Jump to content

Antidote

Member
  • Posts

    286
  • Joined

  • Last visited

  • Days Won

    6

Everything posted by Antidote

  1. Getting a lot of work done on my MP project recently :3
  2. URDE URDE is an attempt to retread the steps of Retro Studios' talented software engineers and completely re-implement the engine from the ground up. The ultimate goal is to faithfully recreate the engine using modern programming techniques and language extensions. URDE is a runtime that is rewritten from scratch using C++ from pure PPC assembly, methods include static and dynamic analysis in IDA and Dolphin's debugger. Currently there are only two active programmers scouring the the game to achieve this, jackoalan, and myself, but anyone who wishes is more than welcome to join in and help out in anyway you can.
  3. What are you trying to build with? It currently only compiles with MinGW on windows, mostly because I hate VS and don't bother trying to support it.
  4. Actually, compared to other SDKs, it's rather anemic. The latest Wii U SDK leak is 1.5GB compressed.
  5. Here is my list of known collision flags for Twilight Princess, please note that none of them are documented, it's just the values: 0x0 0x1 0x2 0x3 0x4 0x5 0x6 0x7 0x8 0x9 0xa 0xb 0xc 0xd 0xe 0xf 0x10 0x11 0x12 0x13 0x14 0x15 0x16 0x17 0x18 0x19 0x1a 0x1b 0x1c 0x1d 0x1e 0x1f 0x20 0x21 0x22 0x23 0x24 0x25 0x26 0x27 0x28 0x29 0x2a 0x2b 0x2c 0x2d 0x2e 0x2f 0x30 0x31 0x32 0x33 0x34 0x35 0x36 0x37 0x38 0x39 0x3a 0x3b 0x3c 0x3d 0x3e 0x3f 0x40 0x41 0x42 0x43 0x44 0x45 0x46 0x47 0x48 0x49 0x4a 0x4b 0x4c 0x4d 0x4e 0x4f 0x50 0x51 0x52 0x53 0x54
  6. Soul, check your PM, this is xdan's thread so we shouldn't derail.
  7. Soul, yes someone has, it's been available since the beginning: http://msdn.microsoft.com/en-us/library/ht8ecch6(v=vs.90).aspx http://www.mono-project.com/AOT And I'm going to have to disagree with you on that, C# is just barely better than Java in terms of syntax.
  8. Nice, I've been thinking about getting back into C# I'll take a look at them.
  9. Yeah, using anything but UTF-8 usually leads to nothing but headaches.
  10. http://code4k.blogspot.com/2010/08/import-and-export-3d-collada-files-with.html <- here is a blog post about generating source code from the XSD.
  11. It's amazing how much that tidied up the main window
  12. It's the same thing with GC/Wii and TEV, TEV is very similar to the N64 combiner in many ways: You basically configure the pipeline in a relatively fixed way, but it allows for many different ways to combine textures into one (hence "combiner") that is actually far more flexible than the early programmable pipeline, which is why the GC/Wii and N64 are able to do things that are otherwise difficult using traditional pre-SM 1.0 rendering techniques. While the N64 and GC/Wii don't have actual shaders, it's ability to be "reprogrammed" in such a way is very analogous to Shaders, so the confusion is understandable.
  13. Having the shaders as scene nodes will help with reusability, so definitely go that route.
  14. The UTF-8 requirement is actually a good thing, no more botched encoding due to someone forgetting to set the charset for a table, iirc MongoDB defaults to UTF-8
  15. It kinda reminds me of Codename:KND with the art style, THAT'S nostalgia I tell you. EDIT: Here is my current desktop:
  16. You should add support for Geometry shaders as well, you may not have a need for it in the case of N64, but they're still a fun thing to tinker with EDIT: Well that's not entirely true, it would help with creating geometry using raw vertices, and I think it's also useful for morph target animations (though OoT uses Skeletal animations for the most part). One good resource I've found, and have been devouring lately, is the OpenGL Super Bible, you've probably already found it but here: http://www.openglsuperbible.com/
  17. I'll be adding comments and elaborating on some points, but here is my 010 Editor template for RARC Files. I'm releasing it as GPLv2 but any resulting code is yours: http://pastebin.com/gw11cGFA http://http://pastebin.com/qFarfjk2 - Elaborated version
  18. Arcaith, you would appear to be correct, there is indeed a transformation matrix right smack where the script is expecting there to be face definitions
  19. There are ways to tell, unfortunately they all involve destroying the SRAM/EEPROM, basically you look at it at the transistor level.
  20. It's amazing how much this game still surprises us, I wonder how much more this old girl has up her sleeves.
  21. Let's just say it already, the dude was a mad genius. That takes a large amount of skill to pull off.
  22. Sweet, didn't know that, and I'm a huge fan of LoD
  23. Or maybe I'm an idiot, and got my threads mixed up >.> @Mods, can you please move relevant posts to the correct thread?
  24. This thread is for both TP and TWW, last time I made a TP Specific thread it got merged into this one.
  25. Been working with the collision format (kcl), and I now know all the potential flags: Basically take everything you know about MKWii's KCL flags and discard them, all knowledge acquired from them is useless. The collision flags can have a value from 0x00 to 0x54, I currently don' t have their effects documented but I'm going to start working on that now. Some help would be greatly appreciated, I can provide the KCL viewer for those who need it.
×
×
  • Create New...

Important Information

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