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Everything posted by xdaniel
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Cutscene duration: 0000000B 0000xxxx xxxx = length in frames Path/animation for something? 0000003D 0000xxxx xxxx = number of entries, same format as Link, Navi, etc?
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I wanted to take a break of stuff like this... Oh well. Hope this helps? ...uh, see Twili's post below, much better than mine Animation? -> Navi 0000003E 0000xxxx xxxx = number of entries Animation? -> Link 0000000A 0000xxxx xxxx = number of entries Entry format (ex. Navi, Link's house) aaaa bbbb cccc dddd <--------- eeee ---------> <--------- ffff ---------> <--------- gggg ---------> hhhh iiii 0001 0000 0001 0000 00000000 FFFFFFFE 00000028 FFFFFF49 FFFFFFFE 00000028 FFFFFF49 00000000 00000000 0000 0000 0002 0001 003D 0071 00000000 FFFFFFFE 00000028 FFFFFF49 00000000 0000001E 00000000 3D088889 BE2AAAAB BD08 8889 aaaa = animation bbbb = start frame? cccc = end frame? dddd = ? eeee = X/Y/Z coords 1, 32-bit? ffff = X/Y/Z coords 2, 32-bit? gggg = X/Y/Z coords 3, 32-bit? hhhh = ? iiii = ? Incomplete and probably not all that accurate, but whatever. Try switching Link's and Navi's 0x0000000A and 0x0000003E (0x1080 and 0x1208 in Link's house's scene, I think); you can make Link act like Navi and vice versa in that cutscene.
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Have seen it, but I think as long as you don't eat there every day exclusively, you have much less to fear than Spurlock in the movie. Gotta admit, tho, that I'm not much of a healty eater - not so much McD and the like, but frozen pizza or canned foods - and should change my eating habits somewhat. I really do like salad, tomatoes, and bell pepper (...I think they're called in English ), but thinking of the efford to prepare a fresh salad... well, I'm pretty lazy.
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Well damn it, I can't decide. I'm a sucker for McD's Hamburger Royal TS (uh, similar to a Quarter Pounder elsewhere, according to Wikipedia) but the Double Whopper and Long Chicken aren't bad either... I guess for me it all depends on where I am, and if the next fast food place is McD's or BK. Or Subway - Sunday's "Sub of the Day", Roasted Chicken Breast. ...although, thinking about it, I believe I like the food at Kochlöffel the most. There's exactly one of their restaurants anywhere near - which is still some 40km away, thus I can rarely eat there - but their food is just so good (Best-Chicken ftw - and their fries!)
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Thing is, at least for Xenoblade - but as it seems possibly also for The Last Story and Pandora's Tower -, there's no need for patches as they're being released in Europe in English - sure, British English, but still English! I understand going straight to making a fan translation for ex. Fatal Frame 4, which hasn't seen release anywhere outside of Japan, but for games being released in the target language, just elsewhere in the world? I think trying to get Nintendo to overthink their decision of passing them over is certainly worth it. Similar thought pattern to what I have about anime or manga releases. "Why do I have to ex. import DVDs, despite having perfectly capable local publishers who could bring out those series here, but don't?" I'm not counting on any German anime publisher to bring over either Toaru Kagaku no Railgun or Puella Magi Madoka Magica, so I'm already prepared to give my money to Funimation and Aniplex USA respectively instead.
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Not a "absence" per se, but I'll probably be slowing down with coding and hacking for a bit. I will still be around, will still be fixing mayor bugs in my projects or whatever, but don't expect all that many big things from me for some time. I guess I'm a bit burned out on all this, which, paired with real life as it stands right now, is taking its toll on my motivation and such. Kinda want to free myself from this, in a sense, burden and get some stuff done in real life, and let some other interests take the spotlight again (mainly anime and playing games). SayakaGL's still going to get its next tester build finished and sent out (I hope), SharpBoy might see an interim-ish release, and I might work on my model converter from time to time, but that'll be it for the moment. (Thought it was easier to post this here, than reposting this multiple times in my project threads or whatever...)
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Ex-kiosk GBC in rather bad shape, but with - the important part - the Game Boy Color Promotional Demo cartridge!
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I'm sure you've all heard about this already (or even took part in it), there's this campaign called "Operation Rainfall" to bring NoA to releasing Xenoblade Chronicles, The Last Story and Pandora's Tower for Wii in America. The Wii release schedule when it comes to "core games" and/or first-party games is, outside of Skyward Sword and Kirby, rather dire in all western territories, and as Xenoblade will come to Europe in September, and The Last Story is rumored to come here as well, the cost of bringing them to America should be less than when they'd have to take care of that all by themselfs. All they'd have to do is replace "ou"s with "o"s, and for the voice acting they could just say that they're speaking in some weird dialect from the game world. Of course there's still a significant cost for marketing, manufacturing, etc., etc., but I believe that NoA of all companies should be able to shoulder this and get at least a certain part of the investment back, considering all the noise people make about the game(s), and even if only half of those actually end up buying them. Anyway, what's your opinion about all this? I'm thinking that the modern NoE is more like the SNES-era NoA - the quality of certain games may be debatable, but we have ex. Disaster: Day of Crisis, Another Code R, Xenoblade, while back then you had the Final Fantasies, Chrono Trigger, Earthbound and more.
