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Everything posted by xdaniel
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Trying to be as unbiased as possible here... No, UoT will not be obsolete anytime soon, as it's "most advanced competition" (or something), SayakaGL, doesn't have several features that UoT does - as mentioned before, ex. vertex editing, support for the current custom maps, object editing, etc. Sayaka has the edge over UoT in certain areas, but not yet in enough of them for it to completely replace UoT.
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I... won't be getting it at launch, for the fact alone that I cannot really afford a 3DS yet. But if I had a 3DS already, I would've had preordered the game as soon as possible, yeah.
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Nice stuff, much better than what I can draw... although there's probably too many males for my tastes
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You code them. That's what spinout meant when he was referring to a "blank animated actor", a kind of template for an animated actor, which however doesn't do much but stand there, I believe. Improving on that, you can create whatever the hell you want - although you need to know how to code something like that, which I don't...
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Hellraiser: http://wiki.puella-magi.net/Media#Shimeji - Kyouko (new), I believe
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Gaaah, don't remind me of Portal 2! I want it but I can't afford it right now... Well, technically I could but I also need to save up for a 3DS, and will need to have some money aside in the coming months just in case <.<
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Two empty cans of canned Ravioli, two empty bottles of Coke (2l and 1.25l), some dirty dishes, a 15-inch TFT monitor, the tuner's indoor antenna peeking out behind that, my US Dreamcast hooked up via a VGA box to said monitor, one transparent-red DC controller, left speaker with a lamp on top of it, much paper (mainly leaflets), Sonic Adventure 2 and Jet Set Radio (PAL), Sonic Adventure 2 (NTSC-J), a copied Dreamcast Gameshark, Mega Man Battle Network: Official Complete Works book, two original Amiga disks of Terminator 2 I forgot to put back, a page of detachable vouchers for KFC, further on the left are some PCs and a 17-inch CRT on the ground, a SNES arcade stick and my open bedroom door, through which one can see the bed, my laptop and its mouse.
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See topic title. For me, as copy'n'pasted from Jul...: TV remote, Pokemon Sapphire cartridge, 4 DS game boxes, Compaq iPaq 3850 PDA with expansion jacket, standard USB cable, a beat up PSP-2000, the amp's right speaker, a stuffed Tux and old Logitech webcam on top of that, some paper (receipts, bank statements), below the desk is Kagami's tower and some more cables (iPaq USB link, cellphone and DS chargers). Further over are two shelves with games, an iMac G3 on the floor and some other crap.
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Not trying to argue or anything, but besides having heard 512 Megabit thrown around when it was still in development (and still hearing it today long after the fact), all that data can be compressed pretty well. Conker's Bad Fur Day, another 512 MBit game I had forgotten about, is chock-full of voice acting, and Resident Evil 2 even had FMV cutscenes together with voice acting, I just don't know if it had all cutscenes from the PSX version. Of course, the one undeniable evidence for either would be getting a ROM of the game
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Not embedding it because you have to see that in 720p fullscreen. That is real-time and on the current generation of consoles (X360/PS3 to be exact). See their R&D info page for more details, including some 1280x720 screenshots: http://research.tri-ace.com/ I mean, look at that for example: http://research.tri-ace.com/images/tech_comp_3_s.jpg Man, I hope they use that technology for a new game... a new Star Ocean perhaps? The Last Hope was already quite something, but that... no comparison.
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Ohh, I just found the concept art I was talking about, Wikipedia has it: http://en.wikipedia.org/wiki/File:DinoPlanetwallpaper1.JPG That was at least the center part of that poster, although I think there were some rougher sketches around as well.
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Remember, MB in the context of older consoles often means Megabit, like in this case, so Dinosaur Planet was "only" a 512MBit or 64MB game. Double that of ex. OoT and MM, and the same as the Debug ROMs, Resident Evil 2, I think Pokemon Stadium G/S, and maybe one or two others. I don't think the N64 can even address 512 Megabytes of memory... And yeah, as for Dinosaur Planet, that was the last great N64 game I was looking forward to back in the day. I even had a poster of it, featuring some of the game's concept art. However, when I actually played Star Fox Adventures several years later, I didn't end up thinking so highly of it. It was kinda underwhelming in gameplay, graphics... I though of that game as a competent yet boring Zelda clone, to be honest. In short: I believe Dinosaur Planet had the potential to be a wonderful swansong to the N64, but being moved to a different platform during development, and getting a license shoehorned in didn't do it anything good.
