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11-01-24 05:30 AM
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Acmlm's Board - I3 Archive - ROM Hacking - F-Zero X -- Editor Project New poll | |
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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: 6466 days
Last view: 6465 days
Posted on 12-21-05 05:57 PM Link | Quote
Originally posted by BGNG
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.


Umm... I use a pentium 200mz with a 2-mb videocard. It doesn't support 3-D, trust me. I tried.

Originally posted by BGNG
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.


Go you. VB6 rocks.
labmaster

Red Paragoomba


 





Since: 11-18-05
From: Away for exams, back mid-December.

Last post: 6541 days
Last view: 6471 days
Posted on 12-21-05 06:19 PM Link | Quote
No, I'm pretty sure you're talking about a license here (the GPL is a license). Copyright is automatic - unless you're referring to actually registering the copyright with the Copyright Office (which you need to do if you want to sue anyone).
Sonicandfails

910








Since: 11-17-05
From: Mass

Last post: 6465 days
Last view: 6465 days
Skype
Posted on 12-21-05 06:27 PM Link | Quote
Wait a minute....Is there a Rainbow Road in FZX? If not....Did you incorporate MK64s Rainbow Road into FZX?
Guy Perfect









Since: 11-18-05

Last post: 6467 days
Last view: 6465 days
Posted on 12-21-05 06:46 PM Link | Quote
There is a Rainbow Road in F-Zero X. That wallpaper just shows some of it decoded.

Oh, and Sukasa... I didn't explicitly say VB6. I might end up compiling it in VB4 just to spite you. (-:


(edited by BGNG on 12-22-05 01:06 AM)
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: 6466 days
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Posted on 12-23-05 03:15 AM Link | Quote
Please don't.
Guy Perfect









Since: 11-18-05

Last post: 6467 days
Last view: 6465 days
Posted on 12-23-05 02:34 PM Link | Quote
Oh, so I can spite two people that way? This keeps getting better. Thanks for the idea, HyperHacker! I owe you one!

By the way, I'm right on the heels of that pointer stuff. It's bizarre, but I think I can make a workaround.



12/23/2005 14:10 CST
Track resource pointer tables found


(edited by BGNG on 12-23-05 03:47 PM)
dcahrakos

490


 





Since: 11-17-05

Last post: 6682 days
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Posted on 12-23-05 05:10 PM Link | Quote
id love it if you would compile it in VB4
Guy Perfect









Since: 11-18-05

Last post: 6467 days
Last view: 6465 days
Posted on 12-23-05 05:39 PM Link | Quote
Enough with the VB4. The topic of this thread is "F-Zero X Level Editor."
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: 6466 days
Last view: 6465 days
Posted on 12-23-05 07:13 PM Link | Quote
Originally posted by BGNG
There is a Rainbow Road in F-Zero X. That wallpaper just shows some of it decoded.

Oh, and Sukasa... I didn't explicitly say VB6. I might end up compiling it in VB4 just to spite you. (-/quote]

That's fine, I have those runtimes as well.

Besides, If I get a new PC, I won't care what you compile it in, as long as it works.
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: 6466 days
Last view: 6466 days
Posted on 12-25-05 05:42 AM Link | Quote
It wouldn't be spite to me, though. Just annoyance.

And aren't you going to discuss what was so odd about the pointers that gave you so much trouble?
Guy Perfect









Since: 11-18-05

Last post: 6467 days
Last view: 6465 days
Posted on 12-25-05 01:25 PM Link | Quote
Actually, no, since you wouldn't shut up about the VB4 gag once prompted.

Anyhow, I'm done working on a secret project that someone asked me to help out with, so I can get back to work on the specifics of the editor.
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: 6466 days
Last view: 6466 days
Posted on 12-25-05 03:32 PM Link | Quote
Well that's just mean.
Guy Perfect









Since: 11-18-05

Last post: 6467 days
Last view: 6465 days
Posted on 01-01-06 01:14 AM Link | Quote
Pardon the lack of updates, but I'm involved in a library archiving of several gigabytes of F-Zero videos at the moment. Production on the editor will resume shortly.



So cool an update.

The archiving is done (over 11 GB total) and I've begun work on the polygon generator. This is just the super-very-very-first step, but here it is. It takes a texture and maps it to the whole track. Not very impressive, but this display is more for debugging purposes and the screenshot is for showing you I'm still alive.