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You cheater! "Megaman - Dr. Wily's Revenge (U) [!].cht.xml": <?xml version="1.0" encoding="utf-8"?> <ArrayOfCheat xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema"> <Cheat> <Enabled>true</Enabled> <Text>010A08C1</Text> <Prefix>1</Prefix> <Value>10</Value> <Address>49416</Address> <Description>Infinite lives</Description> </Cheat> <Cheat> <Enabled>true</Enabled> <Text>015039D8</Text> <Prefix>1</Prefix> <Value>80</Value> <Address>55353</Address> <Description>Invincible</Description> </Cheat> </ArrayOfCheat>
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http://3dbrew.org/wiki/Hardware CPU: ARM11 Multiprocessor Core 2x 268 MHz GPU: Digital Media Professionals Pica 268MHz Apparently someone was brave enough to take their 3DS apart...
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For comparison's sake, some infos about how well Dolphin, v3.0 as released a few days ago, runs on my system... AMD Athlon 64 X2 4200+ CPU, 2x 2200 MHz Aeneon 2 GB DDR2-RAM, PC2-6400 ECS GeForce7050M-M mainboard, based on NVIDIA nForce 560 ATI Radeon HD 5450 PCI-E video card, 512 MB DDR2-RAM Windows XP Professional SP3 As you can see, she's it's not much of a gaming powerhouse anymore. As for Dolphin... Sonic Adventure 2 Battle: in-game (Hero side stage 1, City Escape) hovering just slightly below 50% speed, as given by Dolphin, generally between 45 and 48% Metroid Prime: in-game (outside Frigate Orpheon, start of game) around 40% speed, which tends to drop to around 35% at times F-Zero GX: in-game (Grand Prix mode, Ruby, Mute City) between 18% and 20%, which translates back into 3-4(!) FPS, completely unplayable - as far as I'm aware, F-Zero GX uses some insane floating point library or something, which is pretty intense to emulate correctly I guess this gives a good idea on what kind of hardware you're looking at, especially if you want every game to run at a playable speed. Also keep in mind that, while there are triple- or quad-core CPUs, as far as I'm aware Dolphin itself can only use two cores - don't make this a point against buying a triple-/quad-core tho if you can get one for a reasonable price. ...but if I'm honest, if it's just about Wii or GameCube games, I'd just get a real Wii or GCN. (Hope this made sense, very late and very tired...)
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Just finished watching A-Channel. Great show, great characters, a 9/10 from me. Gonna miss Tooru <3
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Yeah, the only thing that allows that is probably a devkit or debugger, the 3DS equivalent of the... IS-NITRO-CAPTURE or something, I think, for the DS. Basically a blue box with a Phat DS on a cable, which has Composite video out for playing DS on ex. a TV, and I believe it can also be hooked up to a PC for capturing screenshots... not 100% sure, tho. What I do remember is that the games go into the capture box itself, instead of the DS, and when Yoshi's Universal Gravitation for the GBA (tilt-sensor game!) came out, one of the presenters on a German gaming TV show had to tilt that blue box(!), while the other used the DS controls to do whatever else was needed
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Little todo list, mainly for myself so that I don't forget what I'm planning for this: Release v0.2 todo: - Finish room header editor -> Make new build for testers --> Bugfixes/etc., then public release Preliminary v0.3 todo: - Collision/waterbox data reading and rendering -> Add collision editing (probably just polygon type assignment and properties) - Certain GUI fixes and improvements (actor, waypoint, DList selection) - Look into vertex editing (no promises!) ...or that's what I can think of right now anyway. Been a long day and it's 4 am
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As I mentioned, "ARM, but what ARM?". I realize the GBA was ARM7, DS was ARM7 and ARM9, now what's the 3DS? ARM11? It's probably written on the actual chip, but apparently no one has yet taken his 3DS apart (or at least looked for the chip).
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I very much doubt that this is legit, considering No$GBA's last release, v2.6a, was 3 years ago and it's not even open source. And besides, the likes of ex. AEP-Emu would've posted about something like this. EDIT: Downloaded it anyway, and while I can't find my copy of v2.6a at the moment, this NO$GBA.EXE's Last Modified date is January 23rd 2008, the same day the official v2.6a was released.
