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xdaniel

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Everything posted by xdaniel

  1. ...not to mention the temperatures outside, even during daytime they linger just below freezing (-3/-1°C)... I want the summer back -.-

  2. Won't barrel roll for the whole 10h tho, that'll drive me insane

  3. German winter sun at -1°C and 8 am (ca. 9 hours ago) http://t.co/sL6lOJTUGw

  4. Opened Yggdrasil in VC#, finally got that tree-based filesystem working. Still, back to SceneNavi tomorrow... http://t.co/DBmhK2Jcsk

  5. A good vertex editor alone won't help with moving textures around, tho. A vertex doesn't "know" what texture it uses, as the texture is loaded by other commands in the display list beforehand. Making a single polygon use a different texture would (potentially) mean recreating, or at least heavily rearranging the whole display list, and that's certainly out of the scope of this project. Oh, and one more note for the changelog by the way; just fixed another little bug: Added additional sanity checks to prevent unfixed "Stalfos Middle Room" (#120, syotes) from causing an exception on selecting its room ...and with that, I guess I'm off to bed (4:35 am)!
  6. Pending some response about something, Beta 8 might arrive in a few days. Thus, it's preliminary changelog time! v1.0 Beta 8 ("Fresh Water Laced With Bugfixes") Added waterbox support; allows changing of waterbox position, size, room number and other properties Added saving support for individual scene and room files; still requires a ROM to be loaded beforehand, but saves changes to the separate files Fixed loading of individual scene and room files; the changes to the treeview in Beta 7 broke header selection Fixed SFX and reverb options under Scene Metadata being disabled; slight GUI changes broke this feature Fixed ROM information window cutting off text prematurely if null byte is encountered in the ROM header's game title or ID Improved update and version checking functionality; now displays release notes from remote RTF file
  7. Gmail Notifier Plus stops notifying me of mails hours ago, almost makes me miss my Mighty Number - No. 46004! (who's about to go to bed...)

  8. Heh, still gotta watch/start the second season of IS and the Madoka movies, tho - only thing I'm really watching this season is, well, Log Horizon (and I'm loving it, as one can probably guess from my avatar and signature right now) ...thinking about it, I've got a bunch of unfinished shows... Monogatari Series: Second Season first and foremost, I guess...
  9. Yeah, I haven't forgotten and actually mentioned it a few days ago : Also, about the object positioning changes I mentioned... that might've been a bit hasty. I can't seem to get this working reliably right now, as I haven't yet mastered those magical incantations for Project and UnProject and certain matrix operations. Will keep this in mind tho - not least because I personally want to have this feature in said editor for Frenda/DCEO -, but it's probably not gonna be in the next build. Edit: Thinking about it, I probably should get another build out soon-ish, considering those bugs that Beta 7 has and how waterbox support is a new feature and is (mostly!) tested and working fine... Yeah, guess I'll look into individual file saving support, hopefully get that working in the next couple of days or so, then release what I have (namely the changelog I'd written down a few posts ago) as Beta 8. Edit 2: Actually, looking over the code, individual file saving might be easier than I thought... just gotta change an interface's function to also require the byte buffer to be written to as a parameter, instead of assuming the ROM's data... brb! Edit 3: Well, this should've worked! Changed one of Hyrule Field's waterboxes (thus in scene) and signposts (in room) inside individual files, saved the changes, then reopened everything in SceneNavi, saw no changes in the ROM itself but in the individual files, then pasted the changed files into a ROM, and ended up spawning in invisible water, looking at a weirdly rotated and floating sign! Still needs more testing, tho - I distinctly remember my Forest Temple and what UoT did to its doors...
  10. General question: Would you prefer mouse-based movement of moveable objects (i.e. actors, waterboxes) to be one-to-one to the mouse position on screen? What I mean is, currently, when moving these objects, their movement in 3D space is somewhat arbitrary and doesn't correspond your exact mouse movements. I believe I can make those objects actually follow the mouse cursor instead of just roughly going into the direction you're moving it. Of course, this would only be true for "horizontal" and "vertical" movement, and moving objects "into the screen" would keep working the way it currently does. I already have this working probably 99% 85% (*cough*) perfectly in another program (an editor-to-be for an improved 3D model format for my Dreamcast project, which is to have a hierarchy and animations and all) so it shouldn't be too much of a stretch to implement this in SceneNavi as well.
  11. Zelda OoT has been released in Japan 15 years ago today. Happy birthday, game I spent the last 5+ years hacking/modding!

