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| Jul - Posts by omega59 |
| Pages: 1 2 3 4 5 6 7 8 9 10 |
| omega59 Member Level: 23 Posts: 81/183 EXP: 60536 For next: 7187 Since: 02-24-13 Since last post: 81 days Last activity: 20 hours |
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Originally posted by John2k4 Heh, what else could they be? it looks a lot like someone was just messing with their image editor and made a placeholder graphic, but for what? And I wonder why it's so hi-res for such a simple texture... |
| omega59 Member Level: 23 Posts: 82/183 EXP: 60536 For next: 7187 Since: 02-24-13 Since last post: 81 days Last activity: 20 hours |
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| So, I was on the web a while back, checking on 3D brew, and I found out a few things about the 3DS, and how much it'd cost to find a way to hack one. For the 3D Brew project, I think they needed $2000 to get around the security chip, they're doing so by opening the thing up, which is expensive since it's supposedly 10 layers. So how many of you would be interested in looking at 3DS games, I'd say Star Fox 64 3D and Ocarina of Time 3D would be the easier ones to crack for starters. I think in OoT 3D, they left in the Sakura (I think) test level, since a pre-release Japanese video had it, with two Wolfoes I believe. So what are your thoughts on this? |
| omega59 Member Level: 23 Posts: 83/183 EXP: 60536 For next: 7187 Since: 02-24-13 Since last post: 81 days Last activity: 20 hours |
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| Well, see if you can get some people to donate to 3D Brew. They need $2000 to crack into the security chip, and get into the system's coding itself. This chip is what allows games to be read. Unless someone's lucky enough to steal a Developer's 3DS (they're at Gamestop), we've gotta get into that chip. In fact, there's a PC utility on 3Dbrew's site, look them up on Google. The utility's called 3DS Explorer, not a fancy name, but they've gotten the files open. |
| omega59 Member Level: 23 Posts: 84/183 EXP: 60536 For next: 7187 Since: 02-24-13 Since last post: 81 days Last activity: 20 hours |
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| Hmm... I checked today, and it was still asking for donations... Either way, I'm heavily interested in what's inside 3DS games, so much space compared to what's actually used... |
| omega59 Member Level: 23 Posts: 85/183 EXP: 60536 For next: 7187 Since: 02-24-13 Since last post: 81 days Last activity: 20 hours |
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Originally posted by Hiccup Let's just say it was one of those nights where you had stayed up far too long for your own good before school, and I was dead tired. I never got the link, but I saw it on an article, which had a picture of the specific frames. They thought it was a Cave of Ordeals, but they've never seen the level before. It had the same old N64 textures, I think the title of the article was "Cave of Ordeals in Ocarina of Time 3D?" It was prerelease. I play the debug ROM when I'm downloading things/copying large things, so I know the level TOO well, I like facing Dark Link. |
| omega59 Member Level: 23 Posts: 86/183 EXP: 60536 For next: 7187 Since: 02-24-13 Since last post: 81 days Last activity: 20 hours |
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| Dude, it's on the first page of the Google search... looks like it got hype, heheh. |
| omega59 Member Level: 23 Posts: 87/183 EXP: 60536 For next: 7187 Since: 02-24-13 Since last post: 81 days Last activity: 20 hours |
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| As OoT 3D is the same basic coding, couldn't you just use 3DS Explorer to try and dump the files and see if you can inject some maps into a ROM of OoT on the N64? I believe it's possible, considering that it looks like they didn't upgrade the renderer from the N64, the lag issues almost confirm this, considering how much the 3DS can put out graphically. Resident Evil Revelations is a great example of what the 3DS can handle, I don't think the HD ports redid the main characters' models. |
| omega59 Member Level: 23 Posts: 88/183 EXP: 60536 For next: 7187 Since: 02-24-13 Since last post: 81 days Last activity: 20 hours |
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| The game seems to work literally exactly the same as the N64. I've taken deep gameplay studies, glitching, etc. Both react in the same ways to everything. OoT 3D is essentially OoT V1.3 with Dreamcast Graphics. What leads me to believe that they didn't fix their renderer from the N64 to 3DS is the fact that the system can take much more than what's used in the resources. This makes me believe that it's all of the same formats, under a 3DS executable. Oh, also the current point of my idea to import into the original OoT is that there's no 3DS emulators currently. And more proof to my claim that they're the same formats is that the same scenes are in play. If you don't know what a scene is, I'll sum it up. It's prebuilt map sections that will load when triggered, which is easy on the 3DS, since the game stutters when loading a scene on the 3DS. A useful exploit to see what prerendered scene files are what & where is to roll while against a wall, and go into first person view just as his feet hit the ground. Takes practice, but you'll look through walls on MM and OoT and the 3D version. |
| omega59 Member Level: 23 Posts: 89/183 EXP: 60536 For next: 7187 Since: 02-24-13 Since last post: 81 days Last activity: 20 hours |
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| Well, the scenes may be the same format. It is worth a try, and it may be running a model interpreter. We don't even actually know what the engine is, but the 3DS's video chipset is from Nvidia, and it's highest resolution output is 720p, which the 3DS never uses. Seam walking still works in OoT 3D, but they tried hard blocking the seams off. In the Kokiri Forest, you can seam walk in the roots of houses, by backflipping above them. They specifically didn't want seam walking, and why would they go to the trouble of making a new engine? All of the required tools are provided, you just need to patch the glitches, add in 3DS features, and run a model interpretor inside of the executable file. The 3DS has good enough hardware to be capable of this, and much of the original level design is still there, under what they added for a more fitting look. For instance, the Zora's Domain cave still exists, the same as on the N64. There's too much of what they didn't want in, seam walking was a big no-no for them to keep. |
