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Everything posted by SoulofDeity
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There's many easy fixes for this. To name a few, you can kill a few processes before starting a game, or disable them from MS-Config (which you can find by typing "MS-Config", in the start menu. The second option is to alternative software that puts your computer into game mode.If you have trust issues with the later, believe it or not, you can actually write a batch script that does it by creating a 'savestate' of your machines processes, enumerating through the all the tasks with the 'tasklist' command, and killing any processes that aren't list in your 'savestate' with the "taskkill" command.Don't get me wrong, I prefer console gaming over pc gaming, but capability-wise pc's are just better. Cheap RPG-maker ports and Python interpreters lacking a stack, console, or text editor aside; there isn't any on-console development software available.Not to say it isn't possible. Hell, in the case of the psp, all you'd have to do is modify the makefile to build the applications as prx's with file buffering (because the psp has a low amount of ram), rewrite how the arguments are passed to modules (because psp module argument passing is funky...), and make a text editor.Hell, you could even try just gluing a MIPS-port of Tiny-C to a text editor, but the point is it hasn't actually been done yet...Development aspects aside, consoles are also behind pc's in several other things like browser capabilities, where the browsers are usually Netfront based and have little to no flash support and don't strive for the web-of-tomorrow features like HTML5 and WebGL.Another thing is that consoles are artistically limited. While several consoles like the 3DS have art programs for the user to toy around with, they're very simplistic, and hard to work with. Even with a pen, it's difficult to impossible to put just 1 pixel where you want it.Audio-wise, there are some interesting and powerful editing tools out there for consoles, but they're mainly sequence based, and sadly the world just doesn't seem to have that much love for midi's anymore :(I'm sure one day it'll get there, but right now, consoles just aren't quite up to pc-level yet feature-wise.Also, while we're on this topic, just wanna say that I think Sony is a bunch of retards for using making the PS4 use an x86. Seriously, companies have been working their asses off trying to figure out how to get pc's away from this awful architecture for years without breaking backwards compat. Recent pc's actually piggyback reprogrammable RISC architectures. Just seemed like a dumb idea, and a huge step back for a company that's been a veteran of RISC architectures like MIPS and ARM since day 1...
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maybe. but modding a fruitcake requires a sonic screwdriver to open a portal to shadow realm. I heard Yami Yummi Yugi performs experiments on it's time fluctuating airwaves in hopes of bringing his dearly departed living gerbil Rodney back. I don't now about me but, you sure as hell don't have enough serpents to feed that thing. Worst case scenario, I suggest contacting a few airlines. I've heard they've had it with them godamn SJ's on their godamn planes, and would be probably be glad to donate.
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I wasn't exactly sure how much you knew about it considering that you've only used OpenGL 1/2 api for your modding tools up until this point. I figured that rather than decoding the combiner equations, you were probably detecting specific packets.
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Looks like more work to me. ARB_fragment !!ARBfp1.0TEMP color;MUL color, fragment.texcoord[0].y, 2.0;ADD color, 1.0, -color;ABS color, color;ADD result.color, 1.0, -color;MOV result.color.a, 1.0;ENDGLSL#version 120uniform sampler2D sampler;void main() { gl_FragColor = texture2D(sampler, gl_TexCoord[0].xy);} And I was just trying to help because I figured out the bit encoding for the combiner instructions and have some experience using GLSL. No need to be rude... I'd like to know how ARB_texture_mirror_repeat is a 10-year old ARB extension when the first GLSL standard was published in 2004. Wiki's got something wrong. Also, the sandy bridge gpu that my pc uses was created in 2011, and does not support the texture mirroring extension. EDIT: sorry if that last part sounded sarcastic it's not intended to be, I'm actually curious...GLSL was introduced as only an extension to 1.4 and wasn't standardized until 2004, so I'm honestly confused about how there were ARB standards before then....
