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Author Topic: SayakaGL - Zelda OoT/MM level editor (merged)  (Read 33950 times)

xdaniel

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SayakaGL - Zelda OoT/MM level editor (merged)
« on: February 15, 2011, 09:08:18 PM »

v0.2, final version ever, binary and source: http://magicstone.de/dzd/random/SayakaGL-v02-binsrc.rar



Threads merged, current version is v0.1.1: http://magicstone.de/dzd/random/sayaka/SayakaGL_v011.rar



Well, it's not out yet, but in heavy development :P  Already many thanks to cooliscool (for UoT, which gave me many an inspiration and a bit of code, rewritten in C#), spinout (for confirming some assumptions, like the path and waypoint information interpreted in the screens below) and the beta testers.

Release coming (binary and source)... uh, in a few weeks, maybe less.




(...and man, Termina Field is a mess with path rendering on :P)
« Last Edit: June 05, 2013, 05:59:01 PM by xdaniel »
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haddockd1

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Re: SayakaGL - New Level Editor for OoT/MM
« Reply #1 on: February 16, 2011, 09:02:24 PM »

Very nice. Do you ever stop programming? You are like a poster child for IBM.
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xdaniel

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Re: SayakaGL - New Level Editor for OoT/MM
« Reply #2 on: February 17, 2011, 10:30:41 PM »

haddockd1: Never stopping, am even coding when I sleep! ...well, no, of course just kidding on that. I am hacking away on something more or less all the time in front of the PC, tho.

Also, short video time: http://www.youtube.com/watch?v=oenWUZOK9WQ

EDIT: More short video time: http://www.youtube.com/watch?v=LBihMEhWlFs
« Last Edit: February 18, 2011, 03:26:16 PM by xdaniel »
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haddockd1

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Re: SayakaGL - New Level Editor for OoT/MM
« Reply #3 on: February 18, 2011, 04:58:44 PM »

Looks like it is turning out quite nicely for you. What was the inspiration for editing the path of various NPCs?
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xdaniel

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Re: SayakaGL - New Level Editor for OoT/MM
« Reply #4 on: February 18, 2011, 05:05:49 PM »

I suppose it was stumbling across the waypoint data in the first place. I was looking for something else in the room and scene headers - namely, how the game sets up the RAM segments used for ex. the windows in Kakariko (since have found that, but appears to be partially done using assembler so... yeah) - and by chance came across this information, which I then messaged spinout about, who confirmed my suspicions. It's a just big coincidence, basically :P
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xdaniel

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SayakaGL - New Zelda OoT/MM level editor
« Reply #5 on: April 17, 2011, 08:12:02 PM »

Cross-posting from The GCN, basically.

SayakaGL v0.1 Public: http://magicstone.de/dzd/random/sayaka/SayakaGL_v01.rar
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Jason777

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Re: SayakaGL - New Zelda OoT/MM level editor
« Reply #6 on: April 17, 2011, 09:36:07 PM »

 :D :D :D :D :D :D :D :D :D :D :D

Aside from the spamming, Yay!
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Mallos31

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Re: SayakaGL - New Zelda OoT/MM level editor
« Reply #7 on: April 18, 2011, 12:36:48 AM »

Heh. because of my lack of OpenGL, only the textures in Water Temple render... Fuuuun.
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xdaniel

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Re: SayakaGL - New Zelda OoT/MM level editor
« Reply #8 on: April 19, 2011, 09:02:09 PM »

Bugfix release v0.1.1, download at http://magicstone.de/dzd/random/sayaka/SayakaGL_v011.rar

Mallos31: This build might help with your texturing errors somewhat; it did do so for some guys at GCN who only got black textures or couldn't run it, period. If it works now, chances are rendering won't be correct - missing combiner emulation because of OpenGL extensions not being supported by your hardware - but it should at least look better.
« Last Edit: April 22, 2011, 08:36:57 PM by xdaniel »
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Mallos31

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Re: SayakaGL - New Zelda OoT/MM level editor
« Reply #9 on: April 20, 2011, 01:41:53 PM »

Well, now I can see the textures in Water Temple, most of them in the bottom of the well, the underwater part of the lakeside laboratory, the master sword room's floor (not the medallion symbols though, the triforce symbol over the door in the temple of time, the chamber of sages, but it looks weird and the platform tops are black. the Z-Plane is really off in there too. Walls and grass of castle courtyard. Some of the grass in kakariko village. but it looks really dark. Turns out I can see any grass on any outdoor scene, but it's really dark... 99% of Zora's domain looks fine. underwater in zora's fountain. Sand in haunted wasteland. ...one rock on death mountain... and that's it... sorry for the crazy long list, but maybe with that you can figure out what's up. Whether it's my computer or the program. I think some of those textures may be visible to me because they use a more simplistic combiner than others do. But I could be wrong.
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Lin

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Re: SayakaGL - New Zelda OoT/MM level editor
« Reply #10 on: May 01, 2011, 05:46:16 AM »

I joined just to tell you that this is really good, and the fact that you made it in C# is even better. Bravo, and good luck. It's looking great!
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xdaniel

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Re: SayakaGL - Zelda OoT/MM level editor (merged)
« Reply #11 on: May 03, 2011, 02:30:42 PM »

1) Noticed I had two threads for Sayaka here, so I merged them...

2) Mallos31: Not sure if I can help there. Disabling the combiner is basically just a fallback, so that people who can't run it correctly with the combiner can at least use the editing features correctly. Thus, I probably won't work on improving the combiner-less rendering much if at all...

3) Lin: Heh, thanks for the praise :)  Also, your name rings a bell; you're hacking the Oracle games, if I'm not mistaken? If so, I think I've read some of your posts at RHDN about the games, your editor, etc. - good luck with that to you as well!
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Mallos31

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Re: SayakaGL - Zelda OoT/MM level editor (merged)
« Reply #12 on: May 03, 2011, 04:09:38 PM »

Would you happen to know if there's a such thing as an OpenGL emulator? Perhaps something that takes OpenGL commands and converts them to Direct3D commands? I know it wouldn't work perfectly, but maybe it would, if it exists, work better than... well... nothing.
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Marshall

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Re: SayakaGL - Zelda OoT/MM level editor (merged)
« Reply #13 on: May 03, 2011, 06:50:24 PM »

Would you happen to know if there's a such thing as an OpenGL emulator? Perhaps something that takes OpenGL commands and converts them to Direct3D commands? I know it wouldn't work perfectly, but maybe it would, if it exists, work better than... well... nothing.
Oh my god, stop being such a poor motherfucker and buy a new computer already. Or just fix your OS install problem, because I can guaran-fucking-tee you that there is no graphics chipset developed in the last 10 years that doesn't support OpenGL.

Mallos31

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Re: SayakaGL - Zelda OoT/MM level editor (merged)
« Reply #14 on: May 04, 2011, 03:52:35 AM »

First of all, I just bought this computer.

Now, this is from the Intel website.

"The integrated graphics controller of the Intel? G45/G43/G41/Q43/Q45 Express Chipsets and Mobile Intel? 4 Series Express Chipset Family supports hardware acceleration for OpenGL* applications in 16-bit and 32-bit color depths. The latest Intel? Graphics Media Accelerator drivers provide support for the OpenGL version 2.0."


EDIT: Instead of apologizing, I figured I'd delete all the profanities. I blocked Marshall so there won't be anymore problems between us.
« Last Edit: May 04, 2011, 12:18:12 PM by Mallos31 »
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