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11-19-17 11:56:54 AM

Jul - Game Research/Hacking/Modding - The General Project Screenshot/Videos Thread... New poll - New thread - New reply
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Tauwasser
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Posted on 02-16-11 02:30:49 PM Link | Quote
Originally posted by xdaniel



Great work May I suggest coloring the different paths in distinct colors?

cYa,

Tauwasser
xdaniel
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Posted on 02-16-11 04:55:31 PM (last edited by xdaniel at 02-18-11 10:27 AM) Link | Quote
Tauwasser: For the actual editing of them, only the selected path will be rendered at once anyway, but for an overall view of all paths like in the Termina Field screenshot, that's a pretty good idea - does make it much easier to follow each one with your eyes, I'd imagine

EDIT: Have not added color coding or any other rendering changes yet, but here's a little video showing off the waypoint editing (or the result anyway):



(Had to check an old post of mine here to get the old YT embedding code, since the new, iframe-based one doesn't work here -.-)

EDIT 2:

Xenesis
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Posted on 02-20-11 03:27:56 AM (last edited by Xenesis at 02-20-11 03:39 AM) Link | Quote


Hee hee.

Still working away at this. All maps are in, working on code changes and other silly things. Will need to do some difficulty testing to set time limits and opponents

Next: Unit lists and CO Changes! *gasp*

Edit: For silliness, the rest was requested.

AlexAR
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Posted on 02-20-11 01:01:03 PM Link | Quote
Originally posted by xdaniel
Tauwasser: For the actual editing of them, only the selected path will be rendered at once anyway, but for an overall view of all paths like in the Termina Field screenshot, that's a pretty good idea - does make it much easier to follow each one with your eyes, I'd imagine

EDIT: Have not added color coding or any other rendering changes yet, but here's a little video showing off the waypoint editing (or the result anyway):
Video
(Had to check an old post of mine here to get the old YT embedding code, since the new, iframe-based one doesn't work here -.-)

EDIT 2:
Video



Wow! Truly impressive. Looks like you have some major editing functionality already. Also, when embedding You Tube videos, a bunch of options pop up. There's a little check box, "Use old embed code". Using that works fine here.
Peardian

  
Magikoopa

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Posted on 02-20-11 01:19:23 PM Link | Quote
Originally posted by xdaniel
*SayakaGL*

Pretty awesome so far. I do hope you'll have a more precise way of moving things around instead of having to eyeball it from a perspective view or having to resort to manual number tweaking. Being able to drag objects along a single axis is incredibly helpful, especially when you want to line stuff up.
xdaniel
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Posted on 02-22-11 12:36:04 PM (last edited by xdaniel at 02-22-11 04:30 PM) Link | Quote
AlexAR: Huh, didn't notice that - thanks!

Peardian: Like, for example, having one checkbox per axis, which when checked allows movement along that axis, otherwise not. So that when, say, only "X" is checked, movement along the Y and Z axis is prohibited. Something along those lines?

Also, something mostly unrelated, another weird little tool I cooked up:



It's a sort of wildcard searching tool for binary files. You specify some constant bytes to search for, then specify some wildcards and, if you want, also byte alignment. In the example above, I let the program search for the known bytes of "DE 00 00 00", followed by 4 unknown bytes, and the result must be aligned by 8 bytes (that is, at offset 00, 08, 10, 18, etc.). As you can see, you can also copy the selected result's offset or values to the clipboard, so that you can use those ex. to jump to that offset in a hex editor.

In this case, it's looking for standard display list calls in one of Zelda OoT's room files (Hyrule Field, to be exact), and has found 40 of those. Also, as another less sensical example, the pattern "!8 FA 00 00 00 ?3 FF" would search for SetPrimColor commands where the alpha value is 255.

EDIT: Improved the possible patterns and statements somewhat, added greater than/greater or equal/less than/less or equal searching; also added color-coding to the result list:


Peardian

  
Magikoopa

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Posted on 02-23-11 04:00:47 PM Link | Quote
Originally posted by xdaniel
Peardian: Like, for example, having one checkbox per axis, which when checked allows movement along that axis, otherwise not. So that when, say, only "X" is checked, movement along the Y and Z axis is prohibited. Something along those lines?

