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10-16-14 08:33:41 PM
fortyfive-antelope

Jul - Posts by SubDrag
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SubDrag
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Posted on 03-01-08 03:23:09 PM, in Mario 64 Levels to .obj files? Link
Can the current Toad's tool export a level to a .obj file? If it can do rooms, then also preferably with a g Room01, g Room02, ... g Room 0A etc. Otherwise no big deal, just lump it all into one .obj, and export the images as 8-bit paletted bitmaps? I'd like to import them into the GE Setup Editor.
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Posted on 03-01-08 07:04:35 PM, in Help/Questions about Toad's Tool 64 and SM64 hacking Link
Can the current Toad's tool export a level to a .obj file? If it can do rooms, then also preferably with a g Room01, g Room02, ... g Room 0A etc. Otherwise no big deal, just lump it all into one .obj, and export the images as 8-bit paletted bitmaps? I'd like to import them into the GE Setup Editor.
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Posted on 03-09-08 08:04:25 PM, in ToadsTool Suggestions Link
Ah, here's the suggestions thread.

Can the current Toad's tool export a level to a .obj file? If it can do rooms, then also preferably with a g Room01, g Room02, ... g Room 0A etc. Otherwise no big deal, just lump it all into one .obj, and export the images as 8-bit paletted bitmaps? I'd like to import them into the GE Setup Editor.
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Posted on 03-17-08 06:49:58 PM, in ToadsTool Suggestions Link
That's a shame. I think it'd be really simple to pop those suckers in GE. I'm not sure how you've coded Toad's Tool, maybe you parse displaylists, or do you bring them all into vertice/indice buffers? If you can manage to get things organized into vertice/indice buffers with textures, etc, it'd be great if you can export the models to .obj, .vrml, any format that can eventually be put into .obj format. The .obj format is remarkably simple.
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Posted on 03-24-08 07:35:29 PM, in ToadsTool Suggestions Link
.obj and .mtl are pretty much as simple as it gets. .obj are a list of vertices, vertice texture coords, and indices into those vertices and vertice texture coords. When you are drawing indices, you set the "material" used in the material file, which is only a texture, and coloring. It's fairly simple, I'm just not sure your internal storage.

Well, I hope you figure it out at some point, it'd be nice to import.
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Posted on 03-25-08 08:14:44 PM, in ToadsTool Suggestions Link
Sure, that'd be great to interface with!

The basic gist of it is you have a .obj file, which contains all of the vertices, all of the vertice texture coords, then all of the indices between the two. It reference materials in a .mtl file, which specify diffuse colors, and textures, for starters. My editor does *not* support vertex normals so don't write them out (prob mario kart doesn't use them anyways either)

Simple guides:
http://www.javaview.de/guide/formats/Format_Obj.html
http://www.royriggs.com/obj.html

Special to GE I'd like you to group rooms by g Room01, g Room02, g Room0A,..g Room0F, etc. That way when you import them they are imported into rooms, not as one glom that always loaded.

I think examples are the best way to learn, so here is one, a simple cube I randomly split into two rooms:
http://www.battlefieldforever.com/hackers/misc/obj/object004fmain.obj
http://www.battlefieldforever.com/hackers/misc/obj/object004fmain.mtl
(also you need to include every bitmap in the same folder, mentioned in the .mtl file) GE needs 32 x 32, 64 x 32, or 32 x 64 256-color paletted bitmaps, at least my convertor does.
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Posted on 08-20-08 10:32:29 PM, in Toad's Tool 0.6.0 (On hiatus for an indefinite amount of time) (last edited by SubDrag at 08-20-08 10:36 PM) Link
Fantastic We'll see what challenges arise and how far it can go. Can I again request .obj *export* as well, please? I recommend you put in the time and go for the full import -a simple import won't really help much except to be a mostly unused toy. Mario should be a bit easier, because as far as I know, it sounds like it's one room only?

