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Everything posted by xdaniel
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Gah... I'm behind on several shows, yet the next season is about to start! Interested in... Stella Jogakuin Koutouka C3-Bu (? episodes, July 4th) Servant x Service (? episodes, July 4th) Monogatari Series: Second Season (2-cour so ~24 episodes, July 6th) Chuunibyou Demo Koi Ga Shitai!: Kirameki no… Slapstick Noel (OVA/new episode, July 19th) (watched June 25th, wherever the raw for the subs came from ) Chuunibyou Demo Koi Ga Shitai!: Depth of Field – Ai to Nikushimi Gekijou OVA (July 19th) ...and possibly one or two more. Not to mention the Madoka Magica movies 1 and 2, although the 3rd one is what I'm most looking forward to, seeing how the first two are basically the TV series remade.
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Note: This'll be an angry rant, so I apologize in advance. http://www.ign.com/articles/2013/06/20/dont-get-your-hopes-up-for-f-zerohttp://www.gonintendo.com/?mode=viewstory&id=205819 What the fucking hell?! I've said it before: 60 FPS, full HD, online multiplayer. You have NOT done this before, right? Also, just because you personally don't like how GX turned out - and that's exactly what he means with the "other companies" and stuff - doesn't mean it sucked! In fact, GX is probably the best F-Zero game there is! And what direction to go in with a new F-Zero? You don't need to change the direction you've had before! Plus, really, where the hell did you change direction, did you bring new ideas in the countless Mario games? Every New Super Mario Bros. game is EXACTLY THE SAME GAMEPLAY-WISE! What's with that damn double standard here?! Mario gets away with repeatedly being the same bloody game, just with new levels and one or two minor ideas, while you proclaim that F-Zero needs new ideas?! Just fucking say that Mario sells better, and that you don't care about franchises that struggled before. No, make that that you don't care about your history, your legacy. I very much respect Miyamoto as a person as well as his work, but sometimes he comes across as either really, really out of touch, or completely ignorant, or lazy, or I don't know. God, I'm honestly quite mad right now, at him personally and at Nintendo in general...
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SceneNavi - A simple Ocarina of Time level editor
xdaniel replied to xdaniel's topic in Modifications
So, tiny GUI question: Which order do you think would be the most "natural" for the tabs on the right? As you can see from the screenshots, it's currently "Scenes" -> "Room Actors" -> "Spawn Points" -> "Transitions" -> "Objects" -> "Waypoints", which is pretty much the order in which those features were added to the program. I was wondering what everyone thinks might work better, as I kinda feel the order is a bit odd in some cases... like how Room Actors come in between the scene selection and scene-specific things like spawns. Also, where should additional things like editing exits and entrances go? Or a page for certain general things, like the BGM and skybox settings, that don't need a page for themselves? -
N64: Super Mario 64 PSP: Tales of the World: Radiant Mythology GBA SP: Pocket Monsters Gin (Silver) GBC: Pokemon Crystal Famiclone: Makaimura (Ghosts'n Goblins) ...and not in anymore, but last in were: DC: Sonic Adventure 2 SFC: Tales of Phantasia X360: Sonic Generations Saturn: ...either Virtual On or Sonic Jam, I think
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Seen this kinda thread during an unrelated Google search and I thought, why not post one here? Just post what games you've got in your consoles or handhelds right now. Something like this: 3DS: Mario Kart 7 DS Phat, DS slot: nothing, GBA slot: M3 Perfect SD GB micro: Dragon Ball: Advanced Adventure (...the recently used systems anyway)
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http://news.xbox.com/2013/06/update Ooh, doing damage control, I see! Still not gonna get one.
