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Everything posted by xdaniel
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SceneNavi - A simple Ocarina of Time level editor
xdaniel replied to xdaniel's topic in Modifications
...oh, right, I should probably also say what I actually worked on? Collision polygons can be assigned polygon type IDs Polygon types can be edited via their raw data, as well as separate controls for certain properties (ground type so far) Changes to collision polygons and polygon types are saved EDIT: Timelapse of the livestream: -
SceneNavi - A simple Ocarina of Time level editor
xdaniel replied to xdaniel's topic in Modifications
Stream is live but not yet really rolling, give me another ~20 minutes or so until after dinner Again, http://www.justin.tv/xdanieldzd Alright, stream over for now! It should've been saved, so if anyone wants to have a look (or watch the whole 2 hours ), check out the channel page or whatever it's called on justin.tv. Another quick edit, the track list (not in order of playback, that was shuffled): -
SceneNavi - A simple Ocarina of Time level editor
xdaniel replied to xdaniel's topic in Modifications
Simplified the XML files some more, object names are version-independant now and naming works based on their number instead of their file's start address. Makes maintenance much easier. Also, I might be streaming me coding later, around 7 or 8 PM CEST, or in about 4 hours. I'll edit this, as well as shout if and when I'll do - the URL is http://www.justin.tv/xdanieldzd. I might also stream whatever music I'll listen to, just as a warning of sorts -
On sale on Steam, and now in my library: Sonic Generations + Casino Night DLC Sonic CD
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Uhm, I guess... GameCube controller; face button placement might not be everyone's cup of tea, but I'm fine with it for most games Probably tie between Xbox 360 and PS1/2 Dual Shock controllers; the pinnacles of evolution of the SNES controller I'd say Saturn 3D controller; big but nice to hold. Its descendant, the Dreamcast controller, is alright too Also fond of the PAL SNES and Super Famicom (never used one, but I don't like the purple color scheme on the US controller), and standard N64 controllers (if only that analog stick didn't wear out as quickly as it does...). The Game Boy micro is... unexpectedly playable, too, as in you wouldn't believe it from how tiny the system is and such.
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SceneNavi - A simple Ocarina of Time level editor
xdaniel replied to xdaniel's topic in Modifications
Hm, not sure about having user-definable descriptions or colors, but more presets I can add, as well as descriptions for ex. the ground type options. Speaking of which: I added some alternative collision highlighting, which colors polygons according to their polygon type's ground type. I tried to make it somewhat... sensical and representative of the floor - ex. sand being a sandy brown, stone being a kind of gray, etc. - but maybe I could make those colors external, ex. loaded from another XML file, so that users could at least select which color which ground type should be. Gah, hope that explanation makes sense, it's past 4 AM here, I was out grilling and drinking a bit with friends in the evening... I'm tired Now... individual room files I'm not sure about either. A lot of data gets loaded from the ROM, and recoding it to load an external file and not rely on information from ROM is probably a lot of work. I'll think about it, tho. As for actor rotation, making that hexadecimal might be a good idea; just tried it and it does seem easier to work with (0x4000 = 90 degrees, 0x8000 = 180, etc). Thinking I'll change it, anyone any other opinions/ideas to consider about this, tho? Anything I might've forgotten to address, I'll do so later... meaning during daytime, should get to bed soon-ish. Also... -
Very short thoughts ('cause I don't really know what to write; I'm not an anime blogger!): Servant x Service: Kinda like Working!! - both manga by the same author - just in the health/welfare division of a ward office instead of a family restaurant. Lucy [abbreviated] Yamagami and her file-throwing skills ftw!Stella Jogakuin Koutouka C3-Bu: Not at all about a club drinking tea and eating cake all the time, unlike in Yura's imagination (and a certain other show) - it's about survival games and airsoft guns! "Weirdo! Weirdo! Real freak!"
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SceneNavi - A simple Ocarina of Time level editor
xdaniel replied to xdaniel's topic in Modifications
More collision WIP: Collision polygons are now mouse-selectable like actors, although that'll still need some fine-tuning. It's also reading the polygon type definitions now, at least in raw form, meaning just the pure 32-bit integer without breaking that down into terrain type, special effects, exit trigger, what have you - that'll come later in some way. That said, for those who used it, how did you think about SharpOcarina's polygon type editor? What was good about it, what was bad? How do you think the GUI for editing polygon type definitions should work? And another question, how should the collision model be rendered? Should everything be translucent white like in the screenshot, or should all polygons that use a certain polygon type have the same color? Maybe based on the polygon type's ground type (dirt, sand, stone, etc)? -
SceneNavi - A simple Ocarina of Time level editor
xdaniel replied to xdaniel's topic in Modifications
The upcoming Beta 3 so far: Support for ROMs with z64tables hack ROM loader error handling changed; now allows access to exception details for reporting Human-readable actor names now read from ActorNames.xml instead of individual actor definitions XML data files rearranged; removed AddressTranslations.xml and address translator class, added more versatile hashtable reader class, also used by actor names ...and, super new and super WIP... Preliminary collision parsing and rendering; editing of collision polygons (polygon type ID only?), polygon types and waterboxes is planned -
IIRC there is another table for the "scene configuration" byte as I called it recently, but I don't remember exactly where it was. Posted a tiny bit more info here: https://www.the-gcn.com/topic/2419-interest-check-simple-roomscene-actor-editor/?p=39365
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Railgun S episode 12:
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Railgun S episodes... 8 to 11 *cough*: Oh well, time to download episode 12... ...v0v1? How the hell did they screw up a v0 release in the first place...?