--------------------
http://www.goldeneyevault.com
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Posted on 08-22-08 09:08:06 AM, in Mario's current action (RAM values) Link
Great code. Spinning is fun.
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Posted on 08-23-08 06:47:36 PM, in Toad's Tool 0.6.0 (On hiatus for an indefinite amount of time) Link
The problem with dumping levels from Nemu/PJ64 and plugin is that it also exports the objects which is no good...just want the "terrain" for import into other mediums...It doesn't have to be perfect on exporting to .obj, just a decent job is good enough. It requires vertices, indices, u,v coords, shading, and spit out/apply the textures (which I'm sure you already know how to parse this stuff since you're doing it)...It's the importing that's hard.
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Posted on 05-15-09 08:27:44 PM, in mml2m64: Music Macro Language importer for Mario 64 / Zelda 64 Link
Is the Mario/Zelda midi format a standard N64 format, or is it custom to these games? Wondering if I can reuse the logic for GoldenEye.
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Posted on 05-16-09 02:53:23 PM, in mml2m64: Music Macro Language importer for Mario 64 / Zelda 64 (last edited by SubDrag at 05-17-09 03:40 PM) Link
Well, the plus side it that it is midi-like. Bad thing is seems they have some differences which are making this annoying. Thanks.
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Posted on 10-12-09 07:10:11 PM, in Mario 64 Level Importer (last edited by SubDrag at 10-12-09 07:11 PM) Link
Impressive work.
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Posted on 11-13-10 10:03:30 AM, in N64 Sound Tool Link
I open-sourced our N64 sound tool which lets you open soundbanks, and import new sounds (with fixed predictors). It won't work for SM64's format, but someone could potentially play with the code to do so if interested, since it's the same predictors/audio, just different soundbank format.

http://therwp.com/project/n64-sound-tool
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Posted on 06-05-11 10:35:09 PM, in N64 Sound Tool Link
Update - supports way more games
http://goldeneyevault.com/viewfile.php?id=212
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Posted on 06-12-11 09:08:47 PM, in N64 Sound Tool Link
As an update, now support even more games:
Added (DECODING ONLY)
Doubutsu no Mori (J)
F-Zero Exp
Legend of Zelda, The - Ocarina of Time (U) (V1.0)
Legend of Zelda, The - Majora's Mask (U)
Pokemon Stadium 2 (U)
Star Fox 64 (U) (V1.0)
Yoshi's Story (U) (M2)
F-ZERO X (U)
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Posted on 07-18-11 06:34:39 PM, in Super Mario 64 Sound Bank Encoding (last edited by SubDrag at 07-18-11 06:37 PM) Link
I took a stab last couple days at incorporating Super Mario 64 sound bank encoding. It appears to work properly, but there are a lot of fields behind the scenes currently not supported to be edited (are rewritten properly in output file). Shouldn't be necessary to edit them unless you're editing instruments which probably too unknown anyways.

Also found that srip didn't rip all the sounds, some sounds came in triplicate (but srip labelled other two offsets unknown) - here's a complete rip http://goldeneyevault.com/extras/SM64FullSoundRip.rar. There are still a lot of unknown fields, so I wouldn't necessarily put these sound bank mods into Super Mario 64 Mods until people confirm there aren't any losses of sounds...seemed fine though. So check it out!

http://goldeneyevault.com/viewfile.php?id=212


I've been modding Sound Bank A, digits such as 8 (It's a me mario in intro) and bank A, sound F, princesses intro. I've been using this sound:
http://goldeneyevault.com/extras/ExtractedSounda.wav

so at least that should work in importing.

So import your wav or import predictors/raw from another game, click on top Inject in Place, then File->Save ROM.

