xdaniel Posted December 6, 2013 Author Share Posted December 6, 2013 Zinc, a few questions to help with diagnosis and isolate the problem: Did the ROM work correctly before you replaced the title card, i.e. are you sure the title card is what causes the crashes? Have you modified anything else, and if so, what? When does the game crash, when you try to load the Fire Temple or already before that? Did you export the original title card first and edit that, or did you create one from scratch? Especially if it's the latter, could you upload the title card somewhere, and preferably not on an image hosting service so that it doesn't accidentally get converted into another format, etc.? Link to comment Share on other sites More sharing options...
Tsynk Posted December 6, 2013 Share Posted December 6, 2013 It was a fresh ROM (no changes), I tried to have no music and changed the card, I also created it from scratch, it crashes when trying to load the Fire Temple, the rest of the game works fine. Click this to see the card. Link to comment Share on other sites More sharing options...
xdaniel Posted December 8, 2013 Author Share Posted December 8, 2013 Sorry for the late reply, but I can't seem to reproduce the problems you're having... I took an unmodified MQ Debug ROM, downloaded the image you posted, imported that into the game via SceneNavi, and everything works fine in PJ64 v1.6 and Nemu v0.8. The image loses its color and darkens somewhat, but that's normal because the texture is in a grayscale format in the game and has to be converted to that: Mind posting what the ROM information dialog (menu "File" -> "ROM Information") shows for your original base ROM? Like ex. so: Link to comment Share on other sites More sharing options...
Tsynk Posted December 9, 2013 Share Posted December 9, 2013 This is what I have Link to comment Share on other sites More sharing options...
xdaniel Posted December 11, 2013 Author Share Posted December 11, 2013 Judging from just the ROM infomation, it appears to be very much the same ROM I used excluding the game ID (CZLE vs NZLE), which isn't a problem in this case... Does simply re-importing the original title card work? Meaning, you take an unmodified ROM, export the Fire Temple's title card, then import the image file you just exported again, then save. Also, progress-wise, I added some more additional features that are totally not useful! Got some antialiasing and mipmapping going, to smooth the rendering a bit. Can be enabled and disabled from the menu, hope this works well enough on lower-end hardware (i.e. that the checks in my code catch if the hardware doesn't support one of them, that the program doesn't crash, etc...) 2 Link to comment Share on other sites More sharing options...
Arcaith Posted December 12, 2013 Share Posted December 12, 2013 Not sure if I'm beating a dead horse, but take a look at plain text encoded .x files. They're versatile, and a far better and more clearly defined spec than .obj. Link to comment Share on other sites More sharing options...
Antidote Posted December 12, 2013 Share Posted December 12, 2013 And heavily unsupported, most modeling programs I've seen lack support for .x, blender being one of them Link to comment Share on other sites More sharing options...
haddockd Posted December 12, 2013 Share Posted December 12, 2013 Arcaith, Please keep in mind that would likely be a non-minimal amount of rewrite/work for xDan which (unless I am mistaken) he said he isnt in the mood to accommodate. Feedback is always awesome in projects like this (good or bad) but please try to keep it in the realm of what the programmer(s) are willing to take on based on their previous posts I know this sounds like a "non-moderator trying to act like a moderator" post but it isnt. I was hoping to enlighten anyone reading this thread and also to avoid overburdening/annoying xDan. I mean. he finally got back around to working with SceneNavi...dont make him want to go to another tool for awhile OH NOES Link to comment Share on other sites More sharing options...
Antidote Posted December 13, 2013 Share Posted December 13, 2013 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. Link to comment Share on other sites More sharing options...
spinout Posted December 16, 2013 Share Posted December 16, 2013 >Decompiler Oh please. Looking good xdaniel, I wish I was still at it programming. Link to comment Share on other sites More sharing options...
