spinout
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Everything posted by spinout
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WELL have at it z64anim-win32-07-29.zip Drag and drop an object onto it, or just double click it and type "load path/to/object.zobj". There's some weird error I was having when re-importing some display lists, making them not show up, I haven't been able to narrow down the problem yet though. I fixed some other windows bugs, though.
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Well, most commands are implemented. I'll try getting around to another windows binary soon... Here's the current built-in help to give a preview. spinout@supernova:~/Desktop/z64anim$ ./z64anim ~/z64e/object_sk2.zobj z64anim started... (z64anim) help Commands: help This help quit Exit z64anim load F B A S Load S bytes from file F at offset A as address B. If B, A, and S are ommited, it is assumed to load the entire file from base address 0x06000000 - which is what most objects use. Viewer control commands pause Pause playing the current animation play Resume playing the current animation dbg Enable viewing of 'picker' on mouse click step Step the current animation by one frame hideaxis Hide editor axis of each joint showaxis Show editor axis of each joint select-disable Disable selection of displaylists or editor axis select-enable Enable selection of displaylists or editor axis scale V Set the scale of the editor axis Animation commands anim-info List information on the current animation anim-list List all known animations anim-switch N Switch the current animation to animation N anim-next Switch to the next animation anim-rotations List all valid rotation indicies Skeleton commands skel-info Display skeleton information skel-reset Reset the entire skeleton to the state it was at when last opened or saved Display list control commands dl-list List all known display lists dl-switch N Change current limb's display list to display list N dl-curr Print current display list dl-export OBJ Export the current DL as wavefront .obj dl-import OBJ SIZ Import the wavefront .obj file in FILE at size SCALE Value control commands val-info Print information on currently selected value val-set V Set the current value val-index I Set the current rotation index val-series S I Set the series of animated rotation values starting at S degrees increasing by I degrees each frame val-seriesr S I Set the series of animated rotation values starting at S degrees increasing by I degrees for each frame for the first half of the frames, then decreasing by I back to S Selection control commands axis A Switch to axis A (either `x', `y' or `z') rot Switch to editing rotation trans Switch to editing translation dlist Switch to editing display list child Select the current limb's child, if possible parent Select the current limb's parent, if possible next Select the next limb, if possible previous Select the previous limb, if possible Misc commands save Apply all changes made adopt N Set the current limb's child to limb N Unimplemented commands: dl-export-all DIR Export all DLs as wavefront .obj dl-scale S Scale the current display list to scale S val-reset Reset the current value Window keyboard controls: w,s,a,d Move camera q,e Change camera speed r Reset camera u,j Increase/decrease animation playback speed h,k Change to next/previous animation (space) Pause/play animation y,i Increase/decrease current animation/translation value o,l Increase/decrease current animation index Window mouse controls: Right click a display list, a colored circle or an axis to select it as the current value. Use the keyboard controls or the console to edit that value. Left click and drag the mouse to rotate the camera (z64anim) I'll have to make some demonstration videos on how to use this thing for creating new objects, exploiting features in the object format (ex. copying parts of a model over, think 6-legged dodongo), and modifying animations. Someday I might code a GUI. Hah.
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Mine? Ubuntu's 'Clearlooks' with custom colors.
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New Ubuntu box - Higher resolution It's a zonbu mini. Meant to be run on a cloud, but the only way you can get a cloud account is by purchasing one, so I installed Ubuntu instead. Was a pain getting it out of 800x600...
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I made the font - 960 bytes, wrote a quick little RLE thing and got it down to 662 bytes. I then wrote mvaddch() and mvaddstr() functions which used the font. This is the result - on Tony Hawk's Pro Skater 1 - on real hardware.
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woah Someone get this stuff on the wiki
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Display list "swapping" on-the-go: I've also implemented some other commands, but nothing all that big. There are still some stubs where I need to finish my code.
