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Main - Display Case - The NEW General Project Screenshot / Video Thread EX Omega Supreme++ New thread | Thread closed

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MathOnNapkins
Posted on 04-08-07 05:03 AM Link | Quote | ID: 24543


Super Koopa
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From: durff

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You mean like a browser? And you hit a back button to go back to what you were doing?
I think a right click menu with (go to this entrance) on the overworld would be good.

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Koitenshin -∞
Posted on 04-08-07 05:33 AM Link | Quote | ID: 24567

Happy Hour!
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Posted by MathOnNapkins
You mean like a browser? And you hit a back button to go back to what you were doing?
I think a right click menu with (go to this entrance) on the overworld would be good.


Sorry that's what I meant to say. I had a brain fart and lost the words I meant to use. But yeah, click on an entrance and be taken to the linking area of that entrance. (if it has a linking area)

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MathOnNapkins
Posted on 04-08-07 11:44 AM Link | Quote | ID: 24673


Super Koopa
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Since: 02-19-07
From: durff

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This is probably the most displayable room at the moment. There are many many objects to code for and perhaps I'm not doing it the most efficient way, but it has to be done. I would not wish it upon anyone. I'm lookin forward to doing things that are fun with the editor after this. Two levels rooms are problematic until I implement priority drawing. Notice the red pixels in the blueish purple tiles. This is transparency, I have a red backdrop drawn in by default so I can see which tiles are tranparent and which aren't. I'm also not drawing BG0 ( though I could easily ). In case anyone was wondering.

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Gideon Zhi
Posted on 04-09-07 01:23 AM Link | Quote | ID: 24933


Paragoomba
Level: 22

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droooooooooooooooool.

HyperHacker
Posted on 04-09-07 07:57 AM Link | Quote | ID: 25075

...
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Looks like the alpha-blended textures are stored as RGBA 3328. I've never seen this format used before... It's hard to tell if that's quite right though, as there only seem to be 3 of them in the game - DK Jungle's waterfall (which is also animated ), part of Koopa Beach's waterfall (even though the entire polygon is already translucent, so using a translucent texture is pointless), and Wario Stadium's lights (which are completely white). I'll have to try adding some of my own to see if I've got it right, but this renders the existing ones just fine.

Mind the missing stars and the mockery JPEG made of the sky.

dirtbag
Posted on 04-09-07 10:41 AM Link | Quote | ID: 25113


Red Koopa
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Wow that's really getting there HH. I had I was playing spot the difference for a while with those two screens. At first glance it just looked like you'd removed the driver sprite in the emu Keep up the good work.

The track does look longer in your render tho', is it displayed in a higher res?

Stifu
Posted on 04-09-07 10:48 AM Link | Quote | ID: 25114


Cobrat
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Awesome work, HH. I can't see how I could possibly release my editor before you, now.

kuja killer
Posted on 04-09-07 11:18 AM Link | Quote | ID: 25115


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Posted by Panophobia
Am i allowed to post nsf's in here?

http://elazulspad.net/matrixz/mm4ex.nsf

Some work on Megaman 4's sound data. Tracks 1, 2, 11, 14 and a few more are affected. Before anyone asks, im not doing a hack or anything.


I listened to the songs, and I like them. You did good!

HyperHacker
Posted on 04-09-07 12:33 PM (rev. 2 of 04-09-07 12:38 PM) Link | Quote | ID: 25124

...
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Posted by Stifu
Awesome work, HH. I can't see how I could possibly release my editor before you, now.
Well that depends on motivation and whether I keep working on this for a while or move on to another project for a while. 3D editing is difficult; an actual editor is still a ways off.

I've been considering how one would actually edit things. 3D editors' interfaces always seemed akward to me; it's just not easy to work with a 3D world using a 2D interface. I got to thinking instead, what if the program was controlled by Wiimote? You'd have a hand on the screen that moves just as your real hand would when you move the controller; use B to grab things and pull them around, etc. It'd be almost exactly like actually reaching into the world and manipulating it with your hand. The only downside is, you'd need to have/buy a Wiimote, a compatible Bluetooth adapter, and likely a copy of BlueSoleil (unless there's some free alternative) since Windows' built-in Bluetooth support doesn't seem to like the Wiimote with most adapters. :-/ It'd be a hell of a lot easier to use, not to mention code, than a mouse. I'm sure I could add some form of mouse control, but it'd probably suck.
Of course there are plenty of other cool things you can do with a Wiimote on your PC, so it may be worth the money anyway.

