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xdaniel

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Everything posted by xdaniel

  1. xdaniel

    Pause menu problems

    If v1.6.1 also does it, it's probably your video chipset's fault. Especially integrated/mobile chipsets by Intel are infamous for glitches like that - they have gotten better, but are still way behind ex. a Mobility Radeon HD. Your best bet is probably messing around with some other, older plugins (ex. glN64, Rice Video 6.x), although it's still not guaranteed that one of them will work right.
  2. xdaniel

    Pause menu problems

    So the Debug ROM won't run correctly for you or crash no matter what? Okay, from the start... First, your Mobile Intel video chipset might be problematic in general. Second, get the recently released PJ64 v1.6.1 plugins and try those with PJ64 v1.6, making sure the ROM settings are correct - those here work right for me. Third, if it still doesn't work right, try Nemu64 with said PJ64 v1.6.1 video plugin and make sure the Expansion Pak is enabled. Fourth, I have no idea.
  3. Wind Viewer v0.0: http://magicstone.de/dzd/random/WindWakerDZB_2.rar Source requires libMISAKA (and in turn curses, just check the CB project file) to build, because of the OZMAV2-style console system. On the plus side, it should also build under Linux. Console commands: - loaddzb <filename>: Load .dzb file to use - loaddzr <filename>: Load .dzr file to use - help: What you just read, basically Controls: - Mouse: Camera direction - WASD: Move camera slowly - TFGH: Move camera really quickly - F1/F2: Cycle through players - F3/F4: Cycle through actors - F5/F6: Cycle through points - F9: Toggle random polygon colors - F12: Toggle HUD - ESC: Take a guess
  4. E3 Outset Island's collision and ACTR chunk actors (partially, might be incorrect). Will put the program and source up soon-ish, tomorrow or so. Edit, comparison shot:
  5. My desktop wallpaper? Nichijou aka My Ordinary Life, although the show itself doesn't actually feature drills and such, it's a simple (albeit sometimes kinda surreal) comedy series. The artwork's sadly just a mecha designer's idea (Mika Akitaka, worked on ex. some Gundam series and Sky Girls): http://danbooru.donmai.us/post/show/985184/ There's some other similar images by the same artist, featuring other characters as "Mecha Musume" (Homura from Madoka Magica, Ika Musume, Tenshi from Angel Beats, etc)
  6. I'm going to try this VHD thing; you install the OS into a virtual HDD file on your existing hard disk and boot from that: http://www.hanselman...alHardDisk.aspx Edit: Edit 2: Regular desktop's desktop:
  7. Official Microsoft release: http://msdn.microsoft.com/en-us/windows/apps/br229516
  8. Tools: Wind Viewer (C# .NET), map viewer and editor, binary and source: http://magicstone.de...orEdit_full.rar WW Text Viewer (C# .NET), message file viewer, binary and source: http://magicstone.de...om/WWText_2.rar Documentation: .dzr and .dzs files: http://wiki.spinout1..._GCN:_DZx_files .stb cutscene files: http://wiki.spinout1..._Cutscene_Files Partial .dzb documentation: http://www.the-gcn.com/topic/627-wind-wakers-alpha-forest/ and later on in this thread (More infos and older tools in the original post in the spoiler...)
  9. Uhm, the whole "ozmav2 -r romfile.z64 ..." line is for when you start OZMAV2 from the command line, not for when you have already started it and are in its console. Try "loadrom romfile.z64", but obviously with your ROM instead of romfile.z64.
  10. Lishy: So OZMAV2 doesn't even start? You sure you're in OZMAV2's directory when you try to run it? Only thing that springs to mind when you say "unknown command".
  11. Uhm, Display Lists as we know them are something specific to the N64 as a whole, not specific to certain games, and thus have nothing to do with the game engine outside of which Ucode a game uses (which in turn are specific to the N64's chipset). While the 3DS probably also has a form of Display Lists, I bet they nowhere near the N64's.
  12. 1. dumpobj... I just can't seem to reproduce those problems. Gotta try and look into that some more, if I somehow even can. 2. SharpOcarina's design and .obj support. I did a hell of a lot of bad design choices, huh? Rewriting the .obj parser to support Tr and properly support Kd, and in turn the actual converter's material and group management, would in turn mean some heavy rethinking of the program's structural and interface design, and rewriting of much of the Display List generation code. And, while probably a good idea, I can't see myself throwing out that much code that already works - as flawed as it might be - so soon after writing it... Oh hell, I should stop trying to pick up such ambitious projects.
  13. If it can create those folder (the second one being "extr" for extracting the ROM's files), it should also be able to dump the model there. Windows XP is fine as well, seeing how that's the OS I've been developing OZMAV2 on... So what does OZMAV2 do when you try to use its "dumpobj" command? Any error message in the console or wherever? Does it appear to freeze for a second or two, then resume (during which it would/should write the model and textures)?
