xdaniel Posted June 27, 2013 Author Share Posted June 27, 2013 spinout's helped me out regarding the z64tables hack, so I now have a working ROM with it, and... what's this? (Also memo to myself: Always update the version string after releasing a build, it should read "Beta 3" now...) 1 Link to comment Share on other sites More sharing options...
Three_Pendants Posted June 28, 2013 Share Posted June 28, 2013 Will future versions have the option to Patch the Z64-tables automatically, making it the new norm in Zelda 64 hacking? Because that would be sublime. Link to comment Share on other sites More sharing options...
Jason777 Posted June 28, 2013 Share Posted June 28, 2013 Sweet. Hopefully people start developing more engine hacks. Link to comment Share on other sites More sharing options...
spinout Posted July 3, 2013 Share Posted July 3, 2013 Sweet. It would be *awesome* to actually see the hack in use... Link to comment Share on other sites More sharing options...
Arcaith Posted July 3, 2013 Share Posted July 3, 2013 I'm planning to make extensive use of it for my SUPER SECRET PROJECT. :3 Link to comment Share on other sites More sharing options...
xdaniel Posted July 3, 2013 Author Share Posted July 3, 2013 The upcoming Beta 3 so far: Support for ROMs with z64tables hack ROM loader error handling changed; now allows access to exception details for reporting Human-readable actor names now read from ActorNames.xml instead of individual actor definitions XML data files rearranged; removed AddressTranslations.xml and address translator class, added more versatile hashtable reader class, also used by actor names ...and, super new and super WIP... Preliminary collision parsing and rendering; editing of collision polygons (polygon type ID only?), polygon types and waterboxes is planned 3 Link to comment Share on other sites More sharing options...
Three_Pendants Posted July 3, 2013 Share Posted July 3, 2013 This next update looks really promising! I am looking forward to trying it out. Link to comment Share on other sites More sharing options...
Conker Posted July 4, 2013 Share Posted July 4, 2013 Looks awesome. Sent from my cell phone, because ancient satellites from across the cosmic web are lame. Link to comment Share on other sites More sharing options...
xdaniel Posted July 4, 2013 Author Share Posted July 4, 2013 More collision WIP: Collision polygons are now mouse-selectable like actors, although that'll still need some fine-tuning. It's also reading the polygon type definitions now, at least in raw form, meaning just the pure 32-bit integer without breaking that down into terrain type, special effects, exit trigger, what have you - that'll come later in some way. That said, for those who used it, how did you think about SharpOcarina's polygon type editor? What was good about it, what was bad? How do you think the GUI for editing polygon type definitions should work? And another question, how should the collision model be rendered? Should everything be translucent white like in the screenshot, or should all polygons that use a certain polygon type have the same color? Maybe based on the polygon type's ground type (dirt, sand, stone, etc)? 1 Link to comment Share on other sites More sharing options...
Strati Posted July 4, 2013 Share Posted July 4, 2013 Well, Sharp Ocarina polygon type editor is fine. I think the ability to work directly with the hex string was great - even if I know most people wouldn't agree. My ideas for improvement would be to add a few more predefined options for the terrain types like Sliding/Ice, Bottomless Pit and Climbdown Ladder. Maybe adding the option to assign a name to your polygon types instead of having to memorize the index number. About the collision view, I vote for the second option: Each polygon type using a different color. I think the colors doesn't need to obey any scheme - if it's not too hard to implement, you could let the user assign the color they prefer from a color dialog box. Link to comment Share on other sites More sharing options...
