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Kargaroc

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Everything posted by Kargaroc

  1. I suggest that we aim for a more Zelda 64 kind of style seen in old screens, since it would fit in line with the thing about the archaic compression format, the fact that it's not referenced at all (amazingly the code for the scene player is still there!), and in general the fans expectation. I mean, there are screens of the area with the Triforce. I'd guess that's what most people think when they think "OoT beta". So that's what they'd be expecting. Also, if we go the Zelda 64 route, we shold limit ourselves to what could be done with the old Fast3D microcode, or at least give it the look of the old Fast3D rooms. Unfortunately that would require redoing any pre-built maps, either from scratch or simplifying the geometry of an existing one. But I really like this idea of creating a Zelda 64 esque hoax
  2. Nah, it's just Microsoft telling you to buy a PS4.
  3. I've had serious video desync issues with Fraps, I never use it. I like virtualdub more for recording. Plus, if you want the logo, just add it in, which can also be done with vdub.
  4. oh boy... I haven't really had a LD in a while... and I really don't think they're as awesome as my regular dreams are For me it was mostly summoning things (wink), though I would sometimes explore the dreamscape... usually it would be a familiar place (say, my house) but things would be slightly different, say I wake up in my bedroom but it's slightly bigger and there's more stuff in it, and my bed is in a different place... I'd describe it as like being an early version of a videogame level. My most memorable dream was where I had a false awakening and everything was black. Even turning on the light didn't help. Turns out it's night out, so I get to my hallway, and it's about twice as long as it is in real life. And has bookshelves on both sides where in real life it has neither. I look out the window on the side and there's also bookshelves outside. So I float through the window and get to them. Then I start flying around my house, and I see a shed with a bell on top So I get to the bell and it's a wireframe bell I then fly around to the other side of my house and fly into the living room. I then wake up Not so sure why this is memorable to me. From a dream standpoint it's quite boring.
  5. My opinion on this is that, well first off, bring back the original art style. I don't really think that Wind Waker could be done any other way. Second, since they already have to remaster the models anyway, they COULD bring back the lost dungeons if enough work was put into them before being scrapped. This really depends on multiple things, such as if they were used in subsequent games, when they were made, and if they were good enough to begin with. The problem is, even though WW is pretty much incomplete, there's a consensus that once a game is released, it's set in stone, and can't be changed, regardless of state. This is what Nintendo upheld with OoT 3D. Now this might change, since it appears that the amount of people that want the unused content to be used seems to be much higher than it was during the runup to OoT 3D. Add that to the fact that while OoT was generally regarded as perfect on release, the problems with WW caused by underdeveopment were much more pronounced and obvious. And that they actually apologized for it means that I'm sure they feel obligated to fix their mistakes. I'd imagine that this could be done similar to how MQ was released.
  6. "And not Blu-Ray" yeah mmhm seems legit
  7. Quite epic for a joke! My only disappointment is that this room does not look like the ancient Zelda 64 Triforce room... I mean I wasn't expecting it to look identical, but maybe a revamped version that looks much better while sticking to the original room layout I love the music!
  8. Now all you need is one with Adult Link there instead xP Does anyone remember how to do ganonless for that? EDIT:
  9. This looks very interesting, and would certainly make the game more enjoyable to play. I wish you luck
  10. All I know is a forum post on ASSemblergames about someone who had gotten it from the Nintendo Fusion tour in 2005. I did some research, and it seems that the Nintendo Fusion tour was a musical tour set up by Nintendo to help promote lesser known bands. Apparently, they also demoed games there, and some of them leaked out, including this. The person who had it said he maybe wanted to sell it, but he hasn't responded in some time. Here's the thread http://www.assemblergames.com/forums/showthread.php?34066-Twilight-Princess-E3-2005-Any-information-soundtrack
  11. The easiest way is to get Dolphin and the ISO, and go to the area that you want to dump the textures from. Make sure that you can actually see the object you want textures from though. Then, go into the graphics options and check the dump textures option. Then, exit out of the graphics options (not the emulator itself!) and then wait a few seconds. Then you can go back and uncheck them. Then open the folder that Dolphin is located in, then User, then Dump, then Textures. Then, open the folder that corresponds to the version of WW you're using. GZLE01 - NTSC GZLP01 - PAL GZLJ01 - Japanese And there's your textures.
  12. And this is why nuclear weapons were made
  13. bumpity bumpity bumpity *trolls on forever*
  14. Well we still have to learn how to build BMDs with multiple textures, and other effects like vertex shading and raster operations (basically shaders before shaders even existed).And even then, we still need to know how to make DZB and DZR files reliably, though particularly DZB files because they will be CRITICAL to making custom maps, and all we can do is read them. We have a bit more experience with DZRs which may be just as critical.
  15. Well, recently, a BDL converter was released that actually works! It's VERY basic right now, so it tends to look like crap ingame and it still looks like crap in the viewers, but atleast you can see it. So, me and a few others on the talk page of WW on TCRF were attempting to convert the collision of the Alpha Forest to a BDL so it would load. Well, we were able to do that, for the most part. Except for this little problem [/sarcasm] It seems that the Sketchup Alpha forest model has been scaled, and no longer matches with the collision. Which brings up the question, how did the person who made the Sketchup model even convert it from a DZB? As far as I know, no one has ever released a DZB converter of any kind. I want to suggest making a quick and dirty DZB to OBJ converter with the old DZB Thingy code, though that would probably NEVER happen. Perhapse a OBJ exporter in Wind Viewer?