  14. I have no idea which ones are better to be honest, as I can't even remember the original OZMAV's code and its features all that well
  15. SharpOcarina v0.5: http://code.google.com/p/sharpocarina/downloads/detail?name=SharpOcarina-v05.rar r9: Fixed preview of texture tiling and tiling mode selection, added texture size sanity check, changed .obj group naming to use the complete remaining line, improved error handling, cleanup of debug messages (ignored in release builds), upped version number in advance r10: Improved preview rendering performance, started to improve waterbox property support (thanks again, DeathBasket) r11: Fixed mouse wheel usage not increasing/decreasing the position/rotation of actors, etc. anymore, also tweaked usability of related controls (value increments) r12: Minor bugfix to preview rendering, group highlight wasn't being scaled anymore after r10 r13: Minor update to ReadMe.txt r14: Fixed RGBA5551 color conversion (darkened textures) by using formula from SDK (thanks, spinout), changed vertex color conversion to use current material's Kd values, added "is hookshot-able" setting to collision polygon type editor, other minor changes. Other planned features/changes haven't been implemented yet. r15: Minor ReadMe.txt update
  16. OZMAV2 dumps models to "<OZMAV2 directory>\dump\<game name>\scene_<number>\"; whenever the "dumpobj" command is issued in its console, the program dumps the currently loaded scene there. Also, what is a problem with OZMAV2 is that it doesn't add groups to the model at all. I since have changed libbadRDP to add group definitions per DList, but neither have I committed those changes to the SVN, nor have a made a new OZMAV2 build with those badRDP changes yet. Another problem might be how the library tries to compensate for mirrored textures, mirroring the dumped texture image and modifying the texture coordinates appropriately. That works in .obj viewers as far as I'm aware, but I'm not sure if ex. SharpOcarina correctly understands and imports those.
  17. haddockd: You couldn't get anything to import with SharpOcarina yet? Are you sure there's at least one group in the .obj file? Are the faces oriented correctly? Have you applied textures, even a dummy texture of some kind, to your model? Try creating a simple ground plane in SketchUp, say 250 meters in each direction, and apply some simple texture to that, be it a solid color or whatever. If that doesn't work, I don't know.
  18. Dumps done with libbadRDP - and in turn OZMAV2 - don't used .obj groups at all, so they won't work in SharpOcarina. To at least get them to load and convert, add a line "g some-name-does-not-matter" (or whatever) to the .obj model, right after "mtllib material.mtl", however you won't be able to set translucency, etc., etc. correctly as there's only one group.
  19. Yeah, ALttP got ported to the GBA in 2003 or so, packaged with the multiplayer-only Four Swords. That was actually the first version of ALttP I owned, I only got my copy of the SNES original a year ago at a flea market
  20. Yep, good to see you around here
  21. haddockd: I knew I missed something. I'll add a simple checkbox for that in the next build; in the meantime, you can change the setting via the collision type's raw data: 0000000000020000, the bolded 2 meaning hookshotable.
  22. Be prepared to get mad: Exclusive Q&A with the only journalist to ever play Mega Man Legends 3 - Wonder how Mega Man Legends 3 would have played if Capcom hadn’t cancelled it? Nintendo Power’s Chris Hoffman answers your lingering questions
  23. Okami: Will look into the bug; collision-less things are made by removing them from the collision model, but having them in the room model. That's how water surfaces are done. Or am I misunderstanding? Kargaroc: Doors are transition actors; best have a look at the demo dungeon and see how its doors work. As for the map scale, especially if you're doing indoor maps you should best scale them in your modelling program, otherwise it might be really difficult to fit doors or other such actors in correctly. Zeth: http://wiki.spinout182.com/w/Zelda_64:_Collision_Format#Polygon_Types <- "Sound effect/ground type" Also, I'll see about making a new build later that'll at least contain the changes currently on the SVN.
  24. I read that earlier today and just thought: "I'm with you, man." I haven't finished Zelda 1 either and honestly have no intention to, unless they do a Metroid: Zero Mission-style remake of it at some point. And no, BS Zelda doesn't count because it's just Zelda 1 with prettier graphics.
  25. I know that it will take awhile for some very big maps with many materials, many groups (like the 400+ in Bottles' Glasses dumps; please don't make maps like this!), etc. to load, but they should not crash the program, and especially not crash the whole system. Good to know it works now, tho.
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