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mzxrules

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Everything posted by mzxrules

  1. related: i don't have that address to the shader list, can you post it again air?
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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
  8. JSA: One thing I've wanted to do is integrate my more up to date actor documentation into a program of sorts. One that allows you to add in actors smarter and auto-detects missing obj dependencies
  9. 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
  10. Yes having nothing to test the program with is better than having something to test the program with. Air please
  11. The command accepts either ram or bank offsets
  12. The first post displays the correct url, but the link is broken. Also, why is the project named SVN? Another thing that would be great is if there was a basic test map added to the program, since it apears to be unusable without one
  13. 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)),
  14. mzxrules

    Effect Actors

    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?
  15. I very recently started looking into this sort of stuff. Is any of this useful/wrong: http://wiki.cloudmodding.com/oot/F3DEX2#Command_List
  16. mzxrules

    Effect Actors

    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.
  17. mzxrules

    Spinout's Wiki Down

    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.
  18. mzxrules

    Spinout's Wiki Down

    Is any of that "missing" info on the Shop Documentation page or sub-links? What info would you put on the Get Items page?
  19. I just noticed that axe on your c-buttons... interesting
  20. mzxrules

    Spinout's Wiki Down

    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
  21. what a beautiful language
  22. 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
  23. Where are you downloading texture explorer?
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