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04-23-22 11:08:40 PM
Jul - SM64 Hacking (Archive) - Adobe Director 11 released March 25th. New poll - New thread - New reply
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VL-Tone
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Posted on 03-24-08 03:12:54 AM Link | Quote
Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42
Hi,

Just dropping by to say hello

I know, I've done it again, disappearing for a few weeks without warning. This time it's not about the pressure or annoying questions. I've been working very much since January, more than I ever did in my life. I work more than 50 hours a week and I get only a few hours a day for myself, so when I come home at night, tired, I only feel like doing passive things, like watching DVDs and TV shows.

Anyway, let's get back on topic.

Adobe Director 11 will be released in two days, March 25th. In case you didn't know, Director is what I used to create TT64. Version 11 is long overdue (the last version dates back from 2004, when it was still a Macromedia product). It doesn't have tons of new features, because Adobe had to clean up a lot of the legacy code for a product that was almost abandoned by Macromedia.

This rewrite of the code base was needed to allow porting to intel Macs and Windows Vista, and it will form a more solid basis for future versions.

Amongst the new features are full unicode support, and interactive live bitmap filters that can be applied in real time to textures on 3d objects. But really, the main features that will be interesting for TT64 is Vista and intel Mac support.

As you may know, on Vista, TT64 currently doesn't support 3d acceleration, and on intel Macs, it runs under Rosetta (the built-in PowerPC emulator). Director 11 will enable me to publish native versions of TT64 for these platforms.

While version 11 is supposed to be backward compatible, it's possible that I run into problems because of the use of Xtras (plug-ins) which deal with File I/O. That remains to be seen.

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pikmin 100
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Posted on 03-26-08 08:45:34 PM Link | Quote
ohhhh sorry to hear that you might run into problems VL, but i don't have one negitive thought in my mind that you'll still continue your fine work, (great, and mind boggleing at that) i like your recent version by the way, with the flat world and all.
vingamer234
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Posted on 03-29-08 04:42:36 AM Link | Quote
Yay, now Director 11 works with Vista!
However, I hope you don't run into any problems with it and B/C.

Good luck, and try to take a break once and a while.
VL-Tone
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Posted on 05-11-08 04:12:55 AM Link | Quote
Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42
Ok, so I got Director 11, and after some modifications to get around a bug in the D11 version of the BuddyFile Xtra (it deals with reading and writing to files), I've managed to create a Vista and Mac intel native version of TT64...

But... there are two Xtras (plug-ins) that were not ported to D11, one was used to save Director list variables containing pre-decoded polygon data into the M64Geometry file, so currently the new version will have to decode polygon data each time a ROM is loaded, which can be a lengthy process on slower computers. I'm sure messiaen wouldn't mind, since it's useful when you're doing polygon editing, but I'd like to make it optional. The other missing Xtra is the one that's used to export textures as png files. These Xtras may never be updated for D11, and the alternatives are either Windows only, or cost money. Anyway, I'll find a solution.

So the problem is that I'm hesitant to add new features until I get around these problems, and I don't feel like working on two versions at the same time (one with D10 and the other with D11), because it would require tracking down all script changes, copying and pasting code between versions, etc.

Anyway like I said, I don't have much time for myself these days, and I'll be less busy in June. I may release a an alpha Vista and Mac intel native version before that using Director 11, but there won't be any new features (actually there will be less features, texture exporting will be disabled).

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wowfunhappy
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Posted on 05-13-08 09:44:19 PM Link | Quote
Originally posted by VL-Tone
The other missing Xtra is the one that's used to export textures as png files.


You could make the texture editor a separate program, like the current state of the SM64 text editor- the texture editor would use director 10, and the main TT64 program, one without a texture editor, would use director 11. After all, the current texture editor has no problems running on vista, correct?

As for the M64Geometry file... it's an annoyance to be sure, and will be frustrating, but then, it's also nothing more than an annoyance, and won't cause TT64 to loose any sort of functionality. Besides, it may ultimately be for the better, as SM64 hacking progresses and geometry editing becomes increasingly common.
messiaen
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Posted on 05-16-08 12:57:00 PM (last edited by messiaen at 06-09-08 03:47 PM) Link | Quote
If you can't find a solution for the next version, maybe you could make TT64 decode only the polygons for the level displayed. That would be just a few extra seconds of loading time, which is not annoying at all.

Edit: Probably this is not something simple to do, as TT64 seems to compile all the polygon information as a "master index".
VL-Tone
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Posted on 08-02-08 02:51:06 AM Link | Quote
Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42
Originally posted by messiaen
If you can't find a solution for the next version, maybe you could make TT64 decode only the polygons for the level displayed. That would be just a few extra seconds of loading time, which is not annoying at all.

Edit: Probably this is not something simple to do, as TT64 seems to compile all the polygon information as a "master index".



That's actually the solution implemented. The polygon data is now loaded "as needed" , gradually as you load levels, it doesn't seem to impact the level loading process by any noticeable amount. I can also force the "reloading" of a particular polygon model when I need it (for the model importer for example).