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Touhou, apparently. "Her boss theme ("U.N.Owen was her?"), has become popular on various video websites because of videos such as this and this and has been the first contact with Touhou for thousands of internet users."
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That made me wonder just now... What was the first show I watched knowing that it was what we know as "anime"? I think the quartet of Sailor Moon, Dragon Ball (not Z), Digimon Adventure and Pokemon might've been that for me, back in 1997/1998 or so. Prior to that, I had already seen shows that I now know were anime, but those are the first ones where I knew right from the start that they were from Japan - in the case of Pokemon with a detour via the USA, Dragon Ball with a detour via France -, etc., etc. Sailor Moon I don't really remember much of nowadays - besides that Mercury might've been my first "2D crush" come to think of it, followed by Pokemon's Misty -, I still like the original Dragon Ball way more than Z or GT, I've been a really big Digimon fan for the longest time (not so much now, but still very fond of it) and can still sing along a bunch of the German songs from the first few seasons - DA's opening and DA/DA02's evolution themes ftw! -, and while the Pokemon anime got pretty boring halfway through Johto or so, I'm still playing the games (at least Gen 1, 2, 5 and 4's HG/SS). EDIT: In fact... Now playing in WinAmp: Digimon Adventure - German Opening "Leb deinen Traum", German version of "Butter-fly" by Kouji Wada
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Certain scene header properties can now be edited, the room header is next. The labels are subject to change. Also improved saving, which has been sped up by a large margin.
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Good old Shift-JIS; two bytes per character. Not sure if there's any other text inside the ROM. EDIT: エラー: å–扱説明書をãŠèªÂã¿ãÂÂã ã•ã„。 詳ã—ãÂÂã¯ã€Âå–扱説明書をãŠèªÂã¿ãÂÂã ã•ã„。 リセットスイッãƒÂを押ã—ã¦ãÂÂã ã•ã„。 注æ„ アクセスランプ点滅ä¸Âã«  ディスクを抜ã‹ãªã„ã§ãÂÂã ã•ã„。 メモリー拡張パックãÂξ£ã—ãÂʌᨋ—込んã§ã‚りã¾ã™ã‹? 時刻をè¨Â定ã—ã¦ãÂÂã ã•ã„。 時刻è¨Â定 è¨Â定:åÂÂå—ã‚Âーã€Â3Dスティックã®上下 移動:åÂÂå—ã‚Âーã€Â3Dスティックã®左å³ 決定:Aボタンã€Âスタートボタン å–消:Bボタン 年月日月ç«水木金土日åˆå‰Âåˆ後時分():
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The Official Post Your Ugly (or Not-so Ugly) Mug Topic
xdaniel replied to Shadow Fire's topic in The Central Hub
Yeah, turned 24 in February, so I guess we're close in that regard. -
The Official Post Your Ugly (or Not-so Ugly) Mug Topic
xdaniel replied to Shadow Fire's topic in The Central Hub
To get back to the subject of ugly mugs... Here's mine. Together with an ugly room - or at least a not cleaned up one - and paired with an ugly webcam picture (really old Logitech Quickcam ftl). -
Yep, that'll be a part of the header editor I mentioned a few days or so ago. That should cover changing what objects are loaded, the music track being played, enabling/disabling the skybox and setting its type, and enabling/disabling timeflow and changing the speed.
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Jason777: Symbiosis was never really completed to the state I would've wanted it, and its combiner emulation and editor is somewhat less accurate than Sayaka's. It's still good for more theoretical applications - say for basically "getting the hang of it", it being the combiner's capabilities - but I'd rather use Sayaka's editor for actually editing a map. That said, seeing how you're trying to create transparency in a custom map, you probably have to rely on Symbiosis and a hex editor for the time being. As for the SetOtherMode_L command, it has to be somewhere before your actual Vtx and Tri commands. Existing maps often tend to go SetCombine -> SetOtherMode_L -> GeometryMode -> GeometryMode -> SetPrimColor -> Vtx -> Tri(1/2) -> [...], but I believe it could as well be before SetCombine or after SetPrimColor, as long as it is placed before the geometry rendering commands.