You need to make your wavs 16-bit, and use a tool like Audacity to change rates, etc.
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Posted on 07-18-11 07:42:03 PM, in Super Mario 64 Sound Bank Encoding Link
Unfortunately we still don't have any idea how predictors are calculated, so it's unlikely you'll get better sounds as it's fixed predictors, but it's possible for some.
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Posted on 11-07-13 08:15:28 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
What zlb files do you need decompressing? Each one has a 0x12 sized header, just use the raw data as zlib after.
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Posted on 11-07-13 08:45:55 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
Apologize for the double post, don't seem to be able to edit my post. Suspect people already figured out the decompression, but I updated my decompressor to run through the zlb files (does not support the lzo ones). Just rename your file .zlb, and it will rip all the zlb parts inside.

http://goldeneyevault.com/viewfile.php?id=213
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Posted on 11-07-13 09:15:55 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
How is the final Star Fox adventures file system? Is it remotely similar/any viewer tools written for it, to compare?
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Jul - Posts by SubDrag






Rusted Logic

Acmlmboard - 07/23/2013 b378.03
©2000-2013 Acmlm, Xkeeper, Inuyasha, et al.
bargaining-tycoon

31 database queries, 46 query cache hits.
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line 460 column 22 - Warning: <img> lacks "alt" attribute
line 460 column 63 - Warning: <img> lacks "alt" attribute
line 460 column 112 - Warning: <img> lacks "alt" attribute
line 460 column 162 - Warning: <img> lacks "alt" attribute
line 467 column 15 - Warning: <img> lacks "alt" attribute
line 470 column 11 - Warning: <table> lacks "summary" attribute
line 479 column 9 - Warning: <table> lacks "summary" attribute
line 483 column 22 - Warning: <img> lacks "alt" attribute
line 483 column 63 - Warning: <img> lacks "alt" attribute
line 483 column 112 - Warning: <img> lacks "alt" attribute
line 483 column 162 - Warning: <img> lacks "alt" attribute
line 490 column 15 - Warning: <img> lacks "alt" attribute
line 493 column 11 - Warning: <table> lacks "summary" attribute
line 510 column 9 - Warning: <table> lacks "summary" attribute
line 514 column 22 - Warning: <img> lacks "alt" attribute
line 514 column 63 - Warning: <img> lacks "alt" attribute
line 514 column 112 - Warning: <img> lacks "alt" attribute
line 514 column 162 - Warning: <img> lacks "alt" attribute
line 521 column 15 - Warning: <img> lacks "alt" attribute
line 524 column 11 - Warning: <table> lacks "summary" attribute
line 546 column 9 - Warning: <table> lacks "summary" attribute
line 550 column 22 - Warning: <img> lacks "alt" attribute
line 550 column 63 - Warning: <img> lacks "alt" attribute
line 550 column 112 - Warning: <img> lacks "alt" attribute
line 550 column 162 - Warning: <img> lacks "alt" attribute
line 557 column 15 - Warning: <img> lacks "alt" attribute
line 560 column 11 - Warning: <table> lacks "summary" attribute
line 568 column 9 - Warning: <table> lacks "summary" attribute
line 572 column 22 - Warning: <img> lacks "alt" attribute
line 572 column 63 - Warning: <img> lacks "alt" attribute
line 572 column 112 - Warning: <img> lacks "alt" attribute
line 572 column 162 - Warning: <img> lacks "alt" attribute
line 579 column 15 - Warning: <img> lacks "alt" attribute
line 582 column 11 - Warning: <table> lacks "summary" attribute
line 590 column 9 - Warning: <table> lacks "summary" attribute
line 594 column 22 - Warning: <img> lacks "alt" attribute
line 594 column 63 - Warning: <img> lacks "alt" attribute
line 594 column 112 - Warning: <img> lacks "alt" attribute
line 594 column 162 - Warning: <img> lacks "alt" attribute
line 601 column 15 - Warning: <img> lacks "alt" attribute
line 604 column 11 - Warning: <table> lacks "summary" attribute
line 614 column 9 - Warning: <table> lacks "summary" attribute