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"Oh right, a game arrival fresh from Japan, as ordered ca. 2 weeks ago. Might make a short vid tomorrow pic.twitter.com/PYEENu8Zdn" https://twitter.com/xdanieldzd/status/347103180557000704
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SceneNavi - A simple Ocarina of Time level editor
xdaniel replied to xdaniel's topic in Modifications
SceneNavi v1.0 Beta 1: http://magicstone.de/dzd/random/SceneNavi-v10-beta1.rar Changelog since v0.9 WIP: Improved Ucode interpreter and renderer (texturing, color combiner) Room objects and special scene objects editing Now scans for and reads more data tables (actor, object and exit tables) Data table editing (exit and scene tables, within limits) Improved address translation support (now works for scene, room and object names) More XML actor definitions and address translations Preliminary mouse-based actor editing (so far only selecting actors via right-click) Todo, with no particular order or priority: Add z64tables support, once I get the hack working on my end Implement/improve mouse-based actor selection and movement Probably add waypoint, exit, entrance and collilsion type editing More and more address translations, but can't do the actor definitions alone EDIT: No saving for that particular feature yet. Also made some tiny improvements to the renderer; fixed some slight blending bugs (ex. grotto exit light beams) and added Texgen support for pseudo-reflective surfaces (ex. Sacred Forest Meadow weird grotto's walls, Treasure Chest Contest gold bars on shelf) EDIT 2: Optional, can be toggled from the menu. -
F-Zero X: Guitar Arrange - track 2 right now, Drivin Through on Max Honestly too lazy to go looking for it on YouTube, also working on SceneNavi a bit; I know it's there, tho...
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To try and download them, if you're using Firefox, open the video's page, go to Firefox's Page Information window, select Media, look for a file of type Video, then press Save As... - rough translations from German, no idea if they're called exactly that in English Firefox versions. Worked for me for the Palace of Ice video. Not sure about the file type, maybe flv, maybe mp4, Media Player Classic seems to play it regardless.
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SceneNavi - A simple Ocarina of Time level editor
xdaniel replied to xdaniel's topic in Modifications
spinout: What exact ROM is the z64tables bps patch for? Keep getting errors with my Debug ROMs, and just trying rom_update.py apparently trashes the ROM, regardless of CRC fixing (Invalid Access Violation on startup in Nemu, permanent loop in PJ64). That aside, the table editing interface is taking shape; exit and scene tables are in: Note the "Configuration #" column, that's what's called "camera effects" on the wiki. It's more than just camera stuff, tho, it's... "scene-specific settings" (can't think of a better term ATM) that determine RAM segment contents - semi-dynamic textures like Kakariko's windows, IIRC the lava in Dodongo's Cavern, probably even (and this is speculation!) the camera stuff itself, meaning the matrix that modifies the world view to be wobbly or shaking plus the DL commands to load it; the SetEnvColor command used for mixing Texel0 and 1 in the grass' combiner mode, too. (change Kakariko's 0x02 to the Deku Tree's 0x13 - good-bye multitexturing!) I seem to remember posting about this before, but I can't remember where or when that was... -
SceneNavi - A simple Ocarina of Time level editor
xdaniel replied to xdaniel's topic in Modifications
Yeah, last post an hour ago, but... this is something else... so... The game has a huge amount of tables, right? And at least some of them contain more than just a bunch of addresses, like the exit table, or, well, "exit list" as it's called on the wiki? Now, I will not support editing things like the DMA, actor and object tables, which are, as mentioned, just addresses - not to mention the DMA table doesn't like being edited anyway. Also, this is all preliminary, it doesn't save yet, the interface is far from being finished, etc. Also also, tables planned to be editable are the exit table and part of the scene table (namely the area name texture offsets, and whatever the last 4 bytes are, the "camera effects" being one of them). Any other tables (that fit the criteria) that you'd like to see editable from within the program? -
SceneNavi - A simple Ocarina of Time level editor
xdaniel replied to xdaniel's topic in Modifications
Back! Unclean! UNCLEAN! You damned amalgamation of Sayaka's general Ucode interpreter and Nanami's various component classes! You need some intense cleaning up before progressing beyond this point! ...wait, what the hell am I talking about? If anything, it's the child of an interesting yuri relationship, it should be freaking cute if the mothers are any indication... *cough* But in all seriousness, I do need to clean the code for this up, split the main class apart, make texturing optional for those who don't want or need it, etc... Also showing off custom map support again! -
"Fortunately, we have a product for people who aren't able to get some form of connectivity, it's called Xbox 360." - Don Mattrick Oh, I have some form of connectivity, but I'll stick to the X360 anyway, kthx. Maybe add a PS3 to it someday, if I get the chance.