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Andreawws!: Player actor, as in the different Link actors in a scene? If so, that's what I meant by spawn points, which are editable now. If no, I don't really get what you mean.
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I really need to write some documentation for Sayaka, huh? Well, what we call Object Sets are the most visible manifestation of different room headers. Thus to select one of them, on the "Scenes" tab, right-click you room in the room list at the bottom, then select "Room Header" from the pop-up menu, and select which header you want to use. Generally the order is 1) Child Link Daytime, 2) Child Link Nighttime, 3) Adult Link Daytime, 4) Adult Link Nighttime and 5+) cutscenes, this isn't always the case, tho.
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So yeah, here's a little bit of explanation concerning the N64's color combiner, hope I'm getting this right. Basically, the color combiner is what's responsible for color mixing effects, multi-texturing and other such shenanigans. It takes input from the texture units, the Primitive color, Environment color, etc. and allows one to mix and match those to some degree. Well, let's get started... Here's a simple example, a combiner mux from the test map, as shown by SayakaGL's combiner editor. In the first cycle (out of a possible two), this takes color from Texel0, which is the first texture unit and thus our current texture, and multiplies it with Shade, which is the surface's shading as created by the current lighting conditions. Then, in the second cycle, the previously generated color (called Combined) is multiplied with the Primitive color as set by SetPrimColor. Seeing how alpha is simply 1, we can leave that aside for now. Simplifying the equation by removing the 0s and the like, it ends up as (Texel0 * Shade) * Primitive, which simply tints the texture with whatever color the Primitive color is set to. Next, for something a bit more difficult... This is the combiner mux that's responsible for the multi-textured grass we see everywhere in the game, this particular mux coming from a part of Hyrule Field, although they're probably all identical. I honestly don't fully understand muxes like that yet either, but I hope I'll be able to pick it apart properly... First of all, we subtract Texel0, one of the two textures that make up the grass, from Texel1, the other, then multiply the result of that with Env_Alpha, which is the Environment color's (set by SetEnvColor, in this case done outside of the room's Display Lists) alpha value. This so far results in a faded out rendering of Texel1. Afterwards, we add Texel0 again, which thus combines one now-faded texture with the other not faded one, giving us two textures on the surface instead of one. In cycle two, we once again multiply Shade into the picture, giving us a nicely shaded, multi-textured surface. Like in the previous example, we can pretty much ignore alpha here as it's, again, just 1. Now, to get a simple transparent surface going, what are you gonna do? Rather simple. Take the first example, from the test map, and look at the alpha part of the equation again. It's just 1, right? This of course means fully opaque, so we've got to replace that one with something else, but how? Well, remember the Primitive color. In the example, it's mixed with Texel0 to create a tinted texture - but all of those color types aren't just RGB, but RGBA. That means, we can just set the alpha value of the Primitive color in the SetPrimColor command to something that's below 255 (the equivalent of 1 in the equation), say 128, and change the combiner mux to take Primitive instead of 1 in the first cycle. However, in addition to changing the combiner mux and Primitive color, if your surface wasn't transparent already - and if if was, what the hell are you trying to do, make it more transparent? - you've also gotta modify the SetOtherMode_L command (usually) right after the SetCombine command you've edited. If I'm not totally mistaken, enabling the ZMODE_XLU and FORCE_BL settings in OtherMode_L should be enough to make the surface accept transparency. Well, hope this helps and isn't too factually inaccurate
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Salvage66: http://wiki.spinout182.com/index.php?title=Maps_and_Scenes#Transition_Actors <- explains how transition actors work, and in turn what "Front R/C" and "Back R/C" mean. Of course the Wiki doesn't use "Front R/C" and "Back R/C" but reading that and my last post should be enough to make one understand what's what. Also, as for the red Hyrule Field, we need a tutorial, or at least a little explanation, about the combiner and its commands... EDIT: http://core.the-gcn.com/index.php?/topic/388-the-n64-color-combiner/ - it's a start.