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Messages - ETG

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Idea for a status effect in chrono trigger: stinky. The person is unable to perform combined techs. Maybe some dungeons automatically give this condition (like the sewers.)

Personal Projects / Re: Wario Land 2 editor
« on: March 20, 2017, 04:22:12 pm »
Looks like none of the tiles are lined up quite right. Have you tried shifting it around a couple of bytes?

Lets you upload a file just for the purpose of submitting it.

Also I remember that hack. It was good.

Sounds like you're right.  Having the parts overlap like that would mean there isn't any holes that open up at the seams, you still get the bendy bits moving like non-robots, there's no nonsense of trying to identify which verts match up with the others, and it can be automated by the exporter too.

Are you saying that each frame of animation is a cloud of verts that show where each vert should be during that keyframe? That sounds like vertex based animation. Yes you can blend them together just like you said. It's just like in blender when you paint weights on the verts to attach them in varying degrees to bones. The difference is how it's computed.

But you say there is also rotational and translation data in the model too?  Maybe it's a hybrid system where the bodyparts are assembled with one transformation, but animated with vertex animation. But one of the benefits of vertex animation is that you can bake in all the detail you want, so I don't know why it is dynamically combined at runtime, unless it is a way to weld bodyparts together?

Do keep in mind that I know nothing about the PSX specifically, just a little about the subject in general.

I don't know how much this would help, and I apologize if it is something that you already know, but I can tell you what little I know.

First, keep in mind that 3d for artists is different than 3d for programmers. To an artist there are joints, bones,constraints, etc, but to a programmer there are matrices. So what is a matrix? Basically it's a mess of numbers that you can do some fancy stuff with. 3d graphics only use a subset of set theory and linear algebra, so there is much, much more to this than the relatively little that you need to know (aka: don't get discouraged if you feel in over your head, especially if you look this up on Wikipedia or such.)

Matrices can easily move, scale, and do complex rotations on vectors, vertex positions, normals and everything else that can be expressed as an array (so computers are naturally good at this.) You can even combine several transformation matrices  together and apply it to data all at once just by multiplying. There is one issue you need to know, matrix multiply isn't commutative like regular multiply is. So [A] * [C] does not equal [C] * [A], which means to undo a transformation you have to figure out the inverse of the matrix and multiply that to the matrix. Luckily modern exporting APIs will have functions to do all that and most everything else you might need built in.

What an artist sees as a skeleton is really a stack of matrices where each transformation is applied to the previous one for that set of verts. This is how you get the parent-child relationships and all the local/global movement goodness to happen.

Again I apologize if this is unhelpful, known information.

Now you seem to be saying that the vertices are all duplicated? I don't know why they would do that (collision volumes? Not sharing verts for different faces? Shading reasons? Filler?) but if they are just duplicates, for whatever reason, they should be treated as just additional verts to proccess.

Oh and don't worry too much about how the game works the information, just feed it the proper data and it should be able to handle it. Or maybe it won't and you'll find some limitations you weren't aware of before.

ROM Hacking Discussion / Re: Need some input on this idea
« on: August 12, 2016, 10:19:29 pm »
Do the Lolo trilogy in one cart.
The Guardian Legend, or any other shmup that would benefit from 8+ sprites in a scanline.
Metal Storm, either Batman game, Godzilla, Crystalis.

ROM Hacking Discussion / Re: Rapid Fire Zapper
« on: June 04, 2016, 04:46:04 pm »
You'd probably be better off hacking the hardware of the zapper. Maybe a 555 circuit behind the trigger and a pot to control the timing.

But my experience with electronic hardware has been exclusively replacing burnt components with less burnt ones, so it may not be as simple as I assume it would be.

In Zelda II, make leveling up decrease your stats. Start Link with maximum stats (not containers) and disable the cancel option in the level up menu.

Edit: Save & quit via second controller to be disabled too, to make end-of-palace exp less avoidable.
That could be very interesting.

Here's what I've got:
at 0x017AF3 in the ROM are the starting stats when you make a new file.
at 0x01F94 in the ROM change the FE to DE, this will decrement the score on level up not increment it.
In RAM somewhere around 0xA0AA is something to do with leveling up. I was trying to find the check for max level to change it to a min level check.

Then the required exp tables should be inverted, the enemies that deduct exp should add instead.

I might work on it again some day.

It would be cool to make multiplayer games out of single player games via lua and external networking programs or custom emulator.

So take Mario kart, everyone would start up and they would be player 1 on their games. Each frame your position is picked up from ram and sent out to everyone else. Their program would then take one of the other, cpu players and set their position to be your position.

Or a simultaneous 2 player Mario game where the other player's position is used to draw an overlay Luigi graphic on your screen. If you can do this you could also start duplicating events in one game to the other (bricks broken, enemies killed, etc.)

ROM Hacking Discussion / Re: Tales of Eternia PSP - Remove battery gauge?
« on: September 07, 2013, 10:31:05 pm »
It might be easiest to find the graphics and blank it out.
I'm assuming it has a clear color background and it's not used elsewhere.

Programming / Re: My strategy game
« on: September 04, 2013, 11:39:07 am »
Look at your code. See how you're doing the same thing several times where the only difference is a number? This calls for a programming design pattern called "The Variable."

Store the player's number as an int. Use cout's ability to displany ints. I'd type you up an example, but my phone won't let me.

Also, don't ever trust user input. Figure out what the user inputed and assign an actual number to  a variable. Then you can use that in a for loop.

Original Game: Frogger (pick a platform)
New title: The Adventures of YOLO: Frogger Edition
Changes made: One death and you're back to the title screen.

Why? Mostly for the pun.


For the gameboy color game "Frogger (U) [C][!]"
You get one life. Also there is a slight graphic change before you start a level.

ROM Hacking Discussion / Re: Modding Secret of Mana
« on: April 02, 2013, 11:00:30 am »
XP will only be given by bosses.

I absolutely love this idea.

You'll be able to control the difficulty balance much easier this way. As you said, there are other ways for a player to get ahead of the curve if they want to.

Personal Projects / Re: Pyron
« on: March 28, 2013, 10:32:08 pm »
Have you considered flash?

You could even make some real money with it.

Personal Projects / Re: M-Tee's NES Graphics Projects
« on: March 26, 2013, 12:23:24 pm »
A ghost with a poncho and sombrero.

For mario kart, I bet you could make a custom emulator that could sync up with another emulator over the internet and take some basic information from player one and two (like the position,) send it to the other emulator, and inject that data into the 3rd and 4th driver's data.

For DKC it would be much more complicated. You might hack it so that you only play one character, and the other is a ghost drawn wherever, then let the other emulator send over position and pose data. Then you'd have to make it so anything triggered in one (collected item, enemy killed) is triggered in the other (Or maybe each character runs the level on their own and results are compared at the end of the level, but that's competitive not co-op.) The end of level and one player dying may be troublesome.

This is assuming that the games are robust enough to handle things like an enemy off screen being killed and the whole level being accessible in memory at once.

If I wanted to hack ff6 (american version), I'd make it so at the coliseum you can actually choose your attacks instead of it being auto attack only.
Like this?

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