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04-29-24 04:00 PM
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Acmlm's Board - I3 Archive - ROM Hacking - F-Zero X -- Editor Project New poll | |
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Guy Perfect









Since: 11-18-05

Last post: 6281 days
Last view: 6280 days
Posted on 12-07-05 08:32 PM Link | Quote
Production Checklist
(Level Editor Production at MFO)

Legend:
[ ] Uncompleted task
[\] Task in progress
[×] Completed task

Programming archetecture:
[×] Redesign 3D programming interface
[×] Create Bézier Spline Loop program module
[×] Create MIO0 decoder
[×] Create spline manipulation routine
[×] Redesign IEEE754 codec
[×] Implement spline stuff in 3D
[×] Create ROM course decoder
[ ] Redesign course file format and create codec
[×] Conform CRC64 code into project
[×] Create course geometry spline generator
[ ] Create relative camera transformation module
[ ] Create pixel projection routine
[×] Create texture loader
[×] Generate display lists
[ ] Hard code widgets and decorations
[ ] Create windowed interface
[ ] Create menus and property windows

N64DD stuff:
[ ] Save up to purchase the N64DD and FZXEK
[ ] Trial for built-in limitations
[ ] Record undocumented music and video

Ghost Info:
[\] Investigate Staff Ghost storage format
[\] Investigate Project64 save data user ghost

Machine Info:
[ ] Analyze Original Machine codes by fzeroman
[ ] Attempt to implement Original Machines into ROM

Other tasks:
[×] Look into the ROM again for pointers
[×] Hack horizon rotation algorithm
[ ] Create PNG codec for program textures
[ ] Run through a vigorous testing cycle
[ ] Document findings
[ ] Obtain a copyright
[ ] Release the program




I saw Blue Falkon’s post in the ‘‘we’ll kill you if you ask for an editor’’ thread, and I thought I’d just make a li’l announcement:

I’m giving the project another go.

I’ve done some thorough research of the things I need to do and I’m starting the program over from scratch (while keeping all the data I found about the ROM, of course). Progress will be slow as I will make sure everything is absolutely as it needs to be for every future iteration of production.

The MFO equivalent of this thread is here: Level Editor - Take 2



EDIT:
There are a few things that someone could help with in terms of for-real ROM Hacking (not just the rudimentary programming spiel), but that information will be let out later. For now, just hang tight whilst I put together the editor software architecture.


(edited by BGNG on 12-09-05 09:41 PM)
(edited by BGNG on 12-10-05 09:07 PM)
(edited by BGNG on 12-13-05 11:55 PM)
(edited by BGNG on 12-14-05 07:47 PM)
(edited by BGNG on 12-14-05 09:44 PM)
(edited by BGNG on 12-16-05 03:38 PM)
(edited by BGNG on 12-16-05 08:50 PM)
(edited by BGNG on 12-17-05 05:39 PM)
(edited by BGNG on 12-18-05 01:22 PM)
(edited by BGNG on 12-18-05 08:55 PM)
(edited by BGNG on 12-21-05 04:52 PM)
(edited by BGNG on 12-23-05 03:48 PM)
(edited by BGNG on 01-07-06 10:12 PM)
HyperHacker

Star Mario
Finally being paid to code in VB! If only I still enjoyed that. <_<
Wii #7182 6487 4198 1828


 





Since: 11-18-05
From: Canada, w00t!
My computer's specs, if anyone gives a damn.
STOP TRUNCATING THIS >8^(

Last post: 6280 days
Last view: 6280 days
Posted on 12-07-05 11:08 PM Link | Quote
Awesome. Can't wait for a release.

Kind of ironic too as I just started fiddling with OpenGL myself, and some FZX music came on right when I opened this thread.
Guy Perfect









Since: 11-18-05

Last post: 6281 days
Last view: 6280 days
Posted on 12-08-05 12:14 AM Link | Quote
If you need any help at all with OpenGL, just call your local BGNG.


