tho I also have a US ISO just in case. Guess there's some small text changes between the two version's English text (probably American vs British, color vs colour and the like).
  12. The old Wind Viewer as released previously can load and show actors (in cube form, but at least that), and also shows the selected actor's information, ex. its variable, plus the offset at which the actor's definition can be found inside its DZR: As for 0xCF11, I searched for the last 4 bytes of the sign actor's variable (0x0322) inside the text archive, Msg\<language folder>\bmgres.arc: The first four bytes - here thus 0x0000CF11 - are the offset into the file's DAT1 chunk, which holds the actual text, minus 8 bytes (skipping the DAT1 header). Thus, as mentioned before, the formula is: "DAT1 base offset + 8 to skip its header + 0xCF11" EDIT: Oh, yeah, I also slightly improved the text converter, so that it now correctly interprets extended ASCII, like our German umlauts (no download yet tho): "There is either not enough space on the Memory Card, or the maximum amount of saved data has been exceeded. To save data for this game, one free file and 12 free blocks are needed."
  13. I'm guessing that the second value in an INF1 entry - that is, after the first 8 bytes, which are the text's offset into the DAT1 chunk - is the ID by which the game finds the text. So, I assume the game requests an ID, based on ex. a sign actor's parameters or something, then opens the current language's text archive (if it's the PAL version; say Msg\data0\bmgres.arc for English), goes through the INF1 chunk's entries and then loads the correct text once it's found the ID in the chunk. Looking at the sign near Outset Island's watchtower, it's parameter/variable/whatever is 0x00000322. If we now look for ID 0x0322 inside the English text archive (I'm using the actual bmgres.arc here, as I didn't extract that yet), we get text offset 0x0000CF11, and some addition later (DAT1 base offset + 8 to skip its header + 0xCF11) we get 0x27219. And what do we read there? "<- Watchtower, -> Forest of Fairies"! Heh, I think we now know how it works. Can someone change that sign's parameter to 0x00000324? That should make it read "Notice: Windfall Auction Tonight!" etc. in-game now. The matrices themselves are stored in a pretty straight-forward way, however getting to them is more complicated. It involves indirection via multiple index values into different tables; can't recall exactly how it is from the top of my head, but it's something like "Matrices[indirectionTable[MatrixIndex]]" and I guess I'll look into badRDP matrix support sometime.
  14. Hacked together a (incomplete) text viewer for the game's BMG files, or rather the ARCs they're packed into. Open up such an archive, say Msg\data0\bmgres.arc, and it should open it, get the BMG file, get all text offsets from it and display each message. It's rough around the edges, doesn't support any control codes, but it should at the very least work. Even Japanese SJIS text should be working, although I don't have a Japanese copy of the game and thus could only go by Msg\bmgresh.arc. Download: http://magicstone.de/dzd/random/WWText.rar (Windows/.NET binary and source, release build in "WWText\WWText\bin\Release")
  15. The Triforce dungeon you posted above, right? Y Rotation: 0 Front Switch, Cam: 01, FF Back Switch, Cam: 00, FF Works for me:
  16. Of course it still looks amazing and less cel-shading by far isn't a reason to not buy the game, it's just... well, I dunno, those initial screenshots just looked so "artsy"? But yeah, it is really amazing no matter what and an ASAP buy for me.
  17. Sorry, but that can't be. Looking at "Demo Scene.xml", the values are: <FrontSwitchTo>1</FrontSwitchTo> <FrontCamera>255</FrontCamera> <BackSwitchTo>0</BackSwitchTo> <BackCamera>255</BackCamera> <FrontSwitchTo>2</FrontSwitchTo> <FrontCamera>255</FrontCamera> <BackSwitchTo>0</BackSwitchTo> <BackCamera>255</BackCamera> <FrontSwitchTo>3</FrontSwitchTo> <FrontCamera>255</FrontCamera> <BackSwitchTo>0</BackSwitchTo> <BackCamera>255</BackCamera>
  18. They actually toned down the cel-shaded effect as compared to SS' first E3 showing, if I remember correctly. Which, in my opinion, is a shame because those first screenshots and video really sold me on the game's art style.
  19. Uhm, you switched the options around; the Front/Back Switch options are the room numbers to switch to, depending on the side of the door, Cam is how the camera reacts during the transition (00, 0F, FF being valid, I think?).
  20. Although I tend to point to the Z64 Wiki in it, I can't stress it enough that the Readme is there for a reason. Also: http://wiki.spinout1...frastructure.29
  21. "Copy" would in this case mean, look at the responsible actors in the Deku Tree, their variables, etc., and replicate that in your dungeon.
  22. I've never been to one, but read about abandoned places over and over again, especially those in Japan - from just single houses, over amusement parks to whole towns, there are so many abandoned places there. One particular place I was just reminded of again by Tiny Cartridge, the ghost town of Nichitsu, after having read about it some time back. What I hadn't really noticed before, tho, were some of the things the previous inhabitants left just there... Also, photos 5, 6 and 7 on here: http://www.haikyo.or...tsu-ghost-town/ Just why didn't they take that stuff with them? I mean, judging from some other photos of the room with the Saturn in it, that must've been a fan of games, anime and the like, an otaku basically, and those of all people should be more attached to belongings like this... I know I am! If I'd ever get there, despite that ideal of leaving those places alone and not removing or destroying things there, I would take that Saturn and the games and give it a new home, maybe even that PC-9801. Hell, there is (or was) still a memory card in the console and disc 3 of Policenauts in the drive!
  23. I once dreamt about playing an OoT proto, walking around a totally different Kokiri Forest. The village itself was very, very small and compressed as opposed to the final version, and was overlooking the Deku Tree's grove, which was lower than the rest of the area. So yeah, nothing unheard or to be ashamed of or anything
  24. Yep, happy birthday to you two! And Kargaroc, have a (still tail-less, I'm working on it *cough*) Kargaroc!
  25. - Original Game Boy (few scratches, battery cover intact, just needs some more cleaning) - Tetris (GB, EU) - The Magical Quest Starring Mickey Mouse (SNES, PAL) - Dokapon Journey (NDS, US, manual looks almost brand new) - Shadow Hearts: Covenant (PS2, PAL) And man, that Game Boy makes me feel really nostalgic... The only thing that's somehow off is that I kept thinking that "I am the man who arranges the blocks"
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