Jump to content

xdaniel

Staff
  • Posts

    1,796
  • Joined

  • Last visited

  • Days Won

    73

Posts posted by xdaniel

  1. Salvage66: http://wiki.spinout182.com/index.php?title=Maps_and_Scenes#Transition_Actors <- explains how transition actors work, and in turn what "Front R/C" and "Back R/C" mean. Of course the Wiki doesn't use "Front R/C" and "Back R/C" but reading that and my last post should be enough to make one understand what's what.

     

    Also, as for the red Hyrule Field, we need a tutorial, or at least a little explanation, about the combiner and its commands...

     

    EDIT: http://core.the-gcn.com/index.php?/topic/388-the-n64-color-combiner/ - it's a start.

  2. Cannot be selected via mouse yet, cannot be edited correctly yet, but I'm getting there.

     

    Posted Image

     

    EDIT (2):

     

    Posted Image

    Alright, can be selected via mouse, can be moved around via mouse, can be saved, transitions cannot be edited correctly yet.

     

    Was a bit slow to pause the emulator, tho :P

     

    EDIT 3:

     

    Transition actors can be saved correctly, next is implementing the editing of their special properties (room to change to/camera setting for front/back) into the interface.

     

    EDIT 4:

     

    Well then, editing of spawn points and transition actors should be complete now.

     

    Posted Image

     

    (Note: "Front R/C" means "room to change to when triggered from front / camera reaction during transition from front", while "Back R/C" of course means the same with the back of the actor)

  3. Working on spawn point (0x00) and transition actor (0x0E) support... Here's the transition actors:

     

    Posted Image

     

    Also, the Deku Tree's first transition actor's data as known to Sayaka (which means there's more inside the structure than there is in the game):

     

    Posted Image

     

    ...might give a small insight into how some parts of Sayaka work to programmers, but might be just a confusing mess of numbers and labels for others :P

  4. When it comes to Legends, I have only played some of Mega Man 64 - that is the first Legends' inferior N64 version - but I'm somehow still really excited for part 3. Really, when I first watched the gameplay footage we got a few days ago, I wanted to play that game right there on the spot. And also, once I get a 3DS and the Legend 3 Prototype Version is available on the eShop (crossing my fingers for a European release of that), it's going to be my first download for the machine - excluding firmware updates or whatever, that is.

     

    Oh, right: Akemi Kanda, Aero's Japanese VA, ftw! (Chikako "Aa-san" Awara ftw <3)

  5. That skybox looks freaking awesome in the game. And despite the game still being old OoT, and the skybox still being old MM, the part in the video where you were looking around Hyrule Field made everything feel somewhat fresh again. Not the "OMG! AWESOME" I felt when I first ventured into Hyrule Field, but awesome nonetheless :P

  6. That game I can play as well :P

     

    Watching...

     

    Aチャンネル

    電波女と青春男

    花咲くいろは

    まりあ†ほりっく あらいぶ

    日常

    俺の妹がこんなに可愛いわけがない (True Route)

  7.  

    Mezameta kokoro wa hashiridashita mirai o egaku tame

    Muzukashii michi de tachidomatte mo

    Sora wa kirei na aosa de itsumo mattete kureru

    Dakara kowakunai

    Mou nani ga atte mo kujikenai

     

    And, while I did copy-and-paste it just now, I do know the above chorus by heart.

     

    Full lyrics: http://wiki.puella-magi.net/Connect

  8. Andreawws!: Ah, right, sorry - that ties in with adding actors/objects (objects == groups, btw). Editing which ones are loaded is easy to implement, have to think about how to represent that in the user interface, tho. Will probably add a header editor tab, that will also allow changing of some other settings like ex. which music track is played on the map, or if/what type of skybox is being used, or some other things controlled by the header(s).

  9. Okay...

     

    Custom maps: I will not support custom maps the way we're inserting them now. I tried it, as you can see above, and it's way too much work for something that isn't correct anyway. I will look into creating correct imports, or fixing those we're able to do now. I will not make an estimate on how long it will take, because it's most likely going to be a lot of work.

     

    Adding actors and objects to maps: It's possible to do this automatically, but you have to take care of every single offset reference inside the modified file. Best thing would probably be recreating each room file from the data it contains; basically taking note of everything that's inside, the calculating the new offsets for those, creating an empty buffer and writing the data to those offsets inside this buffer, then fixing each offset reference. Or alternatively fixing them before the buffer writes. Well, it's something to look into anyway.

     

    Editing scene actors: Will be in the next release, I hope. I believe I'm already reading them out, but not rendering them yet. Not sure tho, since I'm currently not at my PC.

     

    Combiner emulation: I will look into severe rendering bugs that appear with the combiner disabled (missing maps and the like), but I won't try to tweak combiner-less rendering to look any better from a purely aesthetic viewpoint.

     

    MM rendering in general: Majora's Mask is, putting it that way, more picky about certain things than OoT is, ex. texture coordinates, clamping/mirroring flags and the like. That's why there are maps where textures should obviously repeat, but are only shown once in one corner of the surface and don't repeat. Also, there's the issue of many textures not being rendered at all, and just appearing as solid yellow. Those textures I simply cannot load without emulating the system to an extend, because the RAM segments they're stored in are set at runtime by the game, and aren't static as ex. room data in this segment, scene data in this one, gameplay_keep in this one, etc.

     

    Whew, hope I've covered all the questions and comments so far.

