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04-24-22 11:49:29 AM
Jul - Posts by Gamma
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Gamma
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Posted on 12-13-13 02:40:43 AM, in Super Mario Sunshine - GameCube Interactive Demo Disc July 2002 (Japan) Link
"This isn't [illegible]
Just a little [unsure, could be "song" or something starting with an "so"].
Ready? 1...2...3.
Here you did [die/do, can't tell which one]."
Gamma
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Posted on 12-13-13 08:25:21 PM, in Any Japanese text need translating? Link
I don't know, Hiccup. I'm fairly sure that the "fire and water" naming thing is false. Let me look at the files.
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Posted on 02-08-14 02:35:58 AM, in Any Japanese text need translating? (last edited by Gamma at 02-08-14 02:37:03 AM) Link
Originally posted by PatSter21





ranking

rank
name
total
score
stage
monkey

time
in
out
banana
Gamma
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Posted on 07-09-14 06:38:09 PM, in The Legend of Zelda: The Wind Waker: Tools (last edited by Gamma at 07-10-14 02:12:02 AM) Link
Over the past few months, a user named LordNed and I have been working on various programs to edit the various file formats found within The Legend of Zelda: The Wind Waker. This thread will get those tools together.

WindEditor

GitHub: https://github.com/LordNed/WindEditor

While it's currently under construction, WindEditor is the successor to a similar program created by Xdaniel called WindViewer. WindEditor aims to allow the editing of the entities found in maps (which are themselves found in res/Stage on the ISO), with a more long-term goal of creating maps from scratch.

There is work to be done on this right now, and as I understand it, the main objective is to get weighted BMD/BDL models to load.

It is highly possible that in the future, WindEditor will include the tools shown below, as well.

Feel free to join us in our IRC channel, #windeditor, on freenode.

WindWakerSongEditor



GitHub: https://github.com/Sage-of-Mirrors/WindWakerSongEditor

Release: https://github.com/Sage-of-Mirrors/WindWakerSongEditor/releases/tag/v1.0

This program opens Start.dol, found within &&systemdata in the ISO. It loads the patterns for the Wind Waker songs (Wind's Requiem, Command Melody, etc), displays them, and allows editing of the patterns and saving them. Note that the patterns are only what the engine looks for when checking if the player played a song. The music that plays for each song when the player conducts them is not changed.

I believe this one is complete, but if there are any issues, please post them in this thread.

TWWTextEditor



GiHub: https://github.com/Sage-of-Mirrors/TWWTextEditor

Release: https://github.com/Sage-of-Mirrors/TWWTextEditor/releases/tag/v1.0

This opens zel_00.bmg, which is found in res/Msg/bmgres.arc; note that the program doesn't support directly opening the archive at this time. It allows for viewing and editing of the text bank, with control codes converted into tags that can be placed by a user. The tags are then converted back into control codes upon exporting. A user can set the index of a message, search for a specific message ID, or search for a string.

For this program, I really need to add a list of control tags, and (now that I think of it) make a default case for converting the tags into codes in case a tag isn't recognized. Whoops.

For any of these, please post your thoughts and feedback.
Gamma
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Posted on 08-09-14 07:53:23 PM, in The Legend of Zelda: The Wind Waker: Tools Link
Event List Editor



GitHub: https://github.com/Sage-of-Mirrors/Event_List_Editor

This opens the event_list.dat files found in [mapname]/Stage.arc/dat.

It's mostly stable, with little work left to be done. I created this using the program:

https://www.youtube.com/watch?v=4wUPNV61Cjg&feature=youtu.be
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Posted on 09-12-14 10:55:07 PM, in Final Fantasy XIII (Unused/Beta/Early stuff) (last edited by Gamma at 09-12-14 10:58:41 PM) Link
http://oi57.tinypic.com/aca1aa.jpg

"One of the military installations of which the legends of Gran Pulse speak. The Fifth Arc is clearly an arsenal ready to combat invaders; the Seventh, instead, has as its principal function to awaken the hidden power of the l'Cie."

http://oi62.tinypic.com/29wmzpw.jpg

"Fal'Cie lord and master of the Seventh Arc. Its work consists of harassing the l'Cie in the middle of cruel tests and obligating them to surpass their own limits. Apparently it trains them to fight against someone, but it is not known who. Nemesis and its Arc already existed in the times before the construction of Cocoon."

