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xdaniel

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Everything posted by xdaniel

  1. Would be nice to see the flashcarts blocked for good w/ 3DS firmware 9.3, but somehow I doubt that...

  2. I miss Compile-era Puyo Puyo...「☀〠by 「米ã£ã¡ã€ on #pixiv http://t.co/n1uI0ESDCY

  3. RT @RetroCoreYakumo: Finaly, a new Retro Core 5 - Vol:4 16Bit shooters http://t.co/2AT5ZSMujj

  4. Humble beginnings of a collection - still needs EOU, maybe 2+3 US, more OSTs... #EtrianOdyssey http://t.co/obHg4iysF9

  5. Not a game, but very much game-related... Edit: Humble beginnings of a collection <3
  6. It has finally arrived! Thank you @CDJapan for resending & no thanks to Deutsche Post for misplacing it before http://t.co/Lovz0lEeyV

  7. RT @tinycartridge: rad, Atlus USA formally announced Etrian Mystery Dungeon ⊟ http://t.co/MT4bCz31kS coming spring! added new images! http:…

  8. Ooh, my retail & SecuROM'd copy of Borderlands just turned into a Steam version - thanks "Borderlands Granting Tool"!

  9. So, well, gonna take the medication for this cold thing, then get to bed pretty soon I guess... hope I'll get better & find some motivation

  10. RT @RadicalFishGame: Play the #CrossCode Demo now: http://t.co/PrhvFfFUph or download it here:http://t.co/jpRlEkhaHX (windows only)#gamed…

  11. Not exclusively, but recently anyway... oh whatever

  12. And, while not -ugly-, I don't like the art style Puyo adopted starting with Fever, last art I really liked was Minna's on GBA

  13. ...another point to take away from this, tho: I slept a normal amount at a normal time - from ca. midnight to ca. 8am.

  14. But with that, I guess I'm off to bed... sleep schedule has been somewhat normal the last few days, even if that means waking up at 4am

  15. I'm curious about Etrian Odyssey & if there's continuity. Because, EO4's 5th maze... Moles and Venomflys? That's some deja vu right there...

  16. Also just sent the shipping charge for re-sending my CDJapan order to them, hope Deutsche Post won't fuck up & "lose" it again

  17. That is, I finally killed the Golden Lair boss, advanced the story some & and am now in the 4th land...

  18. Why yes, I was right, even if I was stating the obvious: Etrian Odyssey 5 announced! http://t.co/Qx3WlDl4Ct

  19. RT @famitsu: ã€é€Ÿå ±ã€‘3DS『世界樹ã¨ä¸æ€è­°ã®ãƒ€ãƒ³ã‚¸ãƒ§ãƒ³ã€ãŒ2015å¹´3月5日発売決定ï¼ã€€ã‚¢ãƒˆãƒ©ã‚¹Ã—スパイク・ãƒãƒ¥ãƒ³ã‚½ãƒ•ãƒˆã®ã‚³ãƒ©ãƒœã«ã‚ˆã‚‹æ–°ä½œãƒ€ãƒ³ã‚¸ãƒ§ãƒ³RPG http://t.co/kvNYXusQpR

  20. mzxrules: Interesting, didn't know about that. I could at least try and fix the actor definitions to reflect the different rotations, tho I'm not sure if that'll be enough, if you say that one unit is two degrees of rotation... Jason: SceneNavi more or less "prerenders" every room, by parsing every N64-side display list and storing all OpenGL commands used for rendering it in an OGL-side display list. For most frames rendered by the program, that display list is simply called and drawn onto the screen, which is quite fast. However, as you cannot add, remove or change any data in those display lists, they have to be recreated from scratch if you do want to change something in them. SceneNavi sets a "displayListsDirty" boolean after doing various things, such as changing the color of a vertex, switching to a different combiner emulation mode, etc., which then causes every GL display list to be disposed, then recreated on the next frame. (See MainForm.cs for displayListsDirty, HeaderCommands/MeshHeader.cs for display list generation). The static nature of those display lists is what makes me think that realtime editing of vertices (i.e. dragging them around) is pretty much impossible with the current setup, which would cause the whole dispose-recreate cycle to happen every time a vertex is moved by just one unit. Granted, I have not measured rendering times or what have you, I just have this gut feeling that it'll lag far too much to be practical... Rewriting SceneNavi's rendering system to use more modern OpenGL features, like Vertex Buffer Objects, would likely retain a high framerate and allow realtime vertex editing at the same time, but would also be rather time-consuming. Add to that that I'm not really working on SN anymore anyway, plus some game-related issues that Arcaith mentioned on the shoutbox a few days ago (viewport culling, multiple faces sharing vertices; can't really remember those myself, but ex. the culling does ring a bell)... that kind of rewrite is nothing I'd necessarily want to embark on.
  21. "Stages" in SceneNavi are numbered starting at 0, and in the order in which the scene headers appear in the scene. They also weren't supposed to forever be named just "Stage #X", but to get proper descriptions via the game-specific StageDescriptions.xml files, which many indoor scenes already have (because they're easy to do, as they only have 4 or so headers max). The descriptions would (have) somewhat alleviate(d) the need for manually counting setups and the like. Link's house, for example, has its three stages named "Normal Gameplay", "Cutscene: Meeting Navi" and "Cutscene: Link's Nightmare", which IIRC is correct.
  22. Based off OoT, only difference being that, in the actor definition, the actor number is masked with 0x07FF. As I said, support is partial and has potential (or, in this case, apparently definitive) breakage.
  23. Ooh, I see the nonsensical dislike of .NET is spreading among the Zelda 64 scene! Still waiting for your awesome non-.NET/C# tools, guys! :D

  24. 3DS hacker smealum has released Ninjhax, his long-anticipated 3DS software exploit for running homebrew software yesterday. Technically incapable of running copied ROMs, it is instead a relatively easy way of running homebrew software, emulators, etc. on the 3DS, up to the (as of right now) latest firmware, 9.2.0. There's not too many homebrews for the system yet, but what's there is pretty impressive, in my opinion, including ex. a WIP Minecraft clone fittingly called 3DScraft - featuring a procedurally-generated infinite world, similar to the original - made by smealum himself, as well as the SNES emulator blargSnes, which is already capable of running quite a few games acceptably, including ex. Super Mario World, Zelda: A Link to the Past, Mega Man X and more. The SNES emulator in particular makes me wonder why Nintendo hasn't made SNES games available officially via the 3DS Virtual Console. If I can play ex. ALttP, with good speed, alright sound and some graphical glitches and missing graphics, in a work-in-progress homebrew emulator, then it can't be technical reasons stopping Nintendo from releasing SNES VC titles on the system. All that said, there's some caveats to the exploit. For one, the game needed to launch the exploit, Cubic Ninja by Ubisoft and AQ Interactive, has gotten very expensive after having been revealed to be the exploitable game. Before, it was just a mediocre platformer languishing in bargain bins, but now it's the $40+ key to homebrew. The game aside, Nintendo is most certainly going to try and patch this exploit by whatever means possible. For example, Cubic Ninja was digitally available on the Japanese eShop (while only being a retail release in other regions), but has been removed very soon after smealum made the game public. So, if you want to try out some homebrew via Ninjhax, you'd better do so quickly... if you can still find a cheap copy of the game.
  25. ...15 or so tweets in the last 24h... I'll stop spamming your timelines for now, sorry.

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