That's another possibility. I'm going to go ahead and suggest C4D's system, which uses both what you said and what I said. Basically, it goes like this:

When an object is selected, you get the 3D axis appearing at its center, much like you have. Dragging the object around moves it relative to the camera, like you have. However, users can also drag by grabbing one of the axes, where movement is restricted to only that axis. In addition to this, they offer a little space in the toolbar to toggle the X, Y, and Z planes used in free dragging. So, with the Y axis disabled, dragging objects will only move it on X and Z, etc. Another thing C4D does that I'd suggest is higlighting the axis you are able to grab. It should also be noted that grabbing the center of the axes acts the same as free movement, since you're basically grabbing all three.
Sukasa

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Posted on 02-23-11 04:52:25 PM Link | Quote
I'd recommend using a gizmo like 3ds max's, where you have a small 3-axis object on screen and if you mouse-near one of the axes, it acts like peardian's suggestion, but if you hold your mouse between two axes, you get a "plane" selected and it locks movement to two axes.

You can see it in action here
Peardian

  
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Posted on 02-24-11 12:47:56 AM Link | Quote
Hmm... it's a nice feature, though I worry it might be a little complicated for the simple application here, especially with the objects being small boxes and spheres. After all, you're trying to click little boxes appearing on little boxes. If they were larger and more varied objects, like the full models they represent, it would probably be fine.


Also, I'd like to suggest another one of C4D's little features, having X, Y, and Z be hotkeys for enabling/disabling an axis.
Rena

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Posted on 02-24-11 01:08:42 AM Link | Quote
Originally posted by xdaniel
Movement paths, yep - but no idea who or what the paths in the MM screenshot are related to, tho. There's, like... right now, I don't even know how many there are. Gotta fire up the program quickly and have a look...

...well, while there's "only" 8 paths, one of them has 74 waypoints, another one 47, another 24.
In Mario Kart I discovered some interesting "paths" which turned out to actually be item box placement data stored in the same format.

Originally posted by xdaniel
Peardian: Like, for example, having one checkbox per axis, which when checked allows movement along that axis, otherwise not. So that when, say, only "X" is checked, movement along the Y and Z axis is prohibited. Something along those lines?
Second Life has a nice system for this - the selected object has three arrows sticking out of it, indicating which direction is positive on each axis (arrow colour indicates which axis is which), and you can click and drag on the head/tail of an arrow to drag along that axis only. There's a checkbox to select whether you use world or local axes. Similarly when you go to rotate, rings appear around the object that you can grab to rotate around a single axis.

As far as I recall SL doesn't let you actually click on the object to move it (you're forced to drag it by the arrows), but that would certainly be nice to have too. View from overhead, click, drag to some nice spot, zoom in (maybe right-click and "go to this object" or some such to get a nice camera angle looking at it fairly close), drag along individual axes to align nice. Maybe right-click and snap to ground/other object as well.


Your binary wildcard searcher is interesting as well. I started on a project like that, but then realized it makes much more sense to just hack up a Lua script to search files for whatever crazy conditions I want. Things like "0xAA followed by a halfword between 0x1000 and 0x2000, with 0xBB or 0xCC appearing no more than 32 bytes after that" are hard to express in any kind of pattern string (and I don't even want to think about writing a parser for it!) but in a simple language like Lua (especially with some nice wrappers to map a table to the contents of a file) it's just a couple loops.
xdaniel
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Posted on 02-24-11 04:25:10 PM Link | Quote
So, first about SayakaGL: Interesting and useful ideas; still need to look into how to best approach coding something like that, so I'm not sure which way I'll try to go, be it C4D, 3ds Max or SL-style. I will probably get back to this program over the weekend, or next week.

In the meantime, I've been slaving away on the binary wildcard searcher some more:



Features for now:
- Searching for decimal and hexadecimal numbers of up to 64-bit, so anything between 0x0000000000000000 and 0xFFFFFFFFFFFFFFFF
- Searching for floating point values of 32 or 64-bit precision (ex. 1.0f32, 1.0f64)
- Searching for negative decimal or floating point values (ex. -13.37f64)
- The above all support greater than, greater or equal, less than, less or equal and not equal operators (>, >=, <, <=, !=)
- Wildcard searching for x number of bytes (?x) (need to expand on this)
- Specifying byte alignments the result has to adhere to (#x)
- Color-coding of the result list; green results being direct matches, orange results approximate matches (greater, less, etc.), red results wildcard matches
- Grouping the result list by 8, 16, 32 or 64-bit, or automatically according to the search pattern

Will make a first release once I've expanded the wildcard searching somewhat (ex. to allow something like "-1?.??f64" or "0xF??8", which will probably need some rewriting)
Xenesis
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Posted on 02-28-11 05:03:33 PM Link | Quote


Considering the War Room has no Fog of War, I thought I'd do it this way.



