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Everything posted by xdaniel
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Yeah, Wind Waker's disc really is stuffed with leftovers - from the remains of the "Alpha Forest", the Tower of the Gods stuff, the E3 Outset Island... I'm glad that they didn't clean up after themselves Also reminds me, I'd imagine the Cutting Room Floor guys would appreciate the findings here. What about either posting in the TCRF board at Jul (http://jul.rustedlogic.net/forum.php?id=12) or directly editing the Wind Waker article on the Wiki?
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ENDumi's collision - a prototype Triforce island? Nothing else that stood out as odd, but I haven't played Wind Waker in years, so... who knows.
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Twili's notes + me being stubborn and sleepless = ... http://magicstone.de/dzd/random/WindWakerDZB.rar Usage: WindWakerDZB.exe <path to .dzb file> Hope it works, if not, try to fix it yourself, not providing any support or such crap. Also, bloody hell, it's 6:13am...
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Direct downloads, no idea. Torrents, Tokyo Toshokan. They tend to have everything (figuratively speaking), although not everything's still being seeded.
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Seeing how I'm coding so much in C# these days, trying out XNA wasn't much of a stretch... Initially, I was just following along with XNA Resources' shoot'em up tutorial, but ended up deviating from it in several aspects, and implementing some features and ideas that weren't part of the tutorial - to be exact, support for multiple background layers with parallax scrolling at different speeds, automatic scroll speed changing at specific level positions, and a simple color fading class used for a kind of ambient lighting. The graphics are still from the tutorial, and, well... there isn't much else to show. It's still very empty, there are no proper player or enemy actors yet, etc., etc. I tried making a video to show the parallax and scroll speed changes in action, but it always ended up way to choppy to see anything properly... But, well, considering that this is kinda fun to do (especially when I'm deviating from the tutorial ), maybe you'll get to play something based on this at some point? Edit: More to see now: Basic player actor implemented, though so far only capable of flying around the screen. Also added a very simple particle engine for the thruster exhaust, partially based on an example from the 'net, partially on an earlier experiment of mine in SDL. Enough for today, it's past 4am again...
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Many of the unused rooms apparently can be loaded, but I'm not sure about those Tower of the Gods ones specifically. Seeing how the TCRF article doesn't have in-game screenshots of those and also only ones from bmdview2, they probably fail to load like the one in group TF_07 and one in Cave08. Then again, E3ROOP and ENDumi are stated to fail loading normally as well, but apparently can be forced to load properly somehow judging from the in-game screenshots of them... Wonder if swapping around files inside the ISO could get them to load? That is, replacing ex. Outset Island's files with whatever unused map you want to load.
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(And that's apparently pixel art!)
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http://core.the-gcn.com/index.php?/topic/620-being-10-years-behind/
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http://www.gonintendo.com/?mode=viewstory&id=157828 The apparently late 2001 "Ask Sam" interviews from Zelda Power - anyone else remember them? - ended up as a news article on GoNintendo today?! Sorry, but what the fuck?
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CD image support is out because using the DiscUtils library, I would've had to rebuild the whole image to modify a single file inside it. Reading and extracting from an existing image is perfectly simple, but replacing a file is impossible. So yeah, now the program's "only" capable of editing CGEAR.DAT's virtual file system anymore, although that's where the bulk of data that requires translation is anyway, thus no big loss there. All the bad news out of the way, the good news: - With removing CD image support, I was able to simplify the code quite a bit, making it a bit easier to manage for one - The TIM manager has been improved and now spits out and imports 8-bit and 4-bit palletized images - The GUI now also gives a nice little palette preview and exports a Paint Shop Pro-compatible palette file - The file list now has user-editable descriptions that get stored in an external XML file And with that, unless I find some serious bugs, actual translation work shall commence again~ Edit: ...like so: Edit 2: ...and so: Working with actual TTF fonts instead of writing graphical text (more or less) pixel-by-pixel, using custom-drawn pixel fonts, is quite a new experience for me. The only thing I've actually done using a custom pixel font here, is the "Dash Attack", "Dash Guard", etc. text in the screenshot of the 1P Customize screen above; everything else is Arial or other fonts.
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And according to Amazon Germany, the 3DS' Euro price is gonna drop to 168,99 €. Although seeing how $170 USD are currently a mere ~119 €, getting a US system then might be the cheaper alternative in the long run, despite having to import all games.
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See that? That's now my first Legends game, a copy of the first one, which just arrived here this morning. And after so far foiling the Bonne's plans for the first time, I do not regret this purchase. No, I am glad I bought this game and am looking forward to getting Legends 2 and Misadventures - which I didn't even realize was released in Europe! - at some point as well. And hopefully Legends 3, too. Edit: And also, I'm Servbot #010706: http://www.capcom-unity.com/ask_capcom/go/thread/view/7371/28032805/Is_there_anything_the_fans_can_do_to_get_MegaMan_Legends_3_restarted&post_num=1043#503779229
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Well, I know German (of course), English and a tiny bit of Japanese - enough for menus and system messages, but not for character dialog and such, tho. So I guess I can translate between those to an extend. Edit: In-program TIM extraction and replacement, using proper 8-bit palletized PNGs even. Works very well, even with multiple palettes per TIM, multiple definitions of the same color, etc. Still need to implement saving, tho...
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Yeah, not much interest in simple, boring translation hacking, not to mention for an obscure game based on an obscure anime Anyway, not much to say about the translation, but I started writing a little tool to help with data extraction, conversion and insertion. So far it's capable of extracting files from the CD's file system, capable of loading data from the game's CGEAR.DAT/CGEAR.DIR pair (a virtual FS; think Zelda's DMA table, just with one file containing the table, and another with the data) and capable of displaying 4-bit and 8-bit CI TIM images. No editing capabilities whatsoever yet, but I'll get there at some point.