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ARB extensions are part of GLSL, and acknowledged by the GLSL standard. Shaders are compiled at runtime for your gpu anyway, so writing machine specific code for each architecture only places a large unneeded burden on your shoulders :/Also, GLSL shaders were introduced in OpenGL 2.1, which is safe to say that all architectures support it to varying degrees. I'm not sure exactly how this ties together, but there are 2 combiner modes made using 4 separate equations;[code:nocode] color 1 = (a0 - b0) * c0 + d0 alpha 1 = (Aa0 - Ab0) * Ac0 + Ad0 color 2 = (a1 - b1) * c1 + d1 alpha 2 = (Aa1 - Ab1) * Ac1 + Ad1 [/code] You'd need to support all 4 equations to emulate the combiner properly, so using only ambient and diffuse colors won't work (unless I'm mistaken and you're referring to how you're going to import the .obj models, not render them?) Also, just some simple advice, checking if the fields are COMBINED or TEXEL1 will let you know if multi-texturing is being used, and it might be best to pass the arguments for the combiner to your shaders via a matrix uniform. afaik, texture_mirrored_repeat is not an ARB extension, but a proposed EXT extension, and Intel HD architectures like mine don't support it.
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It's not a vs squabble, it's about Microsoft blatantly lying and saying 2-1 people prefer Bing when in fact, 4-1 people prefer Google
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I use an Intel HD sandy bridge, but I don't see why this would be important. With the exception of hardware texture mirroring (which you would most likely implement a fallback software implementation for), there no reason any architecture-specific code would be needed to emulate the n64 combiner in GLSL
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lol, yeah it's like skyrim, except you can ride dragons instead of killing them and play it without lag that seems to be the unanimous opinion of everyone except a select few Microsoft junkies.
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Microsoft made a hefty claim that 2-1 people prefer Bing over Google, and me being the skeptic I am decided to take the Bing-it-On challenge. My searches were [*]ZeldaFD [*]Madara [*]Drakan [*]Zelda64 Modding [*]I don't know My results were [*]Google [*]Google [*]Bing [*]Google [*]Google 4-1, Google was better than Bing in my opinion. Keep in mind that this challenge doesn't include the use of personalized results, or image search, just plain web search. When I looked in the comments, the results were unanimous. Everyone was 2-2 (tie), 4-1 (google), and 5-0 (google); with a majority being 4-1 like my results. So, in boredom, I googled for Microsoft false claims about Bing being better than google and came across this article that really struck a nerve. Obviously, I had something say about this, which I posted on the irc at the bottom of the article. No one was online at the time, so it'll probably never be seen, but I felt that I had to vent my feelings about the article... Well, you have my opinion on this. If you're a skeptic about Microsoft's claims as well, take the bing-it-on challenge yourself and see how it stands
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What would you like to see in a Zelda fan game?
SoulofDeity replied to Keanine's topic in Community Projects
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What would you like to see in a Zelda fan game?
SoulofDeity replied to Keanine's topic in Community Projects
twilight realm ftw. completely underutilized, and also I want muh Midna nao -
k. technically not a mod....but I wanted to share and didn't feel like creating a new thread since this is just something I did for fun in Unity the download link and instructions are in the video description
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yeah, I figured it probably wouldn't work on the PJ64 since it's assembly mod and the dynarec needs to be reset. it works in the nemu64 tho. if you want, I can make a rom patch for it
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I hate to admit it, but this is starting to look a lot like a DOS attack...I don't wanna make anyone panic, but just in case the worst happens, I'd suggest backing up any important information you may need.
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very nice job on the camera controls in the second vid also, I really like the idea of using 3d lttp artstyle with bold cell-shaded outlines.