Shadic

The Adventure of Link
Perfect Member








Since: 11-18-05
From: Olympia, Washington

Last post: 6472 days
Last view: 6468 days
Skype
Posted on 01-01-06 03:08 AM Link | Quote
I think that looks good...

Very, very good.

Can't wait to be able to mess with this thing. I love all the progress shown, and great work so far.
Guy Perfect









Since: 11-18-05

Last post: 6467 days
Last view: 6465 days
Posted on 01-03-06 01:28 AM Link | Quote
I ended up making a whole new second draft of the "Normal Track" generator because frankly, it kept growing. The code will shortly accomodate the "Normal Track," "High-Walls" and "No Walls" types of track segments.

To hold you over, here's a cool wireframie picture of a fully-high-walled Mute City full of colors and the image is 100 pixels wider than usual!






Old post, since no one posted and last-posters can't repost... kinda stuff:

I never thought polygons would be this much fun. I took a different approach to the vertex coordinates this time than I had the previous two attempts at and editor, and I must say this one's working just dandiful.

There's a super-special deal today! I'll be posting two images!



As you can see, the "Normal Track" stuff is just about done. The green and black splotch in the background there is actually a placeholder for "High Walls" segments, which aren't programmed in yet. The course is fully shaped and fully textured, leaving a result that looks nearly identical to the game's graphics.

In the editor, limitations can be put on the track drawing engine in order to make the scene easier to draw on behalf of the graphics processor.



That's a peculiar one, huh? Turns out that there's special coding in the game specifically for the two rainbow textures that can be used from the Big Blue venue track texture set.

They have a longer period before repeating and, as can be seen in the picture, the textures don't reset their starting points each time a new track segment begins like all the other textures in the game do. This means that you can have one big contiguous rainbow throughout the entire track.

This picture isn't what the game shows, but I forced the texturing stuff on the course for debugging purposes. I liked the look of it so much I thought I'd share it with you. (-:
firemaker

Cheep-cheep


 





Since: 12-13-05
From: Somewhere in a place called Berkshire

Last post: 6543 days
Last view: 6543 days
Posted on 01-03-06 04:20 AM Link | Quote
Not bad at all. Seems to be coming along quite well. Keep us posted as you have been doing.
Heian-794

Red Paratroopa


 





Since: 01-02-06

Last post: 6466 days
Last view: 6500 days
Posted on 01-03-06 04:53 AM Link | Quote
BGNG, long time no talk (just re-registered for this forum) and congratulations on all this editor progress!

Your Expansion Kit is waiting for you, so keep saving up that money!

Course editing for Maximum Velocity is looking impossible to make progress on -- there just aren't enough panels that match up well with other panels -- so I just started fooling around with Climax with the intention of replacing most of the 256 Edit panels with more interesting panels. I'll get a thread started if I make any more progress.
firemaker

Cheep-cheep


 





Since: 12-13-05
From: Somewhere in a place called Berkshire

Last post: 6543 days
Last view: 6543 days
Posted on 01-03-06 04:59 AM Link | Quote
OMG Heian-794 is still alive?? I haven't seen you on this board for like 3 months. Shame about maximum velocity but i'm hacking other stuff now.
Guy Perfect









Since: 11-18-05

Last post: 6467 days
Last view: 6465 days
Posted on 01-03-06 10:44 PM Link | Quote


In case it's not apparent in the picture, here, I've completed the tunnel generator. Notice how this shot only shows the inside. The editor will feature an option as to whether or not to draw the extierior and, if desired, to what opacity. After all, an exterior won't do you much good if it blocks the view from any Pit Area/Traps/Dash Plates/etc. you may have on the inside of said tunnel.






Well, the "Normal Track" generator got its long-awaited overhaul and is now a "Normal Track, High-Wall and No Walls" generator. All end-segments sloping has been applied (which will actually scare away many attempters of this feat) and many of the courses can now be rendered in their entirety.

Next up, the next part.
NEONswift

Bee








Since: 11-18-05

Last post: 6466 days
Last view: 6465 days
Posted on 01-03-06 11:17 PM Link | Quote
Excellent work. Ill finally be able to create the same track i made with the Expansion Kit and share it with everyone. It was a short track but with 30 racers it tooks its toll with all the bumps and jumps but without making it impossible for the cpu.

The options will be endless. Keep it up BGNG.
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