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Airikita

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Everything posted by Airikita

  1. Airikita

    F3DEX2 Lighting

    I won't say it's a bad idea, just that there are existing display lists to clean an existing issue. Re-importing doesn't grow the learning process with hacking, but if it comes to it, I agree with the Hylian Toolbox.
  2. ..........Weird thing is you might be.... right?.... "Founded on September 23, 1889[2] by Fusajiro Yamauchi, it originally produced handmade hanafuda cards.[7] By 1963, the company had tried several small niche businesses, such as cab services and love hotels.[8]" Source: http://en.wikipedia.org/wiki/Nintendo Maybe there were vibrating beds in the love hotels? EDIT: Some more sources: http://kotaku.com/5784314/the-nintendo-theyve-tried-to-forget-gambling-gangsters-and-love-hotels http://classic-video-games.yoexpert.com/classic-video-games-history/did-nintendo-run-love-hotels-in-japan-31273.html "They also invented a product called the "Ultra Hand", which was essentially a reaching device that allowed people to reach objects that they normally wouldn't be able to get. It's been said that the "Ultra Hand" is what saved Nintendo from bankruptcy, and if it if wasn't for this strange invention they would have never gotten into the video game industry." Hmmm.... Nintendo......
  3. I'm about to leave if something doesn't start going anywhere this weekend.... *grumbles* >_> I love this community, but I think I'm starting to lose my mind today.
  4. Airikita

    F3DEX2 Lighting

    Yeah, I wasn't hoping on them... plus it seems like the combiner is fine as-is. I think I was thinking of these ones: 0xE2 F3DEX2_SETOTHERMODE_L Sets other attributes (blending) 0xE3 F3DEX2_SETOTHERMODE_H Sets other attributes (combiner) The ones I brought up with an existing display list are: E3 00 10 01 00 00 00 00 E2 00 00 1C C8 10 4A 50 Sorry for the misleading attempts, I'm frustrated tonight and not thinking clearly. I'm currently viewing object_wood02.zobj at 0x90 if you want to take a look yourself.
  5. Airikita

    F3DEX2 Lighting

    (I'm gonna flip my shit soon, I'm getting so pissed off at bullshit today) Well, F5 is using 07, it's using environment effects from the current scene, hence your lighting problem... I'll grab a combiner from another source for you, and maybe that will help. Brb. EDIT: Try these: F5 70 00 00 07 09 C1 50 (first F5) F5 60 04 00 00 09 C1 50 (second F5) Replace your other F5 with this one to test. It uses 07 just the same, but the effects can be to your liking. You can try to change it, but it might result in a crash because 07 is linked to a special code. (Also, F5 is tile properties, not combiner, my bad... anyways, try it out) (Might be the wrong thing, but I'll double check) Also, experiment with this F3 separately (over your current F3): F3 00 00 00 07 3F F4 00
  6. I have narrowed it down to Unicat after several tests with HeavyZ's help, and I am waiting to fix the problem. The whole point of the crash debugger topic was to force the crash debugger to tell me why Unicat is crashing the console. But lately people have been asking questions going nowhere, instead of helping me with my posts. If we can narrow it down, I can fix the error. Again here's the display list: Asking rhetorical questions is only pissing me the fuck off today. (Nothing personal) EDIT: 0xE6 G_RDPLOADSYNC (usage unknown) 0xE7 G_RDPPIPESYNC (usage unknown) 0xE8 G_RDPTILESYNC (usage unknown) 0xE9 G_RDPFULLSYNC(usage unknown) *looks at the list..... looks at the display list... looks back...* ARE YOU PUTTING RDPTILESYNC BEFORE RDPLOADSYNC??? I don't even.... THINK... that's a good idea... This is messy. I bet the system uses E60000000000 to load things beforehand, but in any scenario, this is programming disaster! The RDP likely uses a specific pipeline, and this could be messing it up!
  7. To find the crash debugger I didn't crash the game, the crash debugger never activates on emulators. I dug through the code and found where the functions are located in RAM.
  8. Unicat is still crashing the console, but not the emulator... here's another look at her display list again (which was changed lately):
  9. Well, if you go to 0xB4D46C AND 0xB4D474 in a hex editor for the debug rom, take the values that start with 0CXXXXXX and change them both to 00000000, then try the altered rom (after saving the changes, maybe make it a different file so you don't ruin your original), and try it on the console. You can crash room 124 I believe, and you should see the crash debugger come up with text (that's the theory anyways).
  10. I hope you do return, good luck~
  11. I have a request I need to make... HeavyZ has mysteriously vanished from Skype and the community... he mentioned some things that are worrying me, as I mentioned I was close to this discovery. It's possible he'll be back this weekend, but just in case can anyone with an ED64 and a console test out this find? Emulators are useless to test out if changing the functions at 0xB4D46C AND 0xB4D474 to 00000000 will even work. The theory is good, I just need someone to actually test this for me...
  12. Airikita