Rinku Posted July 5, 2013 Share Posted July 5, 2013 While SharpOcarina's polygon type editor was nice, it would be useful to add some text at least to the ground type box, like 0 - Earth/dirt, 1 - Sand, 2 - Stone instead of numbers only. I agree with Strati that more predefined options would be nice, but I recommend to keep the option to work with the raw data too (I found it great too), as it can be useful. As for the collision view, an option to toggle between white and (possibly user-assigned) colors would be nice. Link to comment Share on other sites More sharing options...
petrie911 Posted July 5, 2013 Share Posted July 5, 2013 This is looking great. Finally something to replace that unholy abomination that is UoT. That being said...any chance of supporting individual room files? Also, I think it'd be nice to have an option to show actor rotations in hexadecimal. They're a lot easier to manipulate in that form. For example, in decimal, 135 degrees is 24576. In hexadecimal, it's 0x6000. Much easier to remember. Actually, come to think of it, display in degrees might not be a terrible idea either, though that might be harder. 1 Link to comment Share on other sites More sharing options...
xdaniel Posted July 6, 2013 Author Share Posted July 6, 2013 Hm, not sure about having user-definable descriptions or colors, but more presets I can add, as well as descriptions for ex. the ground type options. Speaking of which: I added some alternative collision highlighting, which colors polygons according to their polygon type's ground type. I tried to make it somewhat... sensical and representative of the floor - ex. sand being a sandy brown, stone being a kind of gray, etc. - but maybe I could make those colors external, ex. loaded from another XML file, so that users could at least select which color which ground type should be. Gah, hope that explanation makes sense, it's past 4 AM here, I was out grilling and drinking a bit with friends in the evening... I'm tired Now... individual room files I'm not sure about either. A lot of data gets loaded from the ROM, and recoding it to load an external file and not rely on information from ROM is probably a lot of work. I'll think about it, tho. As for actor rotation, making that hexadecimal might be a good idea; just tried it and it does seem easier to work with (0x4000 = 90 degrees, 0x8000 = 180, etc). Thinking I'll change it, anyone any other opinions/ideas to consider about this, tho? Anything I might've forgotten to address, I'll do so later... meaning during daytime, should get to bed soon-ish. Also... A snapshot of work, so to speak, by this point from half an hour ago. Kinda wondering if anyone would be interested in seeing me code, like streaming my desktop or so, too? Link to comment Share on other sites More sharing options...
Three_Pendants Posted July 6, 2013 Share Posted July 6, 2013 I like the collision highlighting idea representing the color of what it would (presumably) ordinarily be (in this way we can fix 121 so it doesn't sound like wet mud where ever we step, haha. I think the idea of seeing you code seems like it would be fun and inspiring in some ways. Just Shout when you're getting read to code. Link to comment Share on other sites More sharing options...
xdaniel Posted July 8, 2013 Author Share Posted July 8, 2013 Simplified the XML files some more, object names are version-independant now and naming works based on their number instead of their file's start address. Makes maintenance much easier. Also, I might be streaming me coding later, around 7 or 8 PM CEST, or in about 4 hours. I'll edit this, as well as shout if and when I'll do - the URL is http://www.justin.tv/xdanieldzd. I might also stream whatever music I'll listen to, just as a warning of sorts Link to comment Share on other sites More sharing options...
Jason777 Posted July 8, 2013 Share Posted July 8, 2013 Looking forward to it, xdaniel. Perhaps now I can see how you manage to do the things you do Link to comment Share on other sites More sharing options...
xdaniel Posted July 8, 2013 Author Share Posted July 8, 2013 (edited) Stream is live but not yet really rolling, give me another ~20 minutes or so until after dinner Again, http://www.justin.tv/xdanieldzd Alright, stream over for now! It should've been saved, so if anyone wants to have a look (or watch the whole 2 hours ), check out the channel page or whatever it's called on justin.tv. Another quick edit, the track list (not in order of playback, that was shuffled): [*]Yuka Iguchi - Grow Slowly [*]ChouCho - Yasashisa no Riyuu [*]Saori Kodama - Mikansei Stride [*]Konomi Suzuki - DAYS of DASH [*]Asuka Ookura - Prime number ~Kimi to Deaeru Hi~ [*]Hitagi Senjougahara (CV: Chiwa Saito) - Futakotome [*]Nagi Yanagi - Yuki Toki [*]Saori Hayami, Nao Touyama - Hello Alone [*]Ryoko Shintani - Wonderful World [*]supercell - Kimi no Shira nai Monogatari [*]yana - Fall In The Dark [*]Kana Akutsu, Hiroomi Igarashi, Maika Takai - Boku no Kimi e no Kakushikoto [*]Kalafina - Magia [*]ELISA - Real Force [*]Minami Kuribayashi - ZERO!! Edited July 8, 2013 by xdaniel Link to comment Share on other sites More sharing options...