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Early emulation of the GBA came about via (as far as I know) leaked official docs/SDK, early DS emulation came about through certain hardware similarity to the GBA (ex. one of the CPUs, 2D video core), while the 3DS is something else entirely. I'm not sure if the exact type of CPU used in it is already known (ARM, but what ARM?, etc), neither do I believe any effords have been made in emulating the PICA200 graphics chip. Also, unless I missed something significant, it's not even yet possible to execute our own code on the system, let alone dump ROMs of the games. So, in short, don't count on 3DS emulation in the near future.
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Today's flea market haul: - Star Fox (SNES NTSC-U) - Kirby's Dream Land (GB EU, Classic Series) - Chu Chu Rocket! (DC PAL) - Excitebike 64 (N64 PAL) - Prehistorik Man (GB EU) ...and each game was 6 € or less! I'm especially proud of that Star Fox, because while the box isn't the prettiest to look at anymore, it's a complete copy of the NTSC-U version that runs perfectly fine on my Super Famicom, compared to how glitchy the PAL version runs (2cm wide column of the screen is never updated, PAL SFX timing issues or something?).
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The header editor is broken because, like this, scanf doesn't take spaces. As for making the code smaller and the like, don't duplicate the same code over and over, rather use functions that take certain parameters and/or return certain values. Like entering RGB values (from memory, so bear with me if it doesn't work right out of the box, tho it should): void RGBwrite(int offset) { char rr, gg, bb; printf("\nBe sure to use the RR GG BB format!\n\nRed Value (Hexadecimal) = "); scanf("%x",&rr); printf("Green Value (Hexadecimal) = "); scanf("%x",&gg); printf("Blue Value (Hexadecimal) = "); scanf("%x",&bb); fseek ( ootrom , offset , SEEK_SET ); fputc(rr,ootrom); fseek ( ootrom , offset+0x1 , SEEK_SET); fputc(gg,ootrom); fseek ( ootrom , offset+0x2 , SEEK_SET); fputc(bb,ootrom); printf("\nDone!\n\n"); } And called like so: if (oottunic=='1') { printf("Currently editing the Kokiri Tunic.\n"); RGBwrite(0xB9D1A8); } That said, at 11, I was messing around in VB 4.0, doing random junk, so in that regard you're already ahead of me when I was that age
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I generally don't cheat on my first playthrough of any given game, but afterwards I like using cheats to just mess around - OoT being a prime example, I suppose. Pokemon is probably the only series where I don't even do that, at least not anymore (Missingno. anyone?), and instead train the Pokemon I want to train, grind others to evolve and fill their spot in the Pokedex, I don't even use Rare Candies anymore nowadays. Otherwise, like with Zeth disabling the damn owl, I've been using cheats in my hacking exploits to make things easier, ex. for Mega Man: Wily's Revenge for the GB, using invincibility and all weapons codes.
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Funny how one of the "other chumps", that is cooliscool, actually ended up making an editor while cen and MN never went further than that model viewer. Also funny how cen had "fully figured out the general format for Ocarina of Time's actor and map models". Yeah, but with missing lighting, incorrect CI palettes, missing alpha channels and the like... Even UoT, OZMAV2 or SayakaGL still aren't perfect - see Hyrule Field's pathways. Well, those were different times, so I shouldn't be so critical... I wasn't much better either, maybe even worse? That said, someone should point The Hylia to some more recent developments, like custom maps and such...
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Mind if I give some criticism? For one, don't hardcode filenames into your program! Not everyone has their MQ Debug ROM named ZELOOTMA.Z64, so just give the user the option to enter the filename, like you give them the option to enter whatever else already. Second, the header editor is broken, it stops writing to the ROM at the first space. Also, the game title can be 20 characters long, not just 19. And also, there's programs identifying the ROMs according to their title and ID - "THE LEGEND OF DEBUG" already caused more harm than necessary in that regard - so I'd actually advise against editing the header in general. And on the subject of the ROM header, you should also look into identifying ROMs instead of blindly assuming that the user provides the correct ROM. What if someone loads in, say, a decompressed OoT ROM instead of the MQ Debug ROM? Some things that came to my mind when starting the program. It's a good idea, but what I tried is - in my opinion anyway - full of tiny flaws. EDIT: Also, 3368 lines of source? Sayaka's Ucode interpreter is just over 2000 lines long, the game handler just over 1800 lines. Isn't that a bit much for a relatively simple command line tool?
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Huh... I just came across American ex-rental copies of Castle of Shikigami III and Tales of Symphonia: Dawn of the New World for Wii on Amazon Germany. And for 5.91€ and 12.13€ respectively, plus 3€ shipping each, I couldn't help myself but pick them up. They're being shipped from the US apparently, tho, so it's gonna take a bit for them to arrive here - Amazon estimates between June 27th and July 15th. I guess I could download them in the meantime and start playing the ISOs
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That's too dangerous! What if you somehow accidentally trip the game's anti-piracy features, locking you out from playing it? I'm going to go to bed very soon.