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SceneNavi - A simple Ocarina of Time level editor
xdaniel replied to xdaniel's topic in Modifications
spinout's helped me out regarding the z64tables hack, so I now have a working ROM with it, and... what's this? (Also memo to myself: Always update the version string after releasing a build, it should read "Beta 3" now...) -
I've only seen/read it to around episode 25 maybe, but the Monster of the Week thing does stop when... something happens to some character, I think. Actual spoiler inside: ...that correct?
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SceneNavi - A simple Ocarina of Time level editor
xdaniel replied to xdaniel's topic in Modifications
I changed the error handling around a bit, so you'll be able to actually get the details of an exception from the next version onward. It'll still be a bit until then tho, as I want to add a few more features beforehand; at least the Scene Metadata tab with BGM, skybox, etc. options. -
Watched the Chuunibyou OVA~! EDIT: OMG I found something amazing again in the depths of my HDDs:
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Oreimo S2 episodes 11 and 12:
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SceneNavi - A simple Ocarina of Time level editor
xdaniel replied to xdaniel's topic in Modifications
I just ended up replacing the description property in the actor definitions with this file, everything else still comes from the definitions. That kinda compromised my idea of having everything that's actor-related and important for the user in one file, but it's alright. I guess it is nicer on the user this way, instead of having many "generic actors" that are actually all different. -
SceneNavi - A simple Ocarina of Time level editor
xdaniel replied to xdaniel's topic in Modifications
!Tommy: There should be a "Details" button in the error message's window; could you post the full exception text from there? Otherwise I'd have no idea where to even start looking. Also, as for actor names... added XMLGameDataGenericZLActorNames.xml. <?xml version="1.0" encoding="utf-8" ?><Table KeyType="System.UInt16" ValueType="System.String"> <Element Key="0x0000">Link / Spawn point</Element> <Element Key="0x0002">Stalfos</Element> <Element Key="0x0004">Shops</Element> <Element Key="0x0007">Disintegrating Blue Flame</Element> <Element Key="0x0008">Flame</Element> <Element Key="0x0009">Wooden Door</Element> <Element Key="0x000A">Treasure Chest</Element> <Element Key="0x000B">Great Fairy</Element> <Element Key="0x000C">Proximity Activated Firewall</Element> <Element Key="0x000D">Poe</Element> <Element Key="0x000E">Octorok</Element> <Element Key="0x000F">Webbing</Element> ... -
Pink sheep. Pink sheep. Piiiiiiiink sheep.
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Man, you've given me ideas, alphaheiti... After listening to a bunch of German songs from Digimon Adventure, 02 and Tamers, I'm now at...Frank Schindel - Eine Vision (Digimon Tamers Matrix Evolution theme; German version of One Vision by Takayoshi Tanimoto) ...together with Sei Frei / EVO my favorites from Tamers~
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SceneNavi - A simple Ocarina of Time level editor
xdaniel replied to xdaniel's topic in Modifications
SceneNavi v1.0 Beta 2: http://magicstone.de/dzd/random/SceneNavi-v10-beta2.rar Changes since Beta 1: [*]Some renderer bugfixes and improvements; blending error fixed, Texgen support added [*]Added path waypoint support; waypoints can be edited and saved, their rendering, and them being linked by lines, can toggled from the menu [*]Changed the tab order according to your suggestions (new Scene Metadata tab is still empty and hidden) [*]Fixed - or rather worked around - a bug with multi-header scenes; caused room actor changes to not be saved, unless they were done from the last scene header [*]New actor definition for the Kakariko carpenters [*]Texturing and combiner emulation can now be toggled from the menu Main reason for the build's release is fixing the multi-header scene bug mentioned above. -
SceneNavi - A simple Ocarina of Time level editor
xdaniel replied to xdaniel's topic in Modifications
There being three layers of walls are correct, but they aren't rendering correctly. Still need to figure out how they work... -
SceneNavi - A simple Ocarina of Time level editor
xdaniel replied to xdaniel's topic in Modifications
That's why I'll only add actor definitions for actors whose parameters are fully known, and it's why I can't do them all myself. But anything that does have detailed settings like that should be 100% documented... or 99%, and one of the options will be labeled as "unknown", like that one unknown bit in the switch's variable. -
SceneNavi - A simple Ocarina of Time level editor
xdaniel replied to xdaniel's topic in Modifications
Changes since Beta 1 so far: [*]Some renderer bugfixes and improvements; blending error fixed, Texgen support added [*]Added path waypoint support; waypoints can be edited and saved, their rendering, and them being linked by lines, can toggled from the menu [*]Changed the tab order & added a (so far empty) metadata tab according to your suggestions [*]Fixed - or rather worked around - a bug with multi-header scenes; caused room actor changes to not be saved, unless they were done from the last scene header [*]New actor definition for the Kakariko carpenters And because of that multi-header scene bugfix, I should probably post a new build in a bit...