(edited by Guy Perfect on 10-01-06 10:59 PM)
(edited by Guy Perfect on 10-01-06 11:01 PM)
richyawyingtmv

Bouncy


 





Since: 11-18-05
From: England

Last post: 6281 days
Last view: 6279 days
Posted on 12-08-05 07:39 PM Link | Quote
Great to hear you are working on this editor again, I remember being quite excited about it when you first revealed it. Hopefully this time there will be more interest in the editor on the board. But even if not, keep up the good work and I cant wait for the release.
dcahrakos

490


 





Since: 11-17-05

Last post: 6496 days
Last view: 6496 days
Posted on 12-08-05 08:08 PM Link | Quote
Good luck on the editor, hopefully you will get it done this time, im not a big fzero fan, but it would be a cool game to edit.
Guy Perfect









Since: 11-18-05

Last post: 6281 days
Last view: 6280 days
Posted on 12-09-05 10:41 PM Link | Quote
Just as I did over in the MFO thread, I've put up a tentative checklist of things that need to be done in order to create the editor. As I progress, I will fill in the checklist.

If you have any questions about any of the listed tasks, just post them here.

Also, be sure to refer to the MFO version of this thread as well. I'll be posting details on what I accomplish there, but not here. The Acmlm ROM Hacking forum will not be able to archive the information thusly.



EDIT:
Worthy of mention is that Heian-794 (who was active in this forum somewhat before the archive was put up) is selling his N64DD and F-Zero X Expansion Kit... to me. He's agreed to wait until I save up enough money to purchase it from him, so I'm counting on its aquisition as part of this project.


(edited by BGNG on 12-09-05 09:47 PM)
RT-55J

Koopa


 





Since: 11-17-05

Last post: 6289 days
Last view: 6280 days
Posted on 12-10-05 12:56 PM Link | Quote
My frothing demand for an editor for this game increases.
Guy Perfect









Since: 11-18-05

Last post: 6281 days
Last view: 6280 days
Posted on 12-14-05 10:46 PM Link | Quote
12/10/2005 20:00 CST:
IEEE-754 codec completed.



12/13/2005 22:40 CST:
Spline manipulation routine completed.
Check out the link for this one. It's neato.



12/14/2005 18:25 CST:
Splines implemented in 3D



12/14/2005 20:40 CST:
Horizon rotation algorithm hacked



You remember a while back when the horizon rotation stumped me? Turns out that 2-byte rotation value was actually part of a 4-byte IEEE-754 Single. Now we know.
HyperHacker

Star Mario
Finally being paid to code in VB! If only I still enjoyed that. <_<
Wii #7182 6487 4198 1828


 





Since: 11-18-05
From: Canada, w00t!
My computer's specs, if anyone gives a damn.
STOP TRUNCATING THIS >8^(

Last post: 6280 days
Last view: 6280 days
Posted on 12-15-05 03:42 AM Link | Quote
You wouldn't by any chance be using SDL? It's nice, especially alongside OpenGL. You can get an add-on called SDLImage that loads damn near any image format, and I think saves them too; that'd simplify your PNG issues.
Guy Perfect









Since: 11-18-05

Last post: 6281 days
Last view: 6280 days
Posted on 12-16-05 09:49 PM Link | Quote
I appreciate your suggestion, but I'm a stickler for desiring utmost control over my programs. Only as a last resort will I consult to use someone else's code in one of my programs that wasn't designed specifically for that program by said someone else. I have references to the PNG specification (namely RFC 2083), so I shouldn't have to resort to others' code.



An update!

I've ammended two sections to the checklist up above:

Ghost Info
When hacking the ROM data way back in June '04, I stumbled across the Staff Ghost data in the ROM. What I fool I was, for I considered it inconsenquential and ignored where it was. So I'll have to look it up again.

Regardless, with proper support for Staff Ghosts in the level editor, it shouldn't be a huge deal to take a Project64 save file and extract the user ghost from it (which can be set after a race in Time Attack) and use that as any original course's Staff Ghost when patched to the ROM.

Machine Info
Ever since fzerman hacked the Original Machine data in the retail game with a GameShark, I've considered looking up the data and seeing if the codes could be reverse-implemented into the ROM... Meaning: The editor project may end up being able to supply custom machines as well as courses.

Keep your fingers crossed and hope for the best.



12/16/2005 19:35 CST
ROM Course Loader complete.