Also, a new release of the BuddyFile Xtra fixed the bug I had to get around.

So the last big problem I have with TT64 on Director 11 is the incompatible bitmap export plug-in.

Because of this (and the other problems that got resolved), I wanted to use D10 to develop and use D11 to publish separate versions for Vista/Mac intel and XP/PPC. But aside from having to manage too many versions, I was discouraged from having to develop TT64 on Director 10 (a version dating from 2004!) which runs in emulation on my intel Mac, and doesn't have the (few) new niceties that D11 has.

So... I've decided to use Director 11 exclusively from now on, which will motivate me to work more on TT64.

The side effect is that the "Export texture to .PNG" feature won't be present in the next version of TT64. That's because the free export bitmap plug-in that I was using doesn't work in D11 and won't be updated, while commercial alternatives are something like $300. It's pretty stupid I know, but I won't switch to C++ or another more open IDE at this point...

So what will be the alternative to get the textures out of the ROM and into your paint program? In TT64 6.0, there will be a new "Copy texture to clipboard" function to replace the export feature. To import it back, you'll still have to use the "import from png" button.

I wanted to add a "Paste texture from clipboard" function, but this Director command has a stupid behavior: it trims/crop bitmaps that has a white space around it, which will mess up the alignment. A solution would be to add to the copied textures a 1 pixel black frame around the texture, and the alpha channel, so that unless you eliminate it, the texture won't get trimmed down when you paste it back. Actually, now that I think of it, it would be a nice thing to have a frame around both parts, since it could provide a guide that tells you the delimitation between the texture and the alpha channel. The problem I could see is people wanting to paste textures coming from previous TT64 version where the frame is not present.

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messiaen
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Posted on 08-06-08 06:11:19 PM Link | Quote
I don't care much about textures, but when you release the new TT64 version you could still keep the download link of 0.5.9b with texture export. Or perhaps you could include in the download package (or as a separate file) all the exported textures.

By the way, have you seen this texture list on the japanese forum? There's some interesting offsets there, such as the water texture.

Also, I have been experimenting with background swaps, and while this may be a bit dangerous to include, as the differented sized background banks could crash the game, it would still be useful when creating new levels. One of the common functions in the main terrain Geo Layout is responsible for handling the background textures, and there is some minor adjustments depending on which Background Bank (0x0A) you load. I'll document a bit more this stuff and send it to you in a few days.
VL-Tone
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Posted on 08-08-08 10:58:59 PM Link | Quote
Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42
Originally posted by messiaen
I don't care much about textures, but when you release the new TT64 version you could still keep the download link of 0.5.9b with texture export. Or perhaps you could include in the download package (or as a separate file) all the exported textures.


Yeah I considered these two options, I'll probably do both.

Originally posted by messiaen
By the way, have you seen this texture list on the japanese forum? There's some interesting offsets there, such as the water texture.


I'm aware of this list. Currently TT64 uses a list that was created from textures found in polygons that get decoded while loading the levels, since there's no master pointer list in the ROM for textures.. That's the reason why they don't include things like HUD icons and fonts.

Originally posted by messiaen
Also, I have been experimenting with background swaps, and while this may be a bit dangerous to include, as the differented sized background banks could crash the game, it would still be useful when creating new levels. One of the common functions in the main terrain Geo Layout is responsible for handling the background textures, and there is some minor adjustments depending on which Background Bank (0x0A) you load. I'll document a bit more this stuff and send it to you in a few days.


I've decoded backgrounds in the early days of writing my own MIO0 decoder. They're made out of tiles. I was hesitant to work on including this on the first TT64 because reading/writing textures was pretty slow on my older computer (It took under a second for one texture, but it would take several minutes to load all 800+ textures. My new 1.86Ghz Core Duo 2 Mac can load the whole ROM including displaying the first level in less than ten seconds with Director 11 and TT64 0.6a (it could take 2 minutes on my older comp.). So anyway aside from the polygon importer, a background importer/"exporter" should be another major new feature in 0.6.


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messiaen
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Posted on 08-09-08 04:34:44 PM (last edited by messiaen at 08-09-08 02:04 PM) Link | Quote
rstewart215804 posted some info about backgrounds texture pointers on the Flatworld thread, but probably you already know about that.

Here is a list I compiled with the necessary changes use any background on Flatworld (or any other level, for anyone who wants to swap backgrounds).

Besides changing the 0x0A Bank Loaded, you need to adjust this function in the Terrain Geo Layout: 19 00 00 xx 80 27 63 D4.