  16. run Dolphin with the -d argument and it should start in debug mode
  17. Okay, update on this project. I've decided to turn to modifying the rel directly with a hex editor and using the .map to see where stuff is. For instance, the .text section is where assembly code is and .data is where things like variables and stuff (I presume) are. I focused on one part of the .data section - around the area of "g_profile_BB". After a few attempts at blindly modifying stuff around there to no avail, I changed a few random bytes that were below 10h to 99h (just a random number), and saved it. I rebuilt the ISO and I discovered that, while they still notice and attack you, when they attack you, you don't take any damage! Link doesn't even play the animation for when he gets hurt! I still have to figure out what byte actually does that though... MAJOR EDIT: He's ignoring me!!! Okay, how I did this. I used IDA Pro along with a Gekko plugin to dissasemble the rel. I used the map file to look for a function called "bb_player_bg_check__FP8bb_class". With IDA Pro I set everything as code and it showed me the structure. I was able to find a branch if equal instruction before similar large chunks of code. So I looked up the PPC Nop opcode on the internet and replaced the bytes at 0x189c in the rel with 60000000 (the nop opcode). I saved it as a copy, copied it to the disk, and renamed it. I rebuilt the ISO and to my surprise, Kargaroc ignored Link, even after minutes of standing right next to it! Now... theoretically, could this be made into a AR code?
  18. Of course, it's gonna lose that asymmetry unless you edit the display list for Link's shield to wrap one texture instead of mirroring. That should be as trivial as editing F3DEX display lists are.
  19. I guess that the best thing I could do is bump this post as it's related to what I have to say. There won't be any drawings though this time. Not yet anyway. If you see the Outset Island map pictures above, I think that one of my friends who is really good at Maya and 3D in general could make a model of that island! If we ever get a maya/3DS/whatever to BDL and a dzb maker, I could try and put it in the game. Anyway, what was the reason I bumped this post? I had another Wind Waker prototype dream. In the proto in this dream, there actually was multiple maps, instead of just just Outset Island. The other maps include a version of Kokiri Forest (?!?) that looked alot like Minecraft, but not really verbatim. Like, the general map was minecraft like, but things weren't locked on a grid. The sky was blue and for some reason, it was encased in Minecraft style glass. THere were several glass boxes outside of the map, which were parts of the puzzle. Apparently these other rooms were actually left in the final game, unused But the actual Kokiri forest was removed. As for Outset Island... well it wasn't really the actual model, so I don't know about how it was colored. What it was is a beach model, which just so happened to have all of an old version of Outset Island's geometry. It was closer more faithful to the original Outset model, though it still had vast differences when compared to what actually exists There actually wasn't any house on the left island (unlike the other dream), but the path up to the bridge was very different. The platform with the rocks (next to the bridge) wasn't connected with the path, was longer and had a hole on it as if it was originally the enterance to the savage labyrinth. I didn't get much views of the right side of the island, though I noticed geometry differences. The island was less round, closer in form to the previous dream's Outset, though it wasn't exactely like it. I wonder if I should make a minimap of this as well...
  20. Thanks! I looked at the code loop in the Dolphin debugger and I'm not actually sure that's run. I could be wrong though.
  21. The only thing it seems to show is actor cubes for me Windows XP 32bit, nVidia GTX 570 EDIT: I should really learn to keep my mouth shut Can it open both BMDs and BDLs? EDIT 2: Feature suggestion: holding down either shift or space to make the camera move faster?
  22. First, extract the ISO with GCRebuilder Open A_R00 in the stage folder, extract Room0.arc, open bmd, delete the fake bmd inside it, put vrbox.bmd where the fake bmd was (rename it to model.bmd and delete any debugout.txt files), make folder called "Room0" (make sure you put it in another folder otherwise it might conflict with the original Room0.arc), put the folders inside it, and drag the folder over the ArcPack.exe it should make an arc called Room0.arc delete the original Room0.arc and replace it with the new one Rebuild the ISO, launch the game, and go to R00 in the debug menu (#34, map 5 in the debug menu). People have been saying that Jaytheham's arc packer wasn't working for them. Well, for some reason, it works for me. http://dl.dropbox.co...29/arcpacker.7z There's the files that I use, incase that helps I think I will make a tutorial about this ___ On a unrelated note, I discovered that ITest61's bdl and SubD51's bdl are bit for bit identical.
  23. I was messing around with the vrbox.bmd from title.arc In case you don't know, it's the skydome seen in really old screenshots This is what it looks like when loaded.
  24. Well, I think it has to do with island placement on the overworld map, so that they're not all at the center. Without this, the maps themselves would have to be moved. the E3 Outset Island is an example of that. And obviously, that's not exactely diresable as it introduces it's own set of problems. As for dungeon rooms, they're actually moved in relation to the model origin, since it's not outside.
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