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The Tjalian

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About The Tjalian

  • Birthday 04/02/1987

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  1. Really? oh okay, I wasn't aware of that.
  2. Fair point, I can't argue with that. Although my main point was that the person in the OP seemed to have a problem with the general idea, rather then this specific implementation, but then blamed it all on Meyer, which isn't entirely fair.
  3. FPS - Half Life 2 (Halo 2, Goldeneye, Crysis 1 honorable mentions) TPS - Gears of War 2 Action Adventure - Skyward Sword (God of War 2, Ocarina of Time very honorable mentions) RPG - Dark Chronicle Fighting - Soul Calibur 2 ((Dragonball Z Budokai 3 extremely close second) Racing - Mario Kart 64 Casual - Wii Sports Tower Defence - Final Fantasy Crystal Defenders Side Scrolling - Super Mario Bros 1 (I used to speed run the shit out of this game years ago, got it down to like 8 minutes at one point!)
  4. It's all very well taking a new perspective on things. however, Vampires who are essentially sparkling human cannibals? That's... weird. Sometimes formulas shouldn't be tampered with, like "vegetarian vampires" (that's so PC it hurts) and all of a sudden Vampires being able to procreate. I wouldn't say Vampires being able to eat or feel emotion is hardly a new thing - Interview with a Vampire heavily covered this prospect - so it's hardly fair to call out Meyer on these two things when Anne Rice did this well over a decade ago (closer to 2 decades ago now). The take on the Lycans was an interesting one in Twilight and one that seems perfectly legit though, so far in the first 3 movies that I've watched, it makes sense. Twilight did some things right, but the vastly abstracted take on the Vampire creature was probably too much to swallow all at once, and it didn't help it was all wrapped up in adolescent cutesy bullshit to boot.
  5. Your new goal in life is to recreate this map. GO GO GO GO GO GO GO GO I've had prototype map/rom dreams of Ocarina of Time before (although I literally went on a 12 hour bender hacking Ocarina of Time before going to bed), so I wouldn't say it's pathetic (or if it is, most of the guys here are apparently in the same boat as you, haha).
  6. HIs hair is whack.
  7. The Tjalian

    Hallo guys

    Hey dude! Welcome to GCN Trust me, this is a great place to get your hacking skills up to scratch. I had very similar knowledge to you before I joined here and now I know much more Custom maps being one of them
  8. SHIT MAP Haha, I'm just kidding. This looks really awesome dude I like the map layout for sure. Will you be releasing a patch or an SO Project w/ source files so we can play it when it's finished?
  9. Fantastic, thanks guys I'll have a look at those links later
  10. Okay, so. My roots in game development stem from programming. Yes, while I enjoy a little bit of modelling work or map dev, my main roots are programming. When I first "attempted" learning R4300i assembly I saw a bunch of scary looking opcodes and ran home crying like a scolded bitch. However, this was a good 4-5 years ago, my programming knowledge has significantly increased and feel comfortable finally learning how to get down and dirty with some proper low-level programming. My C++ knowledge is pretty good (although a little rusty because I haven't been doing it recently, but that's neither here nor there) and am comfortable with pointers. So, the basics and the intermediates of programming stuff I already know. I took a gander at the original website which scared me from touching ASM this evening, and well, I felt reasonably comfortable with the very basic fundamentals of ASM within a reasonably short amount of time. Obviously, I only took a gander at the few opcodes there, such as LIU, ORI, ADDIU, and I would hardly say I could recite there exact parameters and what not right now (well, I could give it a crack!) but I was reading on how to hack enabler codes using ASM (the "how to crawl" of assembler tutorials...) and felt eerily at ease with it all within about 10 seconds. So, I've decided I would love to look into this further and see how far I can go down the rabbit hole. Mainly for a few reasons. 1) I'd love a better understanding of lower level code, and having that understanding on an embedded device would be fantastic 2) While probably not a massive game changer, being able to say I know R4300i assembly on my CV might help me stand out a little better 3) I want to tackle this monster I wanted to tackle all those years ago, but never could, mainly because I was scared and the only people who really knew r4300i assembly in 2006 were a pain in the arse 4) If I get good enough, I'd love to be able to help out with the URA Project. I know this is a fair way off, but I'd love to be involved with the greatest Ocarina mod of all time and would love to help push the URA Project forward. As my map making skills aren't... satisfactory, for any mod (haha), I figured I'd play on my strengths and get really hands on with assembly hacking. This fourth one is more of a "if I can get good enough, this is what I'd like to do" more then a "this is a guaranteed entry into the team once I know enough" - because I know it isn't. The first 3 reasons are my main motivation, the fourth would just be a very tasty cherry on the top. However, as I remember when I first started learning C++ all those years ago, it's all very well learning a language but if you don't have a battle plan of what to learn first, or rough projects to try and learn/hone those skills, you become a loose cannon and end up not really learning anything. As this forum seems to be the de-facto home for Ocarina lovers and assembly masters, I was wondering if you guys could help me get a rough idea of where I should start first, how I should progress, etc? I honestly don't really know where to start, outside of getting comfortable with the various "standard" opcodes (and even those I'd like a little hand with, or at least point me in the direction of a good (but friendly) resource). So yeah, if anyone can help me, I'd be sincerely appreciative. Otherwise I'll have to go at it alone, and well, I don't always do too well like that
  11. Anyway, here's a map which I made in Google Sketchup, which I originally exported using TIG's exporter and threw into SO and injected into Ocarina. However, I'm currently learning Unity, which unbeknownst to me supports OBJ files! Using the exported OBJ I put into SO, I literally just threw it into Unity from the project folder and it just worked. The beauty of it all? It's a flawless 1:1 copy on both SO and Unity - a true praise towards xdan and SO
  12. Personally I'd prefer a whole new Zelda done using OOT 3D's resources.
  13. http://www.joystiq.com/2012/01/26/wii-u-getting-user-accounts-as-part-of-nintendo-network/ All sounds rather awesome
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