  12. Pretty glad I'm not on Twitch (well, am on Justin.tv tho), i'm not speedrunning, i'm rarely streaming...

  13. Granted, "great" might be debateable, but I have no need to switch to ex. a newer Office, nor have I found a good replacement for PSP7

  14. As fully as waterboxes are understood yet anyway, I believe, yeah. I'd like to break down that "Properties" field someday, but I think what's there - the room selection in particular - is good enough for now.
  15. Ugh, I just know this damn nose is gonna cost me most of my sleep tonight... oh well, goodnight regardless, internets!

  16. Found out there can be scene-wide waterboxes (room number = 0x3F); also done w/ coding support in SceneNavi for now http://t.co/eLP8QEkkLO

  17. I think waterbox support is pretty much done for now... Changelog for v1.0 Beta 8 so far: Improved update and version checking functionality; now displays release notes from remote RTF file Fixed loading of individual scene and room files; the changes to the treeview in Beta 7 broke header selection Fixed SFX and reverb options under Scene Metadata being disabled; slight GUI changes broke this feature Added waterbox support; allows changing of waterbox position, size, room number and other properties Edit, oh yeah, and before I forget, something I shouted earlier: A waterbox with room number 0x3F means it exists in every room in the scene, as far as I can see. Two waterboxes in the Forest Temple are set to this and appear to be scene-wide, and changing one in the Deku Tree to that number yielded the same result. So, yeah.
  18. Have a cold? Have a waterbox! Or three. Not 3 colds, tho, please. Had enough of those for months to come. http://t.co/Zid3n7djK9

  19. I know, I ought to get my immune system going better - take more vitamins, generally eat more healthy food, improve my physical condition... It's kinda hard to get started on all this, tho. EDIT: On a more positive note, some more WIP. Still need to hook up editing capabilities, as well as make another textbox for the "properties" or "camera effects" or whatever the remaining data of each waterbox really is (the wiki's not very helpful there):
  20. Fixed it, was a bit of an oversight on my part. Null bytes didn't get removed when the title was read, because (all?) official games use spaces to pad the title to 20 characters, so I didn't expect null bytes to ever be in there. I changed the ROM handler class to remove null bytes from the string, as well as excess spaces from the end of the string. Also removing null bytes from the game ID, just in case. Also gotta put off the actor definition system reviewing for another day or two, not been feeling very well since Sunday. At least it's not the tonsillitis again, it's just a normal cold... Sorry, mzxrules -.-
  21. RT @Protodude: Oh hey, Mega Man turns 26 a month from today.

  22. Had found a shiny Chatot a few days ago... and had a critical hit accidentally defeat it <.< I think the rollerskates are fine for getting around quickly in open spaces, but they're pretty much useless for talking to NPCs, picking up items, or even going through doors sometimes. They're a nice little addition, but feel kinda unfinished or at least not very well thought through.
  23. Unrelated to the WIP screenshot above, individual scene/room file support is mostly broken in the current build, because of the way I restructured the treeview compared to Beta 6; didn't catch that one before release. It's already fixed, tho. Also, petrie, I haven't forgotten about adding saving support in that mode. I'll make that a goal for Beta 8. Also, regarding the WIP stuff, it's just...
  24. More WIP; no comment beyond "no GUI nor saving yet":
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