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Antidote

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Everything posted by Antidote

  1. The shift IS the calculation, and your solution isn't exactly a clean one. Sanity has nothing to do with it, it's a simple matter of how the data is displayed, you're nitpicking something that's not exactly an easy thing to have a good blanket solution for, how exactly do you expect him to handle something like that when it's determined by the actor definition? mzxrules, instead of stating you don't like the current solution, you provide a WORKING example of a decent alternative? From what I can tell, there isn't a really clean way to do what you're asking for without adding another layer of complexity to the actor definition. What works for one actor may break another, I think xDan's current solution is the lesser of evils.
  2. So my hunch was correct, yes that is a bit of an issue, however it's not really an easy fix. One fix might satisfy some people, and tick off a bunch of others, while another has the opposite affect. At this point it's really a matter of convention. A good middle ground would be to add a way to calculate the mask and apply it, that way you can have the best of both worlds, however that leads to another issue: how to implement it seamlessly.
  3. Antidote

    Cutscene Actors?

    And I've never had any luck with SharpOcarina in Wine :/ And it seems to hate Mono.
  4. Antidote

    Cutscene Actors?

    It could have been used as a basemesh, It's common practice to take a simpler mesh and add details than to start from scratch. Since both besitu and Majora's room have similar overall geometry, they could have added details. I'm willing to bet that the pillars and arches aren't actually part of the walls.
  5. Antidote

    Cutscene Actors?

    I think that strengthens my thought of it being a kind of test room. Why make a fully detailed room if you're not sure the cutscene or boss battle will work out? They probably quickly prefabbed it and used some generic, albeit cool, textures as a way to make sure the lighting would work. It was probably dug up and reworked into the boss chamber for Majora.
  6. What exactly is wrong with it? Other than being a little confusing from a UI standpoint, I can only think of a possible data conversion issue.
  7. Antidote

    Cutscene Actors?

    Well, there is one problem with how it's placed, Isn't the whole map zeroed out? If so the positioning is merely coincidental. EDIT: It seems kinda odd that the doorways would be blocked off by the map, even if that was the way they originally accessed it. It just seems odd that they would have one map encompass another.
  8. Antidote

    Cutscene Actors?

    Similarities aside, I think it's more likely they used the room at one point to test AI, possibly boss AI. One clue to that possibility is the sheer lack of entrance. The Majora boss room has a spawnpoint iirc, but it's placed slightly different. Besitu may have been recycled for the Majora battle, but I don't think it was originally intended for it.
  9. It's been a long time since I really used C#. Your work with getting everything working with GLSL is pretty impressive, keep it up. The only thing really holding this program back from working on Linux with Mono is that configuration. I think there is a 3rd party library out there that actually works better than Microsoft's solution. Here is one example: http://nini.sourceforge.net/
  10. That's how I was thinking it was formatted, but I never got around to checking. Nice to know I was at least heading in the right direction.
  11. There is nothing wrong with looking up to people, there are plenty of hackers I look up to, to this day. Believe it or not, my first major hacking venture was Metroid Prime. When it comes to programming, I'm 100% self taught.
  12. With college coming up, and a semi-secret project going I've got my hands full. I know the feeling.
  13. Nice, I'd like to see your research on the STB files, I abandoned my project on them.
  14. If anyone really wants to, they can get permission from xDan to run it through a decompiler, he hasn't obfuscated his code, or if he's willing he may even give you the code. Don't take this as a guarantee, he has the right to say no.
  15. And heavily unsupported, most modeling programs I've seen lack support for .x, blender being one of them
  16. Evidently you can get the DC to read RWs But doing so is pretty hard on the lens http://www.boob.co.uk/docs/devinfo.htm
  17. That largely depends on what type of objects you're wanting to modify, and what type of data.
  18. I'm one away from you EDIT: Also, 200 posts already?
  19. Been working on this today as well as working on Sakura's documentation This format gives me complete flexibility, but it requires me to rewrite the Animated Sprite class, however that was planned anyway. If anyone has any use for it, the format is released under GPLv3, so please feel free to use it. //-------------------------------------- //--- 010 Editor v5.0 Binary Template // // File: // Author: // Revision: // Purpose: //-------------------------------------- typedef enum <byte> { zFalse, zTrue } bool; enum <byte> Direction { North, South, East, West }; struct Texture { string Filename; // Relative to fs_basepath bool preload; }; struct Frame { float XOffset; // Relative to the offset specified in the header float YOffset; // ^ float TextureX; float TextureY; int Width; int Height; float FrameTime; bool FlippedH; bool FlippedV; }; struct Part { string Name; int TextureId; int FrameCount; bool HasCollision; Frame Frames[FrameCount]; }; struct Sprite { string Name; Direction Dir; byte PartCount; byte StateCount; byte StateTextureId[StateCount]; Part Parts[PartCount] <optimize = false>; }; struct { int Magic <format = hex>; int Version; short TextureCount; int Width; int Height; float OriginX; float OriginY; short SpriteCount; int Reserved1; if (TextureCount > 0) Texture Textures[TextureCount] <optimize = false>; if (SpriteCount > 0) Sprite Sprites[SpriteCount] <optimize = false>; }file;
  20. Getting a process on linux is actually pretty easy: [antidote@the-key-bearer ~]$ ps -A | grep 010 4647 ? 00:01:07 010editor The first entry is the PID, and it follows this format: PID - User - Execution time - Process Name 4647 ?(antidote) 1hr 7m 010editor Also Looking good Airikita
  21. I love manga, I'm currently reading Fairy Tail as it comes out (usually every friday), Naruto, and Bleach. But a manga i just recently finished is Tokyo Crazy Paradise, it's from the same Mangaka that is working on Skip Beat
  22. I just thought of something, since you're blurring everything anyway it's not necessary to use the full resolution, they could be using a compressed version of the previous frame for the blur, since you can essentially quarter the total size, you can get away with a very tiny (0.08 at minimum) buffer. I'd have to look at the code for it, but that seems highly plausible considering the N64's resolution (640x480 iirc) EDIT: One other thing, does the N64 store pixels linearly or as scanlines?
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