See the list below for correct values:


# | Level | Bank 0x0A | Arg
---------------------------------------------------
01 | Haunted House | C3AFD5-C4F915 | 06
02 | Cool Cool Mountain | B5D855-B7D995 | 04
03 | Inside Castle | No Background | 00
04 | Hazy Mazy Cave | No Background | 00
05 | Shifting Sand Land | C12E95-C32FD5 | 05
07 | Bob-omb Battlefield | B35715-B55855 | 00
08 | Snow Man's Land | B5D855-B7D995 | 04
09 | Wet Dry World | BC2C15-BE2D55 | 02
10 | Jolly Roger Bay | B85995-B9A2D5 | 08
11 | Tiny Huge Island | B35715-B55855 | 00
12 | Tick Tick Clock | No Background | 00
13 | Rainbow Ride | BEAD55-C0AE95 | 03
14 | Castle Grounds | B35715-B55855 | 00
15 | Bowser 1 Course | C57915-C77A55 | 07
16 | Vanish Cap | No Background | 00
17 | Bowser's Fire Sea | BA22D5-BBAC15 | 01
18 | Secret Aquarium | BEAD55-C0AE95 | 03
19 | Bowser Third Course | C7FA55-C9FB95 | 09
20 | Lethal Lava Land | BA22D5-BBAC15 | 01
21 | Dire Dire Docks | B35715-B55855 | 00
22 | Whomp's Fortress | BEAD55-C0AE95 | 03
23 | Castle Courtyard | C3AFD5-C4F915 | 00
24 | Peach's Secret Slide | No Background | 00
25 | Metal Cap | No Background | 00
26 | Wing Cap | BEAD55-C0AE95 | 03
27 | Bowser First Battle | C57915-C77A55 | 07
28 | Rainbow Clouds | BEAD55-C0AE95 | 03
29 | Bowser Second Battle | BA22D5-BBAC15 | 01
30 | Bowser Third Battle | C7FA55-C9FB95 | 09
31 | Tall Tall Mountain | B35715-B55855 | 00


There is also a function in the Geo Layout which repositions the entire background, but I have to test it again to provide more consistent information.
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Jul - SM64 Hacking (Archive) - Adobe Director 11 released March 25th. New poll - New thread - New reply


Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
©2000-2022 Acmlm, Xkeeper, Kaito Sinclaire, et al.

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line 177 column 27 - Warning: <nobr> is not approved by W3C
line 179 column 157 - Warning: <table> proprietary attribute "height"
line 179 column 222 - Warning: <td> proprietary attribute "background"
line 179 column 318 - Warning: <td> proprietary attribute "background"
line 179 column 408 - Warning: <table> proprietary attribute "height"
line 179 column 488 - Warning: <td> proprietary attribute "background"
line 179 column 1443 - Warning: <td> proprietary attribute "background"
line 219 column 27 - Warning: <nobr> is not approved by W3C
line 245 column 27 - Warning: <nobr> is not approved by W3C
line 275 column 27 - Warning: <nobr> is not approved by W3C
line 277 column 157 - Warning: <table> proprietary attribute "height"
line 277 column 222 - Warning: <td> proprietary attribute "background"
line 277 column 318 - Warning: <td> proprietary attribute "background"
line 277 column 408 - Warning: <table> proprietary attribute "height"
line 277 column 488 - Warning: <td> proprietary attribute "background"
line 277 column 1443 - Warning: <td> proprietary attribute "background"
line 307 column 27 - Warning: <nobr> is not approved by W3C
line 337 column 27 - Warning: <nobr> is not approved by W3C
line 365 column 27 - Warning: <nobr> is not approved by W3C
line 367 column 157 - Warning: <table> proprietary attribute "height"
line 367 column 222 - Warning: <td> proprietary attribute "background"
line 367 column 318 - Warning: <td> proprietary attribute "background"
line 367 column 408 - Warning: <table> proprietary attribute "height"
line 367 column 488 - Warning: <td> proprietary attribute "background"
line 367 column 1443 - Warning: <td> proprietary attribute "background"
line 409 column 27 - Warning: <nobr> is not approved by W3C
line 439 column 27 - Warning: <nobr> is not approved by W3C
line 441 column 157 - Warning: <table> proprietary attribute "height"
line 441 column 222 - Warning: <td> proprietary attribute "background"
line 441 column 318 - Warning: <td> proprietary attribute "background"
line 441 column 408 - Warning: <table> proprietary attribute "height"
line 441 column 488 - Warning: <td> proprietary attribute "background"
line 441 column 1443 - Warning: <td> proprietary attribute "background"
line 476 column 27 - Warning: <nobr> is not approved by W3C
Info: Document content looks like HTML5
Info: No system identifier in emitted doctype
Tidy found 242 warnings and 0 errors!


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 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.

About HTML Tidy: https://github.com/htacg/tidy-html5
Bug reports and comments: https://github.com/htacg/tidy-html5/issues
Official mailing list: https://lists.w3.org/Archives/Public/public-htacg/
Latest HTML specification: http://dev.w3.org/html5/spec-author-view/
Validate your HTML documents: http://validator.w3.org/nu/
Lobby your company to join the W3C: http://www.w3.org/Consortium

Do you speak a language other than English, or a different variant of
English? Consider helping us to localize HTML Tidy. For details please see
https://github.com/htacg/tidy-html5/blob/master/README/LOCALIZE.md