Spanish is my second language, so my translation might be a bit off.
Gamma
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Posted on 02-18-15 02:26:09 AM, in Any Japanese text need translating? Link
This comes from event77 from Luigi's Mansion, which holds the furniture message data. It appears to be a developer note:

COUNTJMP2はインデクスが0なら今までのCOUNTJMPと同じ使い方。
(COUNTUPを使っていなければ、プログラムで上書きできる)
COUNTJMP2(0)で家具メッセージの種類を判別します。

カウンターは岩本さんがセットしてくれるので
このイベントでCLEARCOUNTタグを使ってはいけません。
Gamma
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Posted on 10-30-15 06:41:17 PM, in RarcPack: Library for creating RARC archives Link
This is a library for creating RARC archives, which Nintendo uses extensively in its GameCube games. The source and release can be found here, and the readme below:


*ASCII art omitted because it looks terrible here*


Introduction
------------------------
RarcPack is a library that allows the creation of RARC archives, commonly used in Nintendo's GameCube games, without the need for an external program.
Before this library was created, it was necessary to use an external RARC packing program to create an archive.

Usage
------------------------
The library utilizes the classes VirtualFolder and FileData to approximate the final structure of the archive.

To use the library, first build the structure of the archive, with VirtualFolder for directories and FileData for files. Then, pass the root of the structure
to Pack(VirtualFolder root, EndianBinaryWriter writer) in an instance of RARCPacker. This will output a RARC archive at the filepath specified in writer.

Requirements
------------------------
This library relies on GameFormatReader.dll to function. It can be found here:

https://github.com/lioncash/GameFormatReader

Contributors
------------------------
Sage of Mirrors/Gamma (Author)
thakis (SZS/RARC research)
LordNed (Moral support)

Support
------------------------
If there are any issues, contact Sage of Mirrors on GitHub (https://github.com/Sage-of-Mirrors) or Gamma on jul (http://jul.rustedlogic.net/profile.php?id=2052) or #zelda on irc.badnik.net.

Changelog
------------------------
v1.0 - Release
Gamma
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Posted on 10-31-15 12:10:34 AM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
Hello, everyone. The thread is pretty long, so excuse me if I'm beating a dead horse, but gilgamesh recently (read: today) introduced me to the prototype.

Replacing start.dol with default.dol (extracting the ISO with GCRebuilder, renaming default.dol to start.dol and copying it over the original, and rebuilding the ISO) causes the game to load a bunch of assets along with a lot verbose debugging code. However, the game crashes when it tries to load and parse tex1.bin, with the message

GXInitTexObj: width too large in "GXTexture.c" on line 512.

I did some digging into the code, and found what was causing it, and I was able to get past this crash. However,
there was another crash, about vertexpositions being wonky in models.

Now, either the assets in this game are corrupted, or they're using a different format than what the .dol is expecting. Do we have evidence that this is the case? If we can fix the issue, whether by fixing the .dol or the assets themselves, we might be able to figure out what default.dol actually does.
Gamma
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Posted on 10-31-15 12:23:17 AM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
Yeah, that'd do it! A shame Hugo's not around much.

Do you know if that model is *supposed* to look like that, or is that the product of a faulty model viewer? I thought the main reason it was crashing on models was because I prevented the program from loading in textures (thus making it reference textures that don't exist), but if the models actually look like that, there's a deeper issue here. e_e
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Posted on 10-31-15 12:40:12 AM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
From what you're telling me, there are a couple of different possibilities:

1) The models that the viewer butchered are using a variant of the format the viewable ones use. Model formats tend have different textureformats for different purposes. They'll always include vertex data, but they can include UVs for textures, colors, etc. Perhaps the model viewer doesn't account for these differences, causing the random wiring of polygons.

