spinout
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Everything posted by spinout
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This is stupid shit. I'm a cashier at a grocery store.
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grumble grumble Why not use the animations that belong to the object you are playing as ?
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JFIF == jpeg. Just open them in Photoshop or gimp.
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I know what NIFF is. (Did you miss this?) None of this information means anything for OoT/MM - if it did, n64 zelda hacking would have changed over a year ago when I (and xdaniel) looked through the N64 SDK which (obviously) includes NIFF among other development tools Nintendo sent out with the SDK. As for the DD stuff I *believe* that it is a tool which just builds a DD ROM, and it is building a blank ROM for you. It is absolutely useless as there are more 64drives and everdrive64s around which give the N64 MUCH more potential than the DD and are cheaper and still supported. C is king. Python if the program is only going to be run once and you need to get it out quickly (i.e. building a database base d off of oot)
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Congrats on your success thus far, but why are you doing this? You could have just called the right object and actor spawning functions if you wanted to load it without having it in the map. Remember: Doing things the hard way != best way. Usually, the quick, simple, and in most cases easier solution is best.
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http://spinout182.com/src/j.php?a=linker&g=OcarinaOfTimeMasterQuestDebug bcopy = memcpy
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I think you are confusing this NIFF stuff with zelda based file formats. That all seems like gibberish, where in the SDK did you find it? I have about 4 different n64 SDKs.
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NIFF - Nintendo Intermediate File Format I know what it is and it was a simple way for developers to create animated objects. I have fooled around with it before and I'm pretty sure that it doesn't have anything to do with anything used in zelda. Good luck with split screen. You're going to have to re write much of the rendering engine. If I were you I'd go for a SSB-like screen. In my '2 player' hack I did a GTA like screen - it focused on both players and zoomed out as they got farther away but still followed them. What's SIG? And why are you re-writing maps?
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Uh, why don't you just edit the wiki? That's the whole point of a wiki.
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http://spinout182.com/mmde/o The names were the best attempts that my script could make. I believe all link forms remain un-named, and I am not aware of their object numbers. Those are the objects from MM debug, though.
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Approve. I've kinda been wanting to make an engine myself for some time but it seems like such a large project. Looking forward to progress.
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The only reason this topic exists is because the term 'hack' and the derived terms 'hacker', 'hacking', etcetera are grossly misused.
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http://spinout182.com/src/ocsong.c
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gDPSetTileSize should have what you're looking for. In display lists, it is used like this: gDPSetTileSize(pkt, 0, 0, 0, ((width)-1) << 2, ((height)-1) << 2); It is defined as so: #define G_SETTILESIZE 0xf2 #define gDPSetTileSize(pkt, t, uls, ult, lrs, lrt) gDPLoadTileGeneric(pkt, G_SETTILESIZE, t, uls, ult, lrs, lrt) #define gsDPLoadTileGeneric(c, tile, uls, ult, lrs, lrt) \ { \ _SHIFTL(c, 24, 8) | _SHIFTL(uls, 12, 12) | _SHIFTL(ult, 0, 12), \ _SHIFTL(tile, 24, 3) | _SHIFTL(lrs, 12, 12) | _SHIFTL(lrt, 0, 12)\ } Meaning the width and height can be extracted like so: width = ( _SHIFTR(w1, 12, 12) >> 2) + 1; height = ( _SHIFTR(w1, 0, 12) >> 2) + 1; In simpler terms: F2000000 00wwwhhh width = (w / 4) + 1 height = (h / 4) + 1 The size (in bytes) of the texture can be determined by the bits per pixel multiplied by the number of pixels divided by eight: bytes of pixel data = bpp * width * height / 8
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Yes, that is the reason I started this project. https://bitbucket.org/ottehr/z64-fm/ Unfortunately it is far from complete but if you are willing to document how every [used] file in MM is pointed to I will be happy to complete the application to a point that you can insert and remove files from a compressed ROM transparently.
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Come on. What kind of attitude is that? You never learn these things quickly. The only reason most of us who "can hack" know anything at all is through slow development of knowledge. Do you have a solid understanding of what hexadecimal is? Do you understand the way bytes all relate to eachother? If not, it's ok. Where are you getting lost? Nobody can help you if you can't tell them where you're struggling.
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I would stray away from this method, SanguinettiMods, as it ruins the original display list. Why not just change a few of these pointers?
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Why is the skin constantly changing? I find it somewhat discomforting to be honest. My forums have had the default SMF skin since I created them almost two years ago now. It might be a bit plain but it is completely predictable and reliable.
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Thanks everyone And yeah, the whole big 18 and all. Gonna register to vote and whatnot. Last night I went to the beach with some buddies, we got there just after sunset. Had some barbecue, then we had a fire in a continuously expanding pit. There were five of us; my friend brought 36 coronas, the rest is history. Probably the most awesome birthday thus far for me.
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4 years ago, in the heyday of ZSO...
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It doesn't do much good, it just makes the game hang there with a broken N64 logo. I'm working on a much better full ASM hack right now.
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81400E2A 0A2C
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http://www.wired.com/wiredenterprise/2011/10/dennis-ritchie/ He and Ken Thompson were the inventors of C and Unix - without which, these forums, ocarina of time, and all modern operating systems would probably not exist in the way we know them if at all. Rest in peace.
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I really hate it when people try to use old versions of my software. It completely discourages me from further developing newer stuff. Use objn64tool for converting obj->F3DEX2.
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SharpOcarina - Zelda OoT Scene Development System
spinout replied to xdaniel's topic in Community Projects
How many collision triangles do you have total, Zeth? Each triangle takes up 10 bytes, each vertex 6, each collision type 8, and you can overflow easily - I know the game can handle more viewing mesh than collision mesh.