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05-03-22 05:30:23 AM
Jul - General Game/ROM Hacking - Project "OZMAV2" - new OpenGL Zelda Map Viewer New poll - New thread - New reply
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xdaniel
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Posted on 03-28-10 10:21:27 PM Link | Quote

(Click image for actual screenshot of the Zelda and OpenGL and rendering stuff)

Well, so there was this Windows-only, WinAPI-dependant map viewer called OZMAV. It was alright, but bloated, not easily portable to another platform (ex. Linux) and had its share of annoying bugs. Someday, when he realized this, instead of trying to improve that program somehow, the author decided to rewrite it from scratch (pretty much on a whim), this time trying avoiding many of the problems he encountered. That day was February 25th and the author was me. And the result of this rewrite is what you can see above.

OZMAV2, as this new viewer is tentatively (and not really imaginatively) called, is a "semi-cross-platform" map viewer for all N64 Zelda games, no matter what kind of ROM version - thus from OoT J/U v1.0 all the way up to the two Debug ROMs and GCN versions -, still using OpenGL for rendering but now mainly using a console interface instead of a menu-based GUI. The console and UI code, which was originally integrated with OZMAV2 and is based on PDCurses (in turn a curses library), has also been spun off into a seperate library called libMISAKA, which is probably the main source of any bugs not related to Zelda or rendering at the moment. The library is only roughly a week old and is thus still very early in development - for example, I rewrote things like dialog management multiple times, and they're still not as good as I want them to be.

But whatever, let's get to the tl;dr:

Download, Windows binary: OZMAV2 0.1 (build Mar 29 2010 00:41:20) (need to test Linux code compatibility again, until then no Linux build)

Feedback would be appreciated!


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messiaen
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Posted on 03-28-10 11:43:15 PM Link | Quote
I like the "old-school" console. Also, the .obj dumper seems to be working quite well this time, congratulations on it.
Lyskar
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Posted on 03-29-10 01:07:55 AM Link | Quote
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Metal_Man88's Post
Good work. I know how to use PDCurses, and it should make your efforts more accessible to all platforms.

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Wareya
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Posted on 03-29-10 07:43:59 PM Link | Quote
I don't know what to say past the obvious sentiments of it being cross platform and less bloated, but I love the terminal window. The only thing I think it's missing is a cursor of some kind that moves in the text you've entered.

And also, a lot of the MM maps are calling for bank 06, which IIRC is just the 'current' file - but I'm just grabbing at stuff I used to know vaguely, so I'm probably wrong. So, I'm confused as to why they're calling it.
Rena
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Posted on 03-29-10 09:49:24 PM Link | Quote
03-29-10 04:49:24 PM
Post #2975
If you want a cross-platform GUI, look into GTK+ and GtkGlExt. It's ugly as sin on Windows (but so is everything else ) but it's a great API.

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Xkeeper

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Posted on 04-06-10 09:06:09 AM Link | Quote
Totally unrelated but wtf is with the debug console in OoT?

While there are some videos and shit of it, there doesn't actually appear to be any notes on accessing it that are easily found, and I'm curious because there's another game with a lot of output that looks like it'd be sent to a similar console.

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Rena
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Posted on 04-06-10 10:47:59 AM Link | Quote
04-06-10 05:47:59 AM
Post #3047
Apparently they found the printf() function (which would just do nothing on an actual N64) and hooked the emulator to output any string passed to it. Unfortunately a lot of N64 games do appear to have such messages that are never actually referenced anywhere.

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messiaen
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Posted on 04-06-10 11:58:23 AM Link | Quote
It's actually the osSyncPrintf function, which prints text on the Indy workstation that N64 developers used. The "debug console" hack justs traps any calls to this function and emulates its functionality in HLE fashion (read the arguments, then call a printf).

The only way to enable it AFAIR is to compile from the Linux source with a specific flag:
MupenPlus GoogleCode Page.

Mario 64 uses printf for this kind of debug text, however it's only triggered on special ocasions (ie, fatal crashes that won't happen unless you do it on purpose).

HyperHacker: If you want to experiment doing something similar with other games, I recommended dowloading the Project64 1.4 source and modyfing the interpreter CPU code to trap any kind of print functions (IDA Pro with UltraLib signature files is a handy tool to search those functions).
Rena
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Posted on 04-06-10 01:34:59 PM Link | Quote
04-06-10 08:34:59 AM
Post #3050
Modifying interpreter cores is no problem, but where the heck would I get such signature files?

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Posted on 04-06-10 06:17:11 PM Link | Quote
Link. Got this from some page at hcs64.com, if I remember correctly. You can also use a very old program called "Library Function Extractor" (found at Dextrose), if you have the N64 dev-kit files, but IDA PRO is much more handy.

Probably some useless stuff is included in the zip file.
Rena
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Posted on 04-07-10 12:14:51 AM Link | Quote
04-06-10 07:14:51 PM
Post #3055
Thanks, but of all those annoying file "sharing" sites, MediaFailure is the only one I've never managed to convince to even let me try to download a file...

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messiaen
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Posted on 04-07-10 10:57:58 AM Link | Quote
Funny, for me its quite opposite and MediaFire seems the most reliable. What about 4shared?.
Rena
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Posted on 04-08-10 01:55:23 AM Link | Quote
04-07-10 08:55:23 PM
Post #3061
That works. Thanks!

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Posted on 04-08-10 03:50:11 PM (last edited by Xkeeper at 04-08-10 12:54 PM) Link | Quote
I was just curious, because The New Tetris definitely has some strings in it for that purpose, one of which even has ANSI escape characters:

\x1B[1m\x1B[7m *** GAME CRASH CONFIRMED!!! *** \x1B[0m



Or, as a terminal would put it:


 *** GAME CRASH CONFIRMED!!! *** 


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Posted on 04-08-10 04:01:06 PM Link | Quote
Also, hold up for a minute -- if this is used in so many games, why the hell is there not a page for this on the wiki yet

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