2) The models that can't be viewed properly are from an older, pre-GameCube-optimization format. They likely batch converted the models from N64 standards to GC standards, so it's possible that they skipped over the unused models, though not very likely. In that case, it might be that default.dol is using one or the other format for textures and models, thus causing the crashes since the data is getting isn't in the right format, whether it's the N64 one or the GC one.

If some models can be viewed while others can't, that suggests to me more strongly that option 1 is the right answer. That tends to be the case for viewers if they only account for one case (vertex data) rather than other cases (vertex data + UV data, vertex data + color data, etc). Though, if that's the case, it doesn't solve our issue of why default.dol is crashing.

On a slightly different note, I noticed that default.dol would print out warnings saying it couldn't find the audio files starfox.poo/pro/sir/sdi. starfoxm and starfoxs exist, but no starfox. To get rid of these I just copied starfoxm's files and renamed them. This caused the .dol to load data from them. Not sure what it might do, but maybe it'll help us down the road.
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Posted on 10-31-15 01:01:53 AM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
Originally posted by xdaniel

This, as far as I can remember. Vertex formats on the GCN are apparently (relatively) freely configurable, kinda like in modern OpenGL with VBOs and such. Only a certain number of formats can be defined at once (8?), and this model data / the game / the demo of the game (or however to put it) doesn't always have the same format in the same slot, plus IIRC the formats aren't actually defined inside the files we have. Maybe it's hardcoded in the .dol(s), I don't know. Anyway, one model might expect format slot 0 to be [vertex position][texture coords][color][normal], while another expects the same slot to be [vertex position][color][texture coords] or somesuch.

I believe that's why I got certain models to render more or less properly, while others appear quite messed up. I can't remember if there were any other major issues (I assume there were), but the vertex format stuff is the one thing that still sticks out in my head.



That's what complicates making model viewers for TWW and Luigi's Mansion. You have to account for multiple formats for the same kind of data.

If the formats themselves are stored in the .dol, that could be an issue. I suppose at this point we should be asking why the textures are giving invalid widths. Are there any irregularities in the textures, like with the models? It could be that the models are causing the game to crash because there are no textures to apply to them.
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Posted on 03-20-16 06:46:02 AM, in Text question about Paper Mario: TTYD Link
It's probably because the game is using the English/Latin character font file for displaying text rather than a Japanese one. Since English text is encoded in ASCII, and Shift-JIS is encoded in its own way, the two fonts files need to work in different ways. Thus, the font file used to display characters for the Japanese version of the game won't be the same used to display characters in the English version.
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Posted on 05-04-16 07:33:57 PM, in Ocarina of Time Text Editor Link


This is a text editor for the Master Quest debug version of Ocarina of Time. It has the ability to add and remove messages from the list, and it automatically adjusts for bigger or small amounts of text in a message. No more space limitations due to hex editing!

Currently, it can only open a big endian debug ROM, and it can save to another ROM, to a PPF patch, or to two files (StringData.bin, the actual string data, and MessageTable.tbl, the message list). There are minor improvements to be made, but it is unlikely that any major changes will be made to the program.

Github Link: https://github.com/Sage-of-Mirrors/Ocarina-Text-Editor

Current Release: https://github.com/Sage-of-Mirrors/Ocarina-Text-Editor/releases/tag/v1.0.2

Wiki: https://github.com/Sage-of-Mirrors/Ocarina-Text-Editor/wiki
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Jul - Posts by Gamma


Rusted Logic

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

28 database queries, 31 query cache hits.
Query execution time:  0.073845 seconds
Script execution time:  0.020157 seconds
Total render time:  0.094002 seconds


TidyHTML vomit below
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line 409 column 27 - Warning: <nobr> is not approved by W3C
line 442 column 27 - Warning: <nobr> is not approved by W3C
line 504 column 27 - Warning: <nobr> is not approved by W3C
line 539 column 27 - Warning: <nobr> is not approved by W3C
line 567 column 27 - Warning: <nobr> is not approved by W3C
line 601 column 27 - Warning: <nobr> is not approved by W3C
line 635 column 27 - Warning: <nobr> is not approved by W3C
line 661 column 27 - Warning: <nobr> is not approved by W3C
Info: Document content looks like HTML5
Info: No system identifier in emitted doctype
Tidy found 209 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