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N64/Zelda hacking tools (DList conversion etc)
xdaniel replied to xdaniel's topic in Community Projects
With Hylian Toolbox v1.7 now out... http://magicstone.de/dzd/random/model2n64cht-test4.rar It has a few bugs that'll need ironing out - like how the -nocull flag apparent doesn't work - but overall it's working very well. Model2N64-CHT v1 (Command line version for Hylian Toolbox) Written 2013 by xdaniel / http://magicstone.de/dzd/ Arguments: -model <filename>: Model to convert -output <filename>: Output path of converted file -seg 0x<segment>: RAM segment for converted data -offset 0x<offset>: Base offset for converted data; prepended as padding Optional arguments: -verbose: Print various status messages -dlout <filename>: Output path of list with DL addresses -ignorecolor: Forces converter to ignore material colors (Ka, Kd) -nocull: Disables backface culling -nolight: Disables lighting -
Doesn't really change anything in the argument, but I'd still like to mention that Mega Man's moves come from pretty much all of the NES games, not just MM2; ex. Guts Man was in MM1, Spark Man was in MM3.
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Gerudo Valley stage at 1:12? EDIT: The Animal Crossing villager can pick up Mario's fireballs and Samus' missiles and Charge Shot?! XD EDIT 2: At least some of Mega Man's animations are based off the NES sprites and the sound effects come from there too.
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...yeah. The announcement they teased some 15 minutes before that. Right, let's move on. I'd like to know if Sonic will be in again! Mario vs. Sonic vs. Mega Man would be awesome!
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Currently listening to: ROCKMAN HOLIC - Together as One (feat. Nano) (aka a really awesome English-language vocal track based on Wily Stage 1 from Mega Man 2) Also, you know who should go 3rd party? Microsoft. EDIT: Also: http://www.rockman-corner.com/2013/06/mega-man-confirmed-for-smash-bros.html http://www.smashbros.com/us/ - The Smash Bros. Dojo is back (sort of!)
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I'm gonna METAL BLADE THE SHIT OUT OF FOX! (...don't mind me, just remembering always getting my ass kicked by a friend who used Fox on SSB1) TRAILER:
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Not exactly; the UK price is close, tho. Depends on the exact exchange rate, I guess:
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$499, 499€ - which equals roughly $660 by current exchange rate - and £429 for a gimped PC that'll stop working in 10 or so years, because it requires online authentification for games (but not TV, movies, etc) and, if the buzzwords thrown around during the press conference are any indiation, many games will use "the cloud" for computation purposes. If the reveal hadn't already killed any interest I might've had in this, E3 certainly had.
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So if I'm saying that I am interested in Gravity Rush, but that the rest of the Vita's library isn't yet compelling enough for me to want one, it is off-topic in what I would've assumed is a discussion about the system's games? K, I'm out then.
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SceneNavi - A simple Ocarina of Time level editor
xdaniel replied to xdaniel's topic in Modifications
If the program detects a filename table, it'll use the names from that for various things. There is, however, a system in place to "translate" pairs of start and end addresses in the ROM, which overrides the internal filenames and is currently used for the scene listing, and "dictionaries" for the scene files of OoT NTSC v1.0 and the Debug ROM are included - see ReleaseXMLGameDataNZLEFAddressTranslations.xml in the WIP build from before. That can easily be extended to cover anything else where exact start and end addresses are known, like ex. objects... which I just did. This... <Entry StartAddress="0x011C1000" EndAddress="0x011CF800" Description="Stalfos"></Entry><Entry StartAddress="0x01206000" EndAddress="0x012099C0" Description="Deku Baba"></Entry>...becomes this... Actors on the other hand... Well, they are already covered by the actor definition system - the thing that generates the simplified user interface around an actor's properties, check out ex. switches and treasure chests in the WIP - but that means that each actor requires a definition file, from which its human-readable name is read. I mean, I could just make 400 copies of the generic number/position/rotation/variable definition, just with a different name in each, but... I'm not sure how I'd feel about this - I think that would defeat the purpose of the system. -
There might not be asin, acos and co. available, if the SDK documentation is any indicator - http://naesten.dyndns.org:8080/psyq/man/math/math.html - unless the developers specifically added those to OoT's code.