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Saving is implemented, I don't know why it didn't work for you. I'll have to do more through testing. I don't think it would be that hard to implement rotation with the mouse, though it's going to go on the bottom of my list for now. I really need to add: Running without an object Switching which object is being edited Support for Link Reading and writing from and to a ROM
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Any feedback so far? I thought releasing a windows binary might stir some activity, but thus far it seems nobody has tried this program out. I need commentary; it's the only way I know what the users need improved. I currently am working on a obj library which will be used in this application to import and export bones. Support for link will come once that is complete, and creation of new animations, hierarchies, and entire objects will follow after that.
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Pro-tip: Don't use the scanf family to get integers. Use strtol and strtoul. strtoul and strtol are really neat, because if you specify the base as 0, it automatically detects the base - weather it be octal, decimal, or hexadecimal. The functions also ignore leading and ending whitespace
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Put them back where they belong. If their size changed, fix any pointers which used to point to them. If you moved around a resource in that file which is referenced by code somewhere else in the game (i.e. the engine or an overlay), be sure to fix those pointers so that they point to the relocated resource(s).
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In 2006 I got into OoT glitches and discovered ZSO. Didn't join. Sometime later in 2007 (2008?), I got a GS and started exploring BQ on the console. I made a beta quest log of goron city; it was my first post at ZSO. I was there for the end of the party, ZSO fell apart within half a year. I eventually learned Python (summer 2009), wrote my first viewer, slowly learned MIPS, then when I found out how terrible windows was for developing C, I started using Linux (ubuntu). I've continued to write programs in C, python, and MIPS assembly, and most recently I've gotten a n64 development device (flash cartridge) to test changes I've made on my N64.
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http://spinout182.com/ar/z64anim-win32-binary.zip Drag and drop an object onto z64anim.exe - or run it from the command line with an object as the first variable. Oh, for the record, it was a pain in the ass to get this running in Windows.
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Interesting to say the least. I've never really done much with sounds/music in Zelda 64. While on the topic of ocarina songs, here's my contribution. http://spinout182.com/src/ocsong.c
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What the hell, I might as well use this thread. ... copied youtube description ... I am rewriting the "animation editor" I wrote in python a month or so ago in C. It uses SDL, OpenGL, xdaniel's badrdp and, subsequently, libpng. No glu/glut crap. The console interface is a separate thread - though the threads both share the object. It doesn't actually edit the animations, yet. But the framework is there, mostly, I just need a way to select those gyroscope-like things which are at each joint. http://spinout182.com/z64anim/
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If you have and are using a graphics card, try switching over to the onboard graphics card. Have you tried loading GRUB?
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Nemu64 gives me a warning in the same exact place that the console crashes with that map. Well, not actually that one, because it didn't have collision in Nemu or on the N64, but the same one freshly imported (with actors, tho). I think I can make it not crash, too
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All you need to do is change a couple of bytes in zdec's source and it works fine for decompressing MM debug...
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Help! I can't find any OoT/MM hacking software that will run on Linux
spinout replied to Andreawws!'s topic in Modifications
Hi. Don't use fedora. Use something Debian-based, such as Debian, Ubuntu, etc. Secondly, apt-get everything you can find that has to do with OpenGl. Thirdly, what Python version are you using? Newer distributions may have a higher version of python than I developed ZAPPY with, though the only advantage ZAPPY has over OZMAV2 is water box manipulation. Do you have an emulator set up, by the way? Get used to writing scripts and programs whenever you need to get a job done. The habit will stick with you even if you go back to using Windows, and ultimately will increase your efficiency. -
I have heard the phrase "well, it works in Nemu, but not PJ64, because nemu ignores errors". Is this true? Or is it that PJ64 is so plagued with speedhacks that break when Zelda is modified? Give me something that works in Nemu but crashes in PJ64, and I'll settle the issue once and for all.
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It is an animation which exploits matrix modification to it's best. Simply put, the bottom seam of his cape is a separate "bone" which shares vertecies with the upper part of his cape which is not part of that bone, and matrix manipulation - in both display lists of the cape, and the actor file - gives the illusion of cloth. I'm sure some programmer at Nintendo scratched his head for a week getting it right.