Von Bolt still needs a palette and probably some sprite adjustments.
MM200

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Posted on 02-28-11 10:35:01 PM Link | Quote
Originally posted by Xenesis
Considering the War Room has no Fog of War, I thought I'd do it this way.
Wait hang on. FoW without needing a power, am I reading that right?
Not sure if that's the best of ideas...understandably it's not an effect in the way weather is, but couldn't it be a hinderance kind of thing for the player as well? Either that or I don't see it in the same way as you do
Xenesis
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Posted on 02-28-11 10:40:52 PM (last edited by Xenesis at 03-01-11 05:22 AM) Link | Quote
Yeah.

Basically, if Sonja is in play the battlefield will be Fog of War. As this is a War Room hack, by default there's no fog of war maps. They all use standard options and the like. I didn't feel like radically changing Sonja (tacking on more abilities as she seems to have gained over the course of three games), so I just made her the 'Fog of War' CO

The reason for this is pretty simple. Sonja's skills are largely wasted in the War Room, so I thought I'd do something that'd give you a reason to use her over the more capable blandies for War Room like Andy, Adder, Hawke and so on.

But yeah, it is both a blessing and a curse. Although you've got the "Oh hey I can see everything" abilities on your side

Edit: Some of tonight's progress
Celux

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Posted on 03-06-11 01:30:43 AM Link | Quote
Here's the latest update on my hack for those of you who do not look at the SM64 forum:

SM64 Star Road - Bob-omb Battle Factory (Major Hack P7)




This preview of SM64 Star Road I'll be showing you the second of the 4 levels I completed after Melting Snow Peaks. Since MSP my level design skills have increased very much, and the 3 other levels are equally good as this otherwise better.
There are now 10 of 15 levels complete in the Star Road master rom, and after the next 5 I'll be working on the side levels followed by the main hub.

Also, I apologize for the video quality. I am trying to upgrade my PC so you don't have to put up with it any more.


Click here to comment!


Subscribe for updates!

CB

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Posted on 03-06-11 01:43:41 AM Link | Quote
I like it. It looks like a heck of a lot of work went into it.
Xenesis
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Posted on 03-08-11 05:39:33 AM (last edited by Xenesis at 03-08-11 06:23 AM) Link | Quote
More fun in the War Room Hack



Edit: Because I love you guys so much, you get a sneak peek at my WIP:



Transparency is currently wrong and it's still not complete....buuut
AlexAR
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Posted on 03-08-11 02:05:33 PM Link | Quote
Originally posted by Celux
Here's the latest update on my hack for those of you who do not look at the SM64 forum:
This preview of SM64 Star Road I'll be showing you the second of the 4 levels I completed after Melting Snow Peaks. Since MSP my level design skills have increased very much, and the 3 other levels are equally good as this otherwise better.
There are now 10 of 15 levels complete in the Star Road master rom, and after the next 5 I'll be working on the side levels followed by the main hub.



You, know, I have always been very underwhelmed by all the SM64 hacks shown on the forum. So often the custom levels would look cheap, ugly, simplistic, gimmicky or just not good. Since it was so common to see, I started thinking well maybe the tools available are just inadequate and too primitive to really make nice levels.

BS! You have absolutely made something very wonderful. I really do want to explore and play this level you have created. I am very impressed. One thing though..more than one of the textures used are clearly from Banjo Kazooie. They don't look out of place or anything, but In my opinion if you really want to make this a special hack, maybe consider editing them just a tad. Those holes on the sides of the wall and metal barrels in the acid just scream "I'm from Rusty Bucket Bay!"

Or maybe its just me, I don't know. Keep it up Celux.

xdaniel
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Posted on 03-14-11 10:14:02 PM (last edited by xdaniel at 03-16-11 05:06 PM) Link | Quote
Well, this is more or less ROM hacking... kinda, sorta.




Oh, and the disassembly is not Pokemon or X, the screenshots weren't taken in the same session. In fact, the game ones are already a few days old.

EDIT:


Goodnight.

EDIT 2:



EDIT 3:


Xenesis
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Posted on 03-20-11 07:04:44 PM Link | Quote
Still workin'

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Jul - Game Research/Hacking/Modding - The General Project Screenshot/Videos Thread... New poll - New thread - New reply




Rusted Logic

Acmlmboard - commit 2f1bc75 [2017-08-27]
©2000-2017 Acmlm, Xkeeper, Inuyasha, et al.

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