| omega59 Member Level: 23 Posts: 90/183 EXP: 60536 For next: 7187 Since: 02-24-13 Since last post: 81 days Last activity: 20 hours |
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| It's very likely, but not absolutely impossible, as it's just data interpreted though the engine. They probably did something cheap. |
| omega59 Member Level: 23 Posts: 91/183 EXP: 60536 For next: 7187 Since: 02-24-13 Since last post: 81 days Last activity: 20 hours |
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| Well, makes sense to me when you explained it that way. They must've used the original level and collision design (through porting or whatever) to get scaling right, but the essential coding seems to act precisely the same, as the odd crashes still work. Like heading into the void and blowing up a bombchu on yourself, the 3DS says it encountered an error and needs to restart, and the N64 brings up the red underscore, where you can use the debugger. A crash like that would've been fixed on a newer engine. Also, from what I understand, Nintendo uses OpenGL and AL. |
| omega59 Member Level: 23 Posts: 92/183 EXP: 60536 For next: 7187 Since: 02-24-13 Since last post: 81 days Last activity: 20 hours |
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Originally posted by Cuber456 We gotta wait on 3DBrew, so we can use the downloadable version to mess with. |
| omega59 Member Level: 23 Posts: 93/183 EXP: 60536 For next: 7187 Since: 02-24-13 Since last post: 81 days Last activity: 20 hours |
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| Interesting... They could've just taken their Gamecube files to 3DS for OoT 3D then... How does the Gamecube render OoT? I know their emulator sacrificed RSP emulation in favor of performance, but they could've already had the required tools to just keep their current filetypes. Well, this is an odd situation, one person says it's completely impossible, but now there's a legitimate chance... I guess we will see. |
| omega59 Member Level: 23 Posts: 94/183 EXP: 60536 For next: 7187 Since: 02-24-13 Since last post: 81 days Last activity: 20 hours |
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| Yeah, my cart's a 1.1, even my debug screen says so, along with the stamp on the back label. And check what build you have, look up Zelda Chaos if you need help. It's in their Ocarina of Time glitches section. |
| omega59 Member Level: 23 Posts: 95/183 EXP: 60536 For next: 7187 Since: 02-24-13 Since last post: 81 days Last activity: 20 hours |
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| I remember that one of the prototypes did. Huh... or am I just not remembering right... Well, Ocarina of Time 3D is definitely more detailed, but there's something to do with the renderer that causes framerate issues that compared to other titles, definitely shouldn't be dropping. |
| omega59 Member Level: 23 Posts: 96/183 EXP: 60536 For next: 7187 Since: 02-24-13 Since last post: 81 days Last activity: 20 hours |
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| I'm not sure how you'd do it THAT bad, that's worse than Metal Gear Solid 3D, but even the PS2 version lagged, so it's reasonable to be like that for such a tolling game. |
| omega59 Member Level: 23 Posts: 97/183 EXP: 60536 For next: 7187 Since: 02-24-13 Since last post: 81 days Last activity: 20 hours |
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| There's no crash screen for the 3DS, it just freezesfor a bit, then boots you to the home menu saying it had an error and needs to restart. |
| omega59 Member Level: 23 Posts: 98/183 EXP: 60536 For next: 7187 Since: 02-24-13 Since last post: 81 days Last activity: 20 hours |
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| It actually isn't too far of a graphical advancement, textures only look doubled. Models only look doubled too, as they still have meat-mittens for hands. OoT on the N64 was hardware limited, and OoT 3D is software limited. The framerate drop isn't constant either, it's like hiccups, and it looks to run a cap of 30fps, but its average is about 22-25. |
| omega59 Member Level: 23 Posts: 99/183 EXP: 60536 For next: 7187 Since: 02-24-13 Since last post: 81 days Last activity: 20 hours |
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Originally posted by Rena Try to crash a game on a GameStop 3DS, the display ones. Those are developer 3DSs (I have no idea why they'd even have these on display), and they've got dev options there, in the form of programs, usually at the end of its list to the right on the home menu. I need to look at it myself, maybe do a system transfer... hehehe... |
| omega59 Member Level: 23 Posts: 100/183 EXP: 60536 For next: 7187 Since: 02-24-13 Since last post: 81 days Last activity: 20 hours |
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| So, I've been playing around with wrong warping, quitting there, and leaving the grotto. Typically the game gives me an "error has occured" or went to map that has 3 different materials, and water somewhere in middle, on a black screen. Now, in Mountain, trying to do the same thing caused a crash that didn't go to the home menu, but a black screen and on the bottom screen it said "An error has occured. Hold down the POWER button to turn off the power, then turn it on and try again. For help, visit support.nintendo.com." I wonder, is there debug info stuck under or outside the black parts? Does a code combo activate this? I've literally never seen this before, but a similar screen goes on if you remove the cartridge. |
| Pages: 1 2 3 4 5 6 7 8 9 10 |
| Jul - Posts by omega59 |
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Acmlmboard - 07/23/2013 b378.03 ©2000-2013 Acmlm, Xkeeper, Inuyasha, et al. |
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