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xdaniel

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Everything posted by xdaniel

  1. I don't think there's any hacking-oriented documentation (as opposed to the SDK's docs for developers) to F3DEX, but the source code to graphics plugins can be a valuable resource. Most of them implement common functions that emulate SDK functions like gSPVertex, gSP2Triangles, etc., so you can compare how ex. the F3DEX2 emulation calls the common function, and how F3DEX calls it, to see how the raw display list commands need to be interpreted for each Ucode. For example, in glN64, the F3DEX2 VTX command is done like so: void F3DEX2_Vtx( u32 w0, u32 w1 ) { u32 n = _SHIFTR( w0, 12, 8 ); gSPVertex( w1, n, _SHIFTR( w0, 1, 7 ) - n ); } ...while in F3DEX it's done like so: void F3DEX_Vtx( u32 w0, u32 w1 ) { gSPVertex( w1, _SHIFTR( w0, 10, 6 ), _SHIFTR( w0, 17, 7 ) ); } ...so to figure out how the raw command needs to be interpreted, you need to check what the arguments of gSPVertex are (which, in glN64 at least, appear to be the same as in the official SDK, so having those docs would help), and in glN64's case, what the arguments for the _SHIFTR macros (for, well, bit-shifting) are. Hope that makes sense. It's basically what I've been doing whenever I worked with another Ucode, like for Star Fox 64 (F3DEX) or Super Mario 64 (Fast3D).
  2. Now you can make up appropriate descriptions for your hacked items~ http://t.co/uAgBngZD88

  3. So yeah, the Etrian Odyssey editor Yggdrasil is getting somewhere... The program automatically decompresses and renames certain files - mainly the data tables it's capable of reading and modifying - and patches the ARM9 binary with the new filenames. After that you can use it to edit (and save changes to) equipment and general item data, item requirements regarding their availability in shops, enemy stats, enemy encounters and encounter groups. The parsers for them are all in varying states of completeness, depending how much of the data has been deciphered so far - some are pretty complete (ex. equipment, encounter stuff), some are kinda limited (general items). It also parses... uh, most message files, and can display the text contained within them, as both, simple text strings in a textbox, as well as using the game's font. Although the font renderer is kinda crappy, and it doesn't support the FBIN archives that contain a lot of the event text, because I couldn't make the game read FBINs with uncompressed data. I'll eventually try to add support for recompressing that data and rebuilding the archive after editing... that is, once I added support for editing and rebuilding message tables... which is not really my priority right now; the priority is more along the lines of adding more parsers for more data tables. All three versions of the game are supported as well, Japanese, European and American, tho the character map for the Japanese one is still missing some 140 kanji. So, let's see, what's to do... More table parsers, as mentioned before, then maybe look into adding undo/redo, because the way the code's structured might make it easy to implement, then... I dunno, actually prepare a release binary as opposed to just all those source code commits, with documentation and all, to let loose onto the net?
  4. Started adding EO1's unused items to TCRF http://t.co/oe5cniv5ms #EtrianOdyssey

  5. Uhm, what? Yaan, yaan, ah, yaan? http://t.co/0hKcmLhhSc

  6. I mean, i'm glad that it's not hot as hell, but I don't really need a cold or w/e, either...

  7. RT @LordNed: @xdanieldzd @glitterberri The things all of us modders and hackers do for "fun" :P

  8. Not to mention, the map runs slow as molasses at times, especially when MC runs out of memory & then frees some... even w/ 6GB allocated

  9. Would've been something to add to TCRF straight away... but nooo, it's not actually unused, I just hadn't encountered that feature yet -.-

  10. Or that's what I would love to see happen. It's highly unlikely tho.

  11. RT @FamicomDojo: Did you grow up gamer? It's not too late to start. Episode #100 of our Podcast is here: http://t.co/8oTKQ9m1zX http://t.co…

  12. ...or to "buy it tomorrow elsewhere" with it

  13. ...all event text turns into " !"" then, same as that unused axe's name from a while ago...

  14. ...and holy crap, just going by my twitter, one would think that working on the EO editor is all I've been doing this last week

  15. Looks like those unknowns were additional items & counts, unlocking can require up to 5 kinds... #EtrianOdyssey http://t.co/1vU06IBiS5

  16. To actually use a hashtag for once: Even more work done on the #EtrianOdyssey 1 editor I'm, well, working on! https://t.co/eCBirphOJt

  17.  

    https://t.co/OkjrszraFh looks nice & works alright, but I can't help but feel that, again, the code's not the greatest... to put it lightly

  18. News station n-tv once again doing a, uh, mediocre job reporting on video games, in this case the gamescom in Cologne...

  19. The Yggdrasil one? In short, an editor for the RPG Etrian Odyssey for Nintendo DS, which is so far capable of changing the stats of the equipment you can buy/find. Saving isn't implemented yet, tho, but that should be easy to do... for the uncompressed data, anyway, equipment data luckily not being compressed
  20. https://github.com/xdanieldzd/Yggdrasil - WIP, WIP, WIP
  21. Yeah, I guess I'm gonna go with that http://t.co/IpdogRjf4P

  22. Early WIP, POC and probably some other acronyms. Leaning towards the PropertyGrid design (lower left) http://t.co/7ZnX3G9pJL

  23. Six-thousand USD? I can understand needing some funds to buy Android devices for that stretch goal, but several thousand dollars? Seriously? I don't doubt the guy's abilities, considering Glide64 before, but a croudfunding campaign to collect that much money for such a comparatively intangible project... that kinda rubs me the wrong way. Also, compare ex. MarathonMan, who's working on a cycle-accurate N64 emulator for, AFAIK, just the hell of it.
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