  10. The FPS limiter is pretty unstable and more of an approximation than anything else... Also, sound isn't being emulated at all, as all the "experiments" I did with that before didn't work out too well.

     

    EDIT:

     

    Posted Image

     

    *cough* Happy now, Salvage66? Made mostly from scratch, looked at some other icons for how to draw that perspective, tho. That's supposed to be a GB Pocket, btw, my good old silver GB Pocket to be exact :P The icon's probably a bit dark, might touch it up a bit more.

     

    Also, changelog so far for SharpBoy v0.3, no release date or anything set yet:

     

    • Switched rendering from using SlimDX to OpenTK, SlimDX Runtimes no longer needed; video filtering now selectable
    • GBC DMA copy operations improved, fixes certain DMA transfers spanning different areas of memory
    • Improved support for "undocumented" I/O registers, Demotronic Demo no longer detects the emulator and now runs with some glitches
    • Above change, coupled with improved graphics emulation, also fixed colorization of monochrome games via the CGB bootstrap ROM
    • Preliminary MBC emulation for Pocket Camera / Game Boy Camera; no actual camera support
    • ROMs can now be loaded from ZIP archives (using the DotNetZip library); recent ROM history added to menu

    EDIT 2:

     

    Posted Image

  11. TPL/z_icon.tpl..TPL/z_bnr.tpl...Mario 64....Zelda: Ocarina of Time..The Legend of Zelda Debug...Legend of Zelda.Pilotwings..Animal Forest...Cruise 'n USA...Dr. Mario...Mario Kart..Mario Party 1...Mario Party 2...Mario Party 3...PaperMario..Paper Mario.PAPERMARIO..PokemonStadium..Pokemon Stadium.POKEMONSTADIUM..Panel de Pon....YoshiStory.....

    From the sounds of it, this emulator might of been tested on those games.
    I've read about those before, probably at Emutalk or ASSEMblergames... Been years tho, I guess when WW was originally released, and I don't think anything ever came from that, in whatever way, like ROMs of those games being inserted into the image and tested on a GCN.
  12. I HATE custom maps.

     

    Posted Image

    This is only possible with a whole bunch of technically superfluous code which I should have never written. Also, there's no support for Display List editing, actor editing, waypoint editing, and even saving yet - basically everything you'd actually need.

     

    ...fuck this, I'm going to rip this out again and rather spend a few more weeks or so figuring out how to either properly import maps, or how to fix the DMA table to support maps as they're being imported now -.-

     

    EDIT: There. Made backups of the modified files just in case, but now reverted to Sayaka just ignoring custom maps.

  13. Posting Zeth's video since he hasn't done so but I want to comment on it here:

     

    That makes me wonder to what extent Nintendo's emulator emulates the DD. If we could "insert a disk" somehow, would it try to boot it? Then again, it's not flashing the "Please insert a disk" message like in

    , so probably not...
  14. The illusion is created by either the geometry of the area visible through the opening being in both maps[...]

    A very good example of this, in my opinion, being Kokiri Forest's path to the Deku Tree:

     

    Posted ImagePosted Image

     

    The first screenshot shows the path in the main village part of Kokiri, the second one shows it in the Deku Tree part. Both contain basically the same geometry in the same place in 3D space, so the transition from one room to the other isn't as abrupt as it would be otherwise. Also, because of how the path bends in an S form, you never get to see the edge of each room unless you use moonjump or free movement. The only thing that's a bit badly designed here is that the three Deku Baba actors only appear when you're almost right in front of them, I suppose because of how the transition actor is positioned.

  15. http://wiki.spinout182.com/w/Actor_List

     

    And 0032 is actually the Stalfos' object number, not the actor one, which is 0002. But keep in mind that after editing an actor in Sayaka, you might have to manually add its object to the object list in the room's header if an actor using that object wasn't already in the room. See this page - http://wiki.spinout182.com/w/Maps_and_Scenes - for more infos about the room and scene headers.

  16. SanguinettiMods: Well, if the roofs in Kakariko are teal, then it is not working correctly. I mean, it's working in the sense that it's usable, but the graphics emulation isn't fully (combiner not emulated, which is used for multi-texturing and many color mixing effects) because of the missing OpenGL extensions. As for the camera problems, that I don't really understand - it doesn't have anything to do with OpenGL, so this is kinda surprising. You could try selecting "Reset Camera" in the options menu, although I don't really think this'll help...

  17. For one, OpenGL cannot be installed manually, as far as I'm aware, as each graphics chip/driver has its own implementation of OpenGL. And second, I think v1.5 isn't actually required anymore... I'll change some of the initialization process (directly checking for the GL extensions Sayaka is using, instead of just the version number) for the next build.

     

    Guess a kind of bugfix release is in order? Maybe later today...

     

    EDIT: SayakaGL v0.1.1 ready; changes are:

     

    • OpenGL initialization process improved, now checking for individual GL extensions instead of overall OpenGL version number
    • Combiner emulation can be en-/disabled via Options menu ("Options" -> "Enable Combiner"), disabling it might help on graphic chips with limited OpenGL support; automatically disabled if not all needed OpenGL extensions are supported
    • Improved/added progress indicators when saving changes to ROM; progress bar (lower right corner) was previously only displayed under Windows XP, also added "Saving..." message to status bar and changed mouse cursor to wait state for the duration of the save process
    Download: http://magicstone.de/dzd/random/sayaka/SayakaGL_v011.rar
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.