line 618 column 22 - Warning: <img> lacks "alt" attribute
line 618 column 63 - Warning: <img> lacks "alt" attribute
line 618 column 112 - Warning: <img> lacks "alt" attribute
line 618 column 162 - Warning: <img> lacks "alt" attribute
line 625 column 15 - Warning: <img> lacks "alt" attribute
line 628 column 11 - Warning: <table> lacks "summary" attribute
line 146 column 17 - Warning: <table> lacks "summary" attribute
line 638 column 17 - Warning: <table> lacks "summary" attribute
line 640 column 17 - Warning: <table> lacks "summary" attribute
line 646 column 1 - Warning: <img> lacks "alt" attribute
line 647 column 1 - Warning: <img> lacks "alt" attribute
line 648 column 1 - Warning: <img> lacks "alt" attribute
line 655 column 9 - Warning: <table> lacks "summary" attribute
line 657 column 25 - Warning: <img> lacks "alt" attribute
line 687 column 17 - Warning: <table> lacks "summary" attribute
line 141 column 134 - Warning: trimming empty <font>
line 143 column 132 - Warning: trimming empty <font>
line 612 column 15 - Warning: trimming empty <tr>
line 638 column 132 - Warning: trimming empty <font>
line 640 column 134 - Warning: trimming empty <font>
line 153 column 11 - Warning: <a> cannot copy name attribute to id
line 175 column 11 - Warning: <a> cannot copy name attribute to id
line 197 column 11 - Warning: <a> cannot copy name attribute to id
line 221 column 11 - Warning: <a> cannot copy name attribute to id
line 243 column 11 - Warning: <a> cannot copy name attribute to id
line 267 column 11 - Warning: <a> cannot copy name attribute to id
line 302 column 11 - Warning: <a> cannot copy name attribute to id
line 324 column 11 - Warning: <a> cannot copy name attribute to id
line 346 column 11 - Warning: <a> cannot copy name attribute to id
line 368 column 11 - Warning: <a> cannot copy name attribute to id
line 390 column 11 - Warning: <a> cannot copy name attribute to id
line 412 column 11 - Warning: <a> cannot copy name attribute to id
line 434 column 11 - Warning: <a> cannot copy name attribute to id
line 458 column 11 - Warning: <a> cannot copy name attribute to id
line 481 column 11 - Warning: <a> cannot copy name attribute to id
line 512 column 11 - Warning: <a> cannot copy name attribute to id
line 548 column 11 - Warning: <a> cannot copy name attribute to id
line 570 column 11 - Warning: <a> cannot copy name attribute to id
line 592 column 11 - Warning: <a> cannot copy name attribute to id
line 616 column 11 - Warning: <a> cannot copy name attribute to id
Info: Document content looks like HTML Proprietary
Info: No system identifier in emitted doctype
325 warnings, 0 errors were found!


The table summary attribute should be used to describe
the table structure. It is very helpful for people using
non-visual browsers. The scope and headers attributes for
table cells are useful for specifying which headers apply
to each table cell, enabling non-visual browsers to provide
a meaningful context for each cell.

The alt attribute should be used to give a short description
of an image; longer descriptions should be given with the
longdesc attribute which takes a URL linked to the description.
These measures are needed for people using non-graphical browsers.

For further advice on how to make your pages accessible
see http://www.w3.org/WAI/GL.
. You may also want to try
"http://www.cast.org/bobby/" which is a free Web-based
service for checking URLs for accessibility.

You are recommended to use CSS to specify the font and
properties such as its size and color. This will reduce
the size of HTML files and make them easier to maintain
compared with using <FONT> elements.

You are recommended to use CSS to control line wrapping.
Use "white-space: nowrap" to inhibit wrapping in place
of inserting <NOBR>...</NOBR> into the markup.

To learn more about HTML Tidy see http://tidy.sourceforge.net
Please fill bug reports and queries using the "tracker" on the Tidy web site.
Additionally, questions can be sent to html-tidy@w3.org
HTML and CSS specifications are available from http://www.w3.org/
Lobby your company to join W3C, see http://www.w3.org/Consortium