    F3DEX2 Lighting

    There is an eaaier fix in a hex editor without reimpor ting...
  13. Airikita

    F3DEX2 Lighting

    Doesn't look like the lighting mode to me... I think it might be the F5 command that is the combiner which takes on environment effects.
  14. Sweet... I'll have to get this later. Nice work!
  15. One time I wanted to make a platformer Pokemon game starring Buizel: This is one of my special characters I made up: I cancelled this project because the animations were too difficult to do: Also the design was incomplete, and my idea needed more work... it was an old concept... still, the character was awesome. And old racing game concept: It's painful to see these again... I had big plans, but maybe some day in 3D I will make something... That's all I got~~~
  16. Even more characters: Old concepts: Uhhh.... don't ask why I made this, it's a long story: Most of my sprite work can be found in my game called Giga Mouse:
  17. LOL, I could never have the patience to finish my games, so I have a pile of leftover sprites when I was a kid... most of them are crap because I didn't give a damn how I made them, I was just trying to work on different ideas to create a game in Gamemaker back then, and I was planning on enhancing them later: Here's some of my best works: This was the Game Over logo: Drew these, and went over with Paint.NET:
  18. Nintendo: "What shall become of us???" I think it's a grim foreshadowing on troubling problems ahead.... I am concerned about the prospects of consoles and games for Nintendo in the future.
  19. Airikita

    F3DEX2 Lighting

    I think it's the combiner... not sure how to fix that, but if you post it, maybe it could lead to something useful. I can try digging something up. You can always post a snippet of the portion where the problem display list is. (Also, those are some fine damn sexy trees btw)
  20. Btw, I have to post this in reference to the wasp: LET THE NIGHTMARES (and lulz) BEGIN! Maybe I'll add wasps to my mod, like this.
  21. Terrible! Looking closer at the code, I have some confusing news... KeyWaitB' is actually registered BEFORE KeyWaitB, yet the sequence is reversed... could it because of how it is read? That just complicates the possibility of: L + R + Z Up + C-down C-Up + Down Left + C-left C-right + Right B + A + START L + R + Left + C-right + START -OR- L + R + Left + C-right + START L + R + Z Up + C-down C-Up + Down Left + C-left C-right + Right B + A + START EDIT: Blah! Double post... meant to edit my last one, sorry... EDIT2: I might be confusing something though... might be irrelevant, it's only the printing for debug text. It also appears the function to render the crash debugger is missing, but that may be false... EDIT3: FUCTIONS FOUND!!! The functions for KeyWaitB and KeyWaitB' are at 0xB4D46C AND 0xB4D474 in the Debug ROM!!! UPDATE: If anyone wants to view my RAM documentation, you can download my [rough draft] text file: http://www.mediafire.com/view/nqknrvffazlblml/CrashDebuggerTracing_byAirikita.txt The location of the two functions are sandwiched between the debug text print calls for KeyWaitB and KeyWaitB' and where the first screen for the crash debugger is rendered. You can view the RAM to see for yourselves. While you won't be able to SEE it in an emulator to test, with a little MIPS know-how, you can check everything that starts with a LUI XX, 8014 and with a ADDIU XX, XX, XXXX that follows, that will point you to the crash debugger's text. Know that if LUI T5, 8014 is your start, then you must find an ADDIU T5, T5, XXXX to match.
  22. I think I found it for sure! I just need HeavyZ back to test it...
  23. I have the most amazing news! I found the portion of code that generates the KeyWaitB debug text! WHEEE! I will trace it back if I can... (oh god I hope I can...) EDIT: YES!!!! I believe I have located the debugger, and I will force it to activate.
  24. The other assumption is that the KeyWaitB' indicates another controller. Either it's Controller 1 for the first portion, then Controller 2 for the last combo, or vice-versa... It can also be a different set of controllers (like 2 and 3, 3 and 4, or 1 and 4...) in any regarding order... I would test any and all possibilities, including just testing a controller in one of the 4 ports on its own. EDIT: It could also be possible KeyWaitB' goes before, but that seems to be an oddity if so... I would test the first sequence to see. I won't push anyone to test it, but I also know HeavyZ is trying his best.
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