As for rendering, there are only a few things to fix now:
  • RSP command interpretation. Each level includes, in addition to the level script that builds the geometry, an RSP command script that does other things. In some courses, such as Mario Raceway and Rainbow Road, this sets the texture for most of the track. It also seems to be responsible for all polygon translucency (not to be confused with texture translucency). Hence, Rainbow Road is still opaque and half untextured. There's very little info on how these commands work, so it's difficult to implement them correctly.
  • Z-fighting problems. I can't seem to work out why but polygons that are close to eachother, such as the water at the foot of Koopa Beach's waterfall, like to flicker in front of eachother as you move the camera. Some sort of floating point accuracy problem, I suppose. OpenGL does all the depth testing though, so I can't easily fix it.
  • Culling. Some tracks use it, some don't. I suspect this is handled by those pesky RSP commands.
  • Framerate. It's pretty slow. :-/ I should probably look into how the game decides which areas to render (notice if you jump over walls, especially in Wario Stadium, parts of the track you normally couldn't see from where you jumped from aren't rendered until you land) and add the ability to only render one at a time.
  • 2D objects, item boxes, etc.
  • Animation, such as waterfalls.


Fortunately these are mostly minor issues and likely not too hard to fix, except the RSP commands.

BTW, I notice comparing these images that the game's render appears slightly darker and has a different perspective (the light is at the top of the screen instead of the middle when the camera is in approximately the same place). There's also a glitched polygon near the light. However, the brightness is probably an emulator oddity, I see no real reason to fix the perspective (but might anyway), and I can't get that glitch to reappear so it was probably just my dumb video card.

interdpth
Posted on 04-10-07 07:27 AM Link | Quote | ID: 25423


Buzzy Beetle
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It's not really a screenshot

Because I couldn't have just a picture justify my hack.

I know I have the vid linked elsewhere. But still. >.>

http://youtube.com/watch?v=Ry4t-r4Y5pA

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Raccoon Sam
Posted on 04-10-07 08:39 AM Link | Quote | ID: 25431


Cobrat
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Posted by interdpth
http://youtube.com/watch?v=Ry4t-r4Y5pA


Lookin' good.
The copyright symbol in the title screen is cut from the left, and the Disturbance text looks a bit bland though. Otherwise, nice job.

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interdpth
Posted on 04-10-07 09:28 AM Link | Quote | ID: 25440


Buzzy Beetle
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That's from a font in game


I have 0 art skills so I just copied some tiles :/

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S.N.N.
Posted on 04-13-07 05:07 AM Link | Quote | ID: 26242


Beezo
Level: 49

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Hmm .. ahh, ok ..



Here is the second and final sewer level in my hack. This one is more of a bitch to make then the first one because, well, diagonal water, y'know

Also note the lack of eggs - 6 keys, one just happened to be used

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fabio
Posted on 04-13-07 05:15 AM Link | Quote | ID: 26247


Level: 65

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Good work on the sewer level because they are a pain in the ass to make.

About the 6 keys, do you get all of them at the beginning of the level so that you won't be to make eggs or do you get them throughout the level?

Sgraff87
Posted on 04-13-07 05:24 AM Link | Quote | ID: 26248


Panser
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Small picture from a mini-hack of mine.



I am sure you all can guess what I am doing.

Kawa
Posted on 04-13-07 09:43 PM Link | Quote | ID: 26368


CHIKKN NI A BAAZZKIT!!!
80's Cheerilee is best pony
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Posted by Sgraff87
Small picture from a mini-hack of mine.



I am sure you all can guess what I am doing.
Dig Dug graphics update?

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S.N.N.
Posted on 04-13-07 09:44 PM Link | Quote | ID: 26369


Beezo
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Posted by fabio
Good work on the sewer level because they are a pain in the ass to make.

About the 6 keys, do you get all of them at the beginning of the level so that you won't be to make eggs or do you get them throughout the level?


Thanks. And you're exactly right - the use of eggs will be next to none in this level, so you'll need to use other ways to get through it

And the Dig Dug is omgwin~

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Lunaria
Posted on 04-14-07 01:23 PM (rev. 2 of 10-30-07 09:31 PM) Link | Quote | ID: 26555


Deddorokku
Princess of the Night
Level: 47

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Since: 02-21-07
From: Equestria

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Here are some more SS from the beta world:
Welcome to beta world:

Hope you like this room you are going to see it a lot:

No important pic:

Can you see the space pirate?


Feed back please!
Also if you wonder why I'm doing a beta world, Well I'm going to do a few of tease and release to let people test. Then I get feed back and see what people like. Some betas will be easy some hard.

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Pac
Posted on 04-15-07 02:09 AM Link | Quote | ID: 26728


Flurry
Level: 38

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Since: 02-19-07
From: Japan

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Just working on an SMB2J graphics set, but I can't get it to look right; those mushrooms are horrible


The background alone took over 3 hours


New long firebar, courtesy of Smallhacker

Higsby
Posted on 04-15-07 02:24 AM (rev. 2 of 04-15-07 02:25 AM) Link | Quote | ID: 26740


Pokey
Level: 57

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From: Canada

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Those are awesome Pac. I don't care what others say, the SMA GFX look really good.
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Main - Display Case - The NEW General Project Screenshot / Video Thread EX Omega Supreme++ New thread | Thread closed

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