xdaniel Posted July 8, 2013 Author Share Posted July 8, 2013 (edited) ...oh, right, I should probably also say what I actually worked on? Collision polygons can be assigned polygon type IDs Polygon types can be edited via their raw data, as well as separate controls for certain properties (ground type so far) Changes to collision polygons and polygon types are saved EDIT: Timelapse of the livestream: Edited July 8, 2013 by xdaniel 1 Link to comment Share on other sites More sharing options...
Rinku Posted July 9, 2013 Share Posted July 9, 2013 I cannot thank you enough for the live stream, it was really interesting, even if I know nothing about programing. I found you were really fast in adding these features! I don't know if you saw my shout yesterday, but I recognized MAGIA; I really love this song, you have great taste I must say. Will you release a test version with the collision features soon? If SceneNavi could edit custom maps, it could now solve my problem as it is (addressed in "What programs are you in need of"). Thank you for reading! Link to comment Share on other sites More sharing options...
xdaniel Posted July 9, 2013 Author Share Posted July 9, 2013 (edited) I saw your shout half an hour or so late, after you'd already gone, so I guess you didn't see my reply. Although I had just confirmed that, yeah, Magia was one of the songs played, anyway There's still more stuff to add, fix and/or make sure works correctly before the next version, but I'll hopefully get one out by the weekend or so. Oh, and it does support custom maps, there's been a screenshot or two of the SharpOcarina demo scene in SceneNavi in this thread before Edited July 9, 2013 by xdaniel Link to comment Share on other sites More sharing options...
Rinku Posted July 9, 2013 Share Posted July 9, 2013 Oh, totally forgot about this! Yes, it works great, althought textures are very buggy in my custom maps in SceneNavi. I'm using version v10 beta 2, by the way. I thought it was a bug that only the first path was being rendered, but I just found out that you have to select a path for it to be rendered. Wouldn't it be better to have all paths being shown by default? Althought it is only my personal preference, so don't worry to much about it. Thank you for reading! Link to comment Share on other sites More sharing options...
Strati Posted July 9, 2013 Share Posted July 9, 2013 By the way, about collision types, while I was testing with implementing exits in my maps I think I have found some data in the format that was still undocumented and could be a nice addition to the polygon definitions. I'll be sending you a PM with details, xdaniel. Link to comment Share on other sites More sharing options...
Airikita Posted July 10, 2013 Share Posted July 10, 2013 Sigh.... It hates my ROM. Link to comment Share on other sites More sharing options...
Antidote Posted July 11, 2013 Share Posted July 11, 2013 I got the same error, but i can say that it seems to work with mono on linux. Link to comment Share on other sites More sharing options...
xdaniel Posted July 11, 2013 Author Share Posted July 11, 2013 The error handling in Beta 3's ROM loader will be able to give you more details about an exception, which in turn you can post here for me to see where exactly the error occured. That said, it does work for sure with unaltered 1) MQ Debug and 2) decompressed OoT ROMs - if it doesn't do so for you, it's probably a, in some way, "bad" ROM. It does not work with compressed OoT ROMs or Majora's Mask. Also nice to hear that it works on Mono, although I cannot guarantee that it'll work 100% perfectly. Link to comment Share on other sites More sharing options...
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