Zeth Ryder Posted December 16, 2013 Share Posted December 16, 2013 Not sure if I'm beating a dead horse, but take a look at plain text encoded .x files. They're versatile, and a far better and more clearly defined spec than .obj. And heavily unsupported, most modeling programs I've seen lack support for .x, blender being one of them This is why I suggested Collada to begin with since 3ds max, Blender and Sketchup can all handle the file format and is very well documented unlike the .x files. However I don't think Xdan wants to even look into the matter of it. Which of course is his choice. Link to comment Share on other sites More sharing options...
xdaniel Posted December 16, 2013 Author Share Posted December 16, 2013 (edited) However I don't think Xdan wants to even look into the matter of it. Which of course is his choice. Honestly pretty much this, at least right now. A week or so ago I mentioned how the latest release isn't yet "v1.0 Final", but that I'm getting there and that additional features will come after getting that "initial final build" out. Model exporting is something I'll probably look into for v1.1 or v1.2 or somesuch, just like how I might look into ex. display list command editing and actor rendering (like in ZSaten or never-finished SorataVSE, not in-level). There's some things I consider more important that are still to-do for v1.0 Final, like more scene metadata options, more collision polygon type options, things like that. Edit: Oh yeah, about the source. I haven't 100% decided when I'll make the program open source, but I will eventually. Maybe put it on Google Code or GitHub with v1.0 Final, then keep going from there. Edited December 16, 2013 by xdaniel Link to comment Share on other sites More sharing options...
Mallos31 Posted December 19, 2013 Share Posted December 19, 2013 I haven't been really keeping up to date with this lately, but does it support different object sets yet? Link to comment Share on other sites More sharing options...
xdaniel Posted December 19, 2013 Author Share Posted December 19, 2013 It does, but they're described as "stages" like the Map Select does it - expand a scene's entry in the treeview, then select the stage you want. The order in the list IIRC should map one-to-one to the object set numbers, but might not map exactly to the Map Select, and there's only a few scenes with proper descriptions for each stage so far. For example: Link to comment Share on other sites More sharing options...
mzxrules Posted December 19, 2013 Share Posted December 19, 2013 I have a full list of descriptions for every cutscene "stage" because of Ocarinabot's wrong warp calculator but not for normal gameplay "stages". However I believe only Hyrule Field, Kokiri Forest, and Lon Lon Ranch have normal gameplay stages that are dependent on game events rather than the standard day/night. Link to comment Share on other sites More sharing options...
sairugoth Posted December 30, 2013 Share Posted December 30, 2013 This is something I thought I should bring to your attention... Every time I open Bate 7 or 8 it gives me this warning. Now, I don't know if this is because some new function in these Bates, but after I click OK and I try to load the rom, it gives me an error and dose not load my rom. But all of the Bates 6 and below work perfectly fine Link to comment Share on other sites More sharing options...
xdaniel Posted December 30, 2013 Author Share Posted December 30, 2013 mzxrules: That list would be useful to have for SceneNavi, it would fill one of the big holes in terms of missing descriptions, other ones being ex. room descriptions and human-readable object names. sairugoth: The error you posted is to be expected with Intel hardware, as I probably can't do much about better Intel support. Of course, the one you didn't actually post - the one that occures when you try to load a ROM - shouldn't occur. Could you give me the details of that error? Link to comment Share on other sites More sharing options...
sairugoth Posted December 30, 2013 Share Posted December 30, 2013 sairugoth: The error you posted is to be expected with Intel hardware, as I probably can't do much about better Intel support. Of course, the one you didn't actually post - the one that occures when you try to load a ROM - shouldn't occur. Could you give me the details of that error? Here you go. See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box. ************** Exception Text ************** System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection. Parameter name: index at System.ThrowHelper.ThrowArgumentOutOfRangeException() at SceneNavi.MainForm.CreateSceneTree() in C:\Users\Daniel\documents\visual studio 2010\Projects\SceneNavi\SceneNavi\MainForm.cs:line 196 at SceneNavi.MainForm.openROMToolStripMenuItem_Click(Object sender, EventArgs e) in C:\Users\Daniel\documents\visual studio 2010\Projects\SceneNavi\SceneNavi\MainForm.cs:line 301 at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e) at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e) at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e) at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e) at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met) at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met) at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea) at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea) at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ScrollableControl.WndProc(Message& m) at System.Windows.Forms.ToolStrip.WndProc(Message& m) at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) ************** Loaded Assemblies ************** mscorlib Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1 (RTMRel.030319-0100) CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll ---------------------------------------- SceneNavi Assembly Version: 1.0.1.8 Win32 Version: 1.0.1.8 CodeBase: file:///C:/Documents%20and%20Settings/joe/My%20Documents/Downloads/SceneNavi-v10-beta8/SceneNavi.exe ---------------------------------------- System.Windows.Forms Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1 built by: RTMRel CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System.Drawing Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1 built by: RTMRel CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- System Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1 built by: RTMRel CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- OpenTK Assembly Version: 1.1.0.0 Win32 Version: 1.1.804.3121 CodeBase: file:///C:/Documents%20and%20Settings/joe/My%20Documents/Downloads/SceneNavi-v10-beta8/OpenTK.DLL ---------------------------------------- System.Core Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1 built by: RTMRel CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll ---------------------------------------- OpenTK.GLControl Assembly Version: 1.1.0.0 Win32 Version: 1.1.804.3121 CodeBase: file:///C:/Documents%20and%20Settings/joe/My%20Documents/Downloads/SceneNavi-v10-beta8/OpenTK.GLControl.DLL ---------------------------------------- QuickFont Assembly Version: 1.0.0.0 Win32 Version: 1.0.0.0 CodeBase: file:///C:/Documents%20and%20Settings/joe/My%20Documents/Downloads/SceneNavi-v10-beta8/QuickFont.DLL ---------------------------------------- System.Configuration Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1 (RTMRel.030319-0100) CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll ---------------------------------------- System.Xml Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1 built by: RTMRel CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll ---------------------------------------- System.Xml.Linq Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1 built by: RTMRel CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml.Linq/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.Linq.dll ---------------------------------------- ************** JIT Debugging ************** To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled. For example: When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box. Link to comment Share on other sites More sharing options...
Jason777 Posted December 31, 2013 Share Posted December 31, 2013 Your scene table is messed up... There are probably overlapping offsets (resulting in overlapping files). I imagine that it is because you have a custom map within the ROM that was imported via SharpOcarina. Link to comment Share on other sites More sharing options...
sairugoth Posted December 31, 2013 Share Posted December 31, 2013 Your scene table is messed up... There are probably overlapping offsets (resulting in overlapping files). I imagine that it is because you have a custom map within the ROM that was imported via SharpOcarina. I do have a custom map in it, but even so, beta 6 can load it vs beta 7 and 8 cant, but that dose explain this... Link to comment Share on other sites More sharing options...
Jason777 Posted December 31, 2013 Share Posted December 31, 2013 Use different injection offsets than the default one in SharpOcarina and that should fix things. 1 Link to comment Share on other sites More sharing options...
haddockd Posted December 31, 2013 Share Posted December 31, 2013 Out of range exception xDan? Shame on you Link to comment Share on other sites More sharing options...
xdaniel Posted December 31, 2013 Author Share Posted December 31, 2013 sairugoth: Hm, could you make a patch out of that specific ROM? I'd like to look into that custom map and see what's going wrong there, even in Beta 6... haddockd: If that exception is raised where I assume it is (because the line number doesn't appear to be fully accurate; line 196 in Beta 8 is just tvScenes.Nodes.Clear()!), I didn't expect an out-of-range exception could ever happen there. Yes, not an excuse for not using try/catch, I really need to learn to use them more... In other news, I've been looking a bit into alternative ways of emulating the combiner, to try and provide Intel users with a better-looking alternative to no combiner emulation at all. That said, neither do I know 1) if Intel's drivers properly support what I have in mind - either a limited combiner using the old glTexEnv (see ex. here and here) or a completely new combiner using GLSL - nor 2) if I can even pull this off, as I barely even know about ARB fragment programs (which are used currently) and even less about GLSL/glTexEnv. So, yeah, I dunno... 1 Link to comment Share on other sites More sharing options...
sairugoth Posted January 1, 2014 Share Posted January 1, 2014 OK, so PPF Studios wouldn't work for me because my LoZ rom was 17KB bigger than the original. So here the whole rom:http://www.mediafire.com/download/5g51lpr6k77e6xo/Legend+of+Zelda.Z64 I'll just delete it from my media fire after your done downloading it. Now, I have tested a lot of maps with this rom, and I've always injected them in the default offset in SharpOcarina. The biggest map I've injected in to it had approximately 4927 triangles in its room and collision.(and let me tell you, I was surprised at what 8MB of RAM can do in LoZ) Link to comment Share on other sites More sharing options...
mzxrules Posted January 1, 2014 Share Posted January 1, 2014 Read up more on XML with C# and found out some interesting things (most of which being xsd.exe which can be used to generate classes from an XML file), and took another stab at creating an editor for the actor definitions xml file. 2 Link to comment Share on other sites More sharing options...
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