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Today, I was originally on the lookout for a copy of Mega Man Legends for PSX (*hint, Capcom, hint!*). I did find copies of Mega Man 8, X4, X5 and X6 - which I did not yet buy - but also found and bought something unexpected: - Kaze no Klonoa: Door to Phantomile (PSX, NTSC-J) - Akumajou Dracula X: Gekka no Yasoukyoku (PSX, NTSC-J) ...both are disc-only, sadly, but hey! Japanese PSX games in basically a mom-and-pop game shop? And for 10€ each? Why not?
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Meh, I'm on Win7 on my laptop as well, my desktop's on XP still - one reason being, my rather old PDA can't sync with Vista and higher anymore.
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http://twitter.com/#!/CapcomEuro/status/93720402160926720 http://twitter.com/#!/CapcomEuro/status/93720826087620608 @kdawg3000 We weren't asking people to do much but response to dev rooms was cool at best @kdawg3000 it's a shame the fans didn't want to get more involved :-( if we saw there was an audience for MML3 people might change minds No matter what Capcom or anyone says, that is an absurd excuse. Have those responsible for the cancellation even seen the Devrooms, their creations and ideas? And really, that they say something like this after their Twitter, Facebook and forums have already exploded with responses, concern, even quite a bit of hatred over the last about two days? If anything, this shows to me that the higher-ups at Capcom are even more out of touch with reality than I thought. I'm not going to buy any Capcom games new anymore, besides Mega Man ones (which are basically their only interesting games to me anyway). Not that I still expect any more Mega Man games after them cancelling both Universe and Legends 3... EDIT: Wait, what? http://twitter.com/#!/BoltGSR/status/93713524647395330 @Protodude @themmnetwork ecx.images-amazon.com/images/I/91h56… New Legends stage in UMvC3, Capcom thinks they're "so funny", film at eleven #DASH3 #MvC3 F- you, Capcom.
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Taking a break from coding and Zelda hacking, I'm back at what I'd probably call my origins - translation hacking: You might recognize what this is if you're from either Japan, I believe Singapore or the Philippines, Australia or Germany. Don't think any other countries ever got the anime the game's based on. Anyway, this is more or less the extend of my work so far; the copyrights and title menu, options screen and some other file (containing those blue tags in the corner and some battle text). All in-game dialogue is stored as images as well, which isn't exactly helpful for dumping and reinsertion, but I'll be focusing on menus and such first anyway...
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Thumbnail'd because full HD resolution's a bit big for inline display...
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Yes, I insist on digging this thread out again periodically Anyway, of the current season I'm watching... - Usagi Drop - Nekogami Yaoyorozu - Mayo Chiki! ...and am still following Nichijou. I kinda stalled on Hanasaku Iroha after around episode 10; not really dropped, but not watching it anymore either. Also ended up preordering the first volume of K-ON!'s first season, which'll be released here in 1-2 weeks or so.
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Some of those are obvious, some might make sense or could've been, some are rather farfetched, some are just dumb. Example, the Caterpie/Venonat lines: Just from their looks, a switch of their final forms makes sense. However, there's Gen I's internal Pokemon order, which appears to reflect the order in which the Pokemon were either added to the games, or even in which they were created. And by that order, Venonat is index number 0x41 and Venomoth is 0x77, while Caterpie is 0x7B, Metapod is 0x7C and Butterfree is 0x7D. Likely conclusion: Venonat was created first, probably as a stand-alone Pokemon or at least with no evolution defined yet, then they created Venomoth as an evolution for it, and then they created Caterpie's line all at once and always intended those three to be one line.
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All the N64 love in this thread made me get mine out again, playing the original Smash Bros. for the first time, not emulated, in at least 6 years... Needless to say, I'm completely out of shape
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Funny thing, my N64 at one point almost broke because I wanted to dump my import cartridges using a contraption consisting of an import adapter with domestic boot cartridge, a GameShark with an LPT cable plugged in, and the import game on top of that - a very fragile tower, even worse than, say, a Mega Drive, 32X, Sonic & Knuckles and Sonic 3... And of course, somewhere in the process something apparently shorted out or whatever. The N64 did not turn on anymore for at least 20 minutes, no matter what I did. Afterwards, it turned back on, and I even managed to get that contraption working, despite all common sense saying "never bloody try that again"
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A literal screen shot: Note the bright line near the top of the screen, plus the tiny one near the top-right? Also the very faintly visible one near the bottom? The LCD equivalent of screen burn-in. ...not to mention what appears to be uneven lighting as I just noticed, with the bottom of the image being somewhat brighter, no matter the viewing angle. Oh well, it's probably time to get a new screen anyway, this one was free and supposedly broken when I got it several years ago...
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Worded the title like that for a reason: You might've had some kinda console or handheld before already, but what was the first console you really cared about, the first one you have had some kinda attachment to? For me, it's a tie between the original Game Boy and the N64. The GB had ex. Zelda LA, which was the first game to really pull me in, story- and gameplay-wise, plus the Pokemon games, Super Mario Land 2, etc., while the N64 initially simply blew me away technically - you never forget the first time you play F-Zero X ^.^ - but also delivered wonderful gaming experiences, like F-Zero, OoT or Smash Bros. And additionally, my first N64 specifically is a memento of my childhood, having gotten it from my grandparents the Christmas before grandma passed away.