Here ya go, since people like pictures:

NEONswift

Bee








Since: 11-18-05

Last post: 6280 days
Last view: 6279 days
Posted on 12-16-05 10:19 PM Link | Quote
Glad to hear your giving it another go BGNG. F-Zero isnt always up there with Mario and Zelda when it comes to being talked about but it doesnt mean people are less interested in it. I just put it down to racing games being discussed less and I for one will definately await patiently to give it a run.

sweet f-zero hacking goodness!
Guy Perfect









Since: 11-18-05

Last post: 6281 days
Last view: 6280 days
Posted on 12-17-05 06:38 PM Link | Quote
12/17/2005 16:32 CST
Course Geometry Spline Generator completed.

Sukasa

Birdo
Not quite as active as before.
Xkeeper supporter
Xk > ||bass
I IP Banned myself! Twice!








Since: 11-17-05
From: Somewhere over there

Last post: 6280 days
Last view: 6279 days
Posted on 12-17-05 06:53 PM Link | Quote
Nice.

If I had a proper 3D computer I could use for this, I'd definitely get this when it's done. Oh well, I guess I'll have to wait a while first.
Guy Perfect









Since: 11-18-05

Last post: 6281 days
Last view: 6280 days
Posted on 12-17-05 08:23 PM Link | Quote
This thing runs at reasonable speed as-is on an old 500MHz testing computer I built out of pieces from year 2000. I don't think you'll have any troubles getting this to run well.
Omega45889

Shyguy


 





Since: 11-18-05

Last post: 6313 days
Last view: 6327 days
Posted on 12-18-05 04:38 AM Link | Quote
This is pretty amazing. I would definitly like to have a look at the source for it if thats possible. BTW, What language is it in?
Guy Perfect









Since: 11-18-05

Last post: 6281 days
Last view: 6280 days
Posted on 12-18-05 02:19 PM Link | Quote
Since games and 3D apps are typically very light on processing power, I went for the ease of Microsoft Visual Basic on this one. None of that .NET crap. .NET sucks. But VB, while it's considered child's play by the idiots who don't know anything about it, actually makes fairly effective EXEs when compiled.

However, unless I get some kinda copyright that is NOT the hiddeous condemned to the umpteenth power GNU GPL, I won't be releasing the source code. Take a look at the checklist. "Obtain a copyright" is in it for just such a purpose.

In either case, "Document findings" is also in the checklist. So even if the source code doesn't make it out to the public domain, everyone will know how I did it.
Kyoufu Kawa
Intends to keep Rom Hacking in one piece until the end








Since: 11-18-05
From: Catgirl Central Station

Last post: 6279 days
Last view: 6279 days
Posted on 12-18-05 02:44 PM Link | Quote
Would you mind if I high-five you for that, BG?
Guy Perfect









Since: 11-18-05

Last post: 6281 days
Last view: 6280 days
Posted on 12-20-05 01:23 AM Link | Quote
12/18/2005 19:50 CST
CIC-NUS-6106 CRC calculator incorporated into project



A wallpaper for youse to hold you over while I finish up the texture loader:

Thumbnail. Click for larger version



(edited by Guy Perfect on 10-01-06 10:44 PM)
(edited by Guy Perfect on 10-01-06 10:44 PM)
(edited by Guy Perfect on 10-01-06 10:45 PM)
Dan

Purple Leever


 





Since: 11-18-05

Last post: 6288 days
Last view: 6279 days
Posted on 12-20-05 04:42 AM Link | Quote
Originally posted by BGNG
However, unless I get some kinda copyright that is NOT the hiddeous condemned to the umpteenth power GNU GPL, I won't be releasing the source code. Take a look at the checklist. "Obtain a copyright" is in it for just such a purpose.


I take it you mean license, not copyright? Just make your own up. That's the best way if you can't find one that suits your taste.
Guy Perfect









Since: 11-18-05

Last post: 6281 days
Last view: 6280 days
Posted on 12-21-05 05:51 PM Link | Quote
12/21/2005 15:32
Texture Loader completed.



No no. I do in fact mean copyright. What good is making up my own license agreement if there's no way to enforce it? With a copyright, however, somone won't be able to take my code and call it theirs lest they be prosecuted.
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