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here's a better version of the above code, a fully controllable sequence player source: assembled code: nemu64 cheat file: Usage: The current sequence number is displayed where link's rupees are Press D-Left to decrement the sequence number Press D-Right to increment the sequence number Press D-Up to play the sequence Press D-Down to stop the current sequence
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excuse the messiness of this code, I've been pulling my hair out trying to find the problem and am wondering if maybe someone else can point it out. EDIT: lol, nvrmind. brainfart. I was nop'ing out the sequence number. >.< I'll posted the fixed code and assembled versions in my OoT 1.0 (U) notes topic
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here's a small mod I wrote using the play sequence function I listed above. Press D-Up to play sequence81170000 3C0881170002 801C81170004 350881170006 84B481170008 85098117000A 00008117000C 3C088117000E 801781170010 350881170012 004081170014 850A81170016 000081170018 15498117001A 00028117001C A5098117001E 000081170020 03E081170022 000881170024 340A81170026 080081170028 11498117002A 00028117002C 3C048117002E 000081170030 03E081170032 000881170034 3C0581170036 000081170038 08038117003A 1AD58117003C 24A58117003E 001E ; replace this with sequence number to play81170040 240081003BD4 080581003BD6 C00081003BD8 2400----- For Nemu64 -----[THE LEGEND OF ZELDA.Cheats]NumCheats=1CheatName0=Play SequenceCheatName0Count=36CheatName0Code0=81170000 3C08CheatName0Code1=81170002 801CCheatName0Code2=81170004 3508CheatName0Code3=81170006 84B4CheatName0Code4=81170008 8509CheatName0Code5=8117000A 0000CheatName0Code6=8117000C 3C08CheatName0Code7=8117000E 8017CheatName0Code8=81170010 3508CheatName0Code9=81170012 0040CheatName0Code10=81170014 850ACheatName0Code11=81170016 0000CheatName0Code12=81170018 1549CheatName0Code13=8117001A 0002CheatName0Code14=8117001C A509CheatName0Code15=8117001E 0000CheatName0Code16=81170020 03E0CheatName0Code17=81170022 0008CheatName0Code18=81170024 340ACheatName0Code19=81170026 0800CheatName0Code20=81170028 1149CheatName0Code21=8117002A 0002CheatName0Code22=8117002C 3C04CheatName0Code23=8117002E 0000CheatName0Code24=81170030 03E0CheatName0Code25=81170032 0008CheatName0Code26=81170034 3C05CheatName0Code27=81170036 0000CheatName0Code28=81170038 0803CheatName0Code29=8117003A 1AD5CheatName0Code30=8117003C 24A5CheatName0Code31=8117003E 001ECheatName0Code32=81170040 2400CheatName0Code33=81003BD4 0805CheatName0Code34=81003BD6 C000CheatName0Code35=81003BD8 2400 by default, it plays the intro cutscene music.
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some more stuff I found while looking for pointers to the audiobank $80000E6C initialize the dmadata table$800C6B54 play sequence a0 = $00000000 a1 = sequence number the sequence numbers are the ones on the wiki
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I relocated the audiotable as part of a filesystem makeover I'm working on. it doesn't crash the game, but there's some pointers or something that need to be fixed because it makes the sounds go apeshit. it's like, an 8-bit-ish laser beam kinda thing, really weird O_o
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ah sweet, I never noticed this thread before I've been looking for some debug rom functions to port to 1.0. btw, Jason, when converting assembly to C functions, are the args passed as a0, a1, a2, sp or a0, a1, sp? I know the fastcall convention uses 2 registers, but I'm not exactly sure how that carries over for mips...
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thanks it's not meant to be serious, it's just obvious trollin. but yeah, you can move it. I wasn't sure what forum it belonged in What's this "trollin" of which you speak? And how is it done? I see you posted a smiling pic at the end of your post. So if I post a smiling pic at the end of this, is that "trollin"? yes, yes it is.
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thanks it's not meant to be serious, it's just obvious trollin. but yeah, you can move it. I wasn't sure what forum it belonged in
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lol, the idea was to try to convince the reader they're crazy; which is why I wrote in the tense of "we", "us", and "ourself", to make it seem as though the reader is talking to themself rather than me talking to them.
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Okay, i'm starting to understand it a little bit but I still need a bit of clarification on this to make sure I really do this right. Now, when you say export a wave, should I export it in the actual wav format or a raw wave? When I find the sound I want to replace in the ROM, I go ahead and replace it with Tatl's ding...however, it gets cranky when I do this. I have exported Tatl's ding in a raw format and basically copy and pasted making sure it would at least fit. Instead of having something garbled at the very least, the game just refuses to launch. It'll go up to 100% and then it spits out a Unhandled R4300i OpCode at: 800c6e28 Unknown 48 AF BF 00 error code at me. either way. I just stated to use wav because it's as close to raw pcm as you can get if your audio editor can't support exporting raw data. also, should mention that wav files can be compressed, so you need to make sure whatever tool you're using doesn't. oh, and since the audiotable is within the first 1MB of the rom, you'll need to recalculate the crc.