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xdaniel

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Everything posted by xdaniel

  1. (or whatever the most recent social gaming junk is called)

  2. Yeah, I rarely use hashtags, I should "learn2hashtag" huh?

  3. Error Number 44 - Are you sure the Expansion Pak is inserted correctly? All we're missing is the disk, I guess?
  4. To be fair, while the existence of the 64DD error messages and related code was known, I'm not sure if it's been documented or known before that this data is in a separate file, and not just part of "code" or another common one... I think it wasn't?
  5. I really should get to bed now, tho... maybe dream of recovering that old 68030 goddess? ...or maybe not, it might end in disappointment ;_;

  6. No problem. Also, for the curious: that digit, or rather the two bits that are 8 bits from the right, is for horizontal texture wrapping (S/U), while - I believe - the two bits 18 bits from the right, are for vertical wrapping (T/V)... wrap is 0, mirror is 1, clamp is 2, mirror + clamp is 3 (duh).
  7. RT @Protodude: News: Mega Man Legends 2 English Debug Version (7/12/00) Releasedhttp://t.co/vix3B455Z0

  8. Bit of a stab in the dark, but try changing F5100000 07058350 to F5100000 07058150. There's probably another 0xF5 command shortly after the 0xF3 one, with slightly different parameters than the first but also ending in 8350, change that to 8150 as well.
  9. Mental note: Check anime cast lists during airing more often, not just afterwards. I bet I'm really late in realizing that connection...

  10. I'll just leave this here... ANN: Log Horizon's 2nd TV Anime Series to Premiere This Fall (YES!! WOOHOO!!! ...so soon, tho? Maybe it's just 1-cour then, because I'm not sure if the novels have enough content left for another 25 episodes...)
  11. I'm not even joking - before watching his video, I thought "I wish I had chips or some other kinda snack right now..." Ohh, the irony...

  12. I'm actually tired at a normal time, instead of at 6am or thereabouts - it's not even 1am and I'm about to go to bed~

  13. So, maybe... make less demanding, simpler 3D models from scratch and make dungeons randomized?

  14. Incomplete, not optimized, not tested on HW, but it's a start http://t.co/Ks0vZRPhQ7

  15. Began work on floor maps, etc... still extremely incomplete, unoptimized, untested on hardware, and so on - only started this yesterday evening. (Also, yes, asserts from KOS really are handled by my custom assert code now, too, and get printed to screen.)
  16. But ze German wants to be muhdy! Let me heff ze right to zis!! ...seriously tho, maybe you're right, at least to a point. I guess SO is sort of complete from the end-user's point of view, but it really is shoddily coded on the inside - full of workarounds, stupid decisions, etc. That's the side I'm mostly seeing, as the guy who wrote it... I guess I should be glad that it works as well as it does, and that people are using it, regardless of the deficits I'm seeing in it
  17. It does work for the "ultra" models and zelda_spo04_objects, at least... ...everything else is now a mess, tho... ...but it's a start nonetheless.
  18. If only SO wasn't such a bloody mess, then someone could improve it... JSA, Bobbo: If I remember correctly, any pixel with an alpha value of less than 1.0 (or 255, if you prefer) is treated as fully transparent, i.e. alpha 0.0, i.e. it doesn't appear rendered in-game. Translucency is done exclusively using the "tint" option, meaning you can't have half-translucent PNGs or whatever. Also, while IIRC there is a 32-bit RGBA texture format the N64 supports (used ex. by part of the title logo, maybe? It's been a while) using which you could have pixels with, say, alpha 0.5/128 right in the texture, it isn't supported in SO because textures would be 1) huge in byte count and 2) tiny in actual dimensions (i.e. 32x32 max), and 3) OoT doesn't use it in maps, so I never bothered with it. To quote the code: /* * - Supported N64 texture formats: * -> RGBA 16-bit, max. 4096 byte (ex. 64x32) * -> CI 4-bit, max. 4096 byte (ex. 64x64) * -> CI 8-bit, max. 2048 byte (ex. 64x32) * -> IA 8-bit, max. 4096 byte (ex. 64x64) * -> IA 16-bit, max. 4096 byte (ex. 64x32) * -> I 4-bit, max. 4096 byte (ex. 128x64) * -> I 8-bit, max. 4096 byte (ex. 64x64) */...and, where applicable, should support textures with alpha channels fine. Of course, with the limitation either alpha 0.0 or 1.0, as mentioned in the beginning. (Someone make a better map importer already, one that's not junk like SO...)
  19. Those two actually change instructions IIRC, so as to modify the "if debug" check; should look for that flag's memory address, if it exists

  20. 11:58 pm Sun... I have done maybe half of the stuff I wanted to do over the weekend, or rather since Wed/Thu...

  21. Integrated my assert stuff with KOS' existing provisions for custom asserts, which I only just learned about even, well, existed... Makes things cleaner and, as far as I understand it, should also cause asserts caused by ex. KOS itself to be handled by my custom method (thus ex. get printed to the screen). Also wrapped the fancy background in an #ifdef DEBUG_ASSERT_FANCYBG, so as to disable it for now. It looks nice and all, but it's kinda not so appropriate for a fatal system-hanging error message, right? I should finally get to doing that "Dungeon" gamestate, tho... like rendering floor maps, walking around, etc...
  22. Changed the thread title a bit, to make the subject at hand clearer. Also, GlitterBerri had mentioned the IRC server and channel a few weeks ago, but that might've gotten lost in the shuffle.
  23. I hate the fact #loghorizon ends next week sooo much... Once more LN material is available, season 2 please? I need more! And more Akatsuki!

  24.  

    #OoT3D now in SketchUp! ...and, really, any program that supports Collada files http://t.co/ADrXqbuUR3

     

  25. I had UoT back then as well, but I was never told to delete anything, and it's not like I was unreachable back then either. And while I don't have the sources for them, I do still have a bunch of old UoT and pre-UoT builds, too, from back when they were new... like ZAV and ZAVAP? Still have some ancient versions of those somewhere. And thx~
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