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Everything posted by mzxrules
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related: i don't have that address to the shader list, can you post it again air?
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my laptop died a few days ago. Still want to try one more thing to see if I can get it to boot. Don't know if the hard drive is still good. Fortunately, I have a "full" back-up of everything I felt was important to me from around October, while I have a partial back-up of a subset of my files that dates back to late February. I don't remember but I don't think I've done a whole lot of important coding recently so that's a plus. Assuming the worst (hard drive failure), the biggest loss is probably a bunch of notes I started taking of different routines observed in Nemu. I had also began pushing toward updating my xml actor documentation the days up until the crash, primarily adding more consistency to things, finding more things I overlooked, adding more metadata notes. Guess the mupen hack source is gone, but much of that was spent understanding the layout of mupen's source and getting hung up on beginner C stuff.
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bleh, I said I was going to work on this but I ended up having my laptop die on me, setting my stuff back by about a month minimum for some things if I can't get to my hard drive. Biggest thing relevant to this is that I was going through my xml doc revising things and documenting things I had previously overlooked.
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Guarantee you that a full title will be announced this E3. I'm a little less confident an announced release date given their history of delaying games.
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The UI will be generated off of my xml documentation, so anyone should be able tweak the file for their needs. However, I also intend to design it such that you can edit things mostly the same without touching it. So for actors, you'll still have the same boxes for adding all 8 standard parameters, but below that you'll also have a set of interfaces that let you modify things as well. For objects, there will probably be a button that when clicked will adding missing dependencies, warn you if you've included dependencies that you shouldn't have, as well as warn you if you've hit the limit on loaded object files. xdan: The way I see it, a utility like Sharp Ocarina needs to just focus on creating scene and room files. For the edge cases that have to be corrected by modifying 'code', make the user aware of those gaps, and possibly code other utilities to fix them.
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Amiibo; Sonic and Shulk, in Republic of Ireland and Europe
mzxrules replied to SuperSonicKiller2112's topic in General Gaming
It doesn't because it's not even a question about a game Personally I only visit the Q&A / Modding sub-forums because I'm interested in modding/more technical stuff. Typically I don't want to be bothered by discussions like this one, and I'd really hate to see the modding stuff get diluted with more casual talk. I'm not saying your post doesn't belong on the-gcn, or that other people here are just as uninterested in it as I am, I'm just saying it's not quite in the right spot. -
Amiibo; Sonic and Shulk, in Republic of Ireland and Europe
mzxrules replied to SuperSonicKiller2112's topic in General Gaming
Your last two threads would fit better in the General Gaming section I think. This subforum is normally where us modder types like to discuss things -
Some months ago, someone created a modified version of mupen64plus that printed out the output text written to the IS64 system. Since I couldn't find the program anymore, I made one myself, but worse! http://www.mediafire.com/download/oe37gcrh8o7mbu5/release-light.zip Reason for this is because Cen mentioned a set of addresses he found that results in the game dumping the entire frame: MQ debug: 80166D28 0000 MMdebug 800A5A20 0000
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The command accepts either ram or bank offsets
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I'm just starting to learn some of this stuff. Perhaps you need to modify an FD command? 801c73c8:fd18009f-0600a500: gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_32b, 160, 0x0600a500(0x80367a80)), 801c7730:fd900000-06024c00: gsDPSetTextureImage(G_IM_FMT_I, G_IM_SIZ_16b, 1, 0x06024c00(0x80382180)),
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anything with an overlay file != an actor necessarily. also, i guess one reason I didn't document that enumeration is because there are more effect_ss types than the 5 listed. How are they different from the rest?
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I have noticed this enumeration before but hadn't gotten around to properly dumping things. I've called them Particles (particle effect), and personally I'd avoid calling them actors at all to avoid confusion.
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What little info that was documented on shaders was moved to the Get Item table since that's the most logical place to store it. The other bits of information are stored on the pages for the individual actors, since that's how I've decided on organizing things.
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Is any of that "missing" info on the Shop Documentation page or sub-links? What info would you put on the Get Items page?
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The Legend of Zelda: Ruinous Shards- Updated 02/24/2015
mzxrules replied to haddockd's topic in Modifications
I just noticed that axe on your c-buttons... interesting -
Some months? ago I got cloud to make a wiki so that I could have more control on organizing things/have more features. I copied over everything except for some minor pages that were better of being on zelda wiki, and a couple of images, and shifted things around to organize things better. I didn't back up the ww/tp stuff though, hopefully someone still has that if spinout's site turns out to be down for good
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Mallos, is your system compromised?
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what a beautiful language
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how about a broken link?
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The link works perfectly fine for me. if you're not accidentally clicking on the Mac release link, the problem is probably WinRAR. You could try using 7 zip instead
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Where are you downloading texture explorer?