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jargon
Posted on 02-19-08 10:02 AM, in Board2 Nearing 6 Million Page Views! (rev. 3 of 02-19-08 10:15 AM) Link | Quote | ID: 78292


Ninji
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i had 5,999,999 then i fucked up and hit reload -.-

result:


permanent location for both:
MediaPlague :: Gallery :: board2 2008 / events

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jargon
Posted on 02-19-08 10:22 AM, in Board2 Nearing 6 Million Page Views! Link | Quote | ID: 78295


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it would had rocked had i not got greedy so we would have screen shot both sides of the roll over

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jargon
Posted on 02-19-08 10:35 AM, in C.H.A.S.M. : The Contextual Hybrid (Dis)Assembler (W.i.P.) (rev. 3 of 04-02-08 12:24 AM) Link | Quote | ID: 78296


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C.H.A.S.M. : The Contextual Hybrid (Dis)Assembler Development Page 2008

This is both a disassembler and assembler utility i am working on. The point of the project is to create a combined disassembler/assembler that can be configured to use any existing or desired syntax and opcode set.

v0.00 loads the *.chasm.cfg config file for 6502, but badly without showing what is exactly going on.
v0.01 is a non-commit that i scrapped and doesn't compile from its source code.
v0.02 correctly loads the 6502 assembler syntax with opcodes config file, while showing steps taken, and includes Win32 binary, but doesn't do much else.

For now I am coding it using Blitz 3D 1.99, however I intend to eventually make a C version that way I can use CHASM as the assembler used by GCC in order for it to recompile itself for any target platform, console, or system.

Remember, This is an on-going Work-in-Progress.



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jargon
Posted on 02-20-08 01:35 AM, in What Disneyland Ride, Any Ride, Would You Want to Own? Link | Quote | ID: 78377


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I want goddamn Mister Toad's Wild Ride!

I'd have a full scale exact replica built in the backyard even if it means bulldozing some of the neighbor's houses.

That was my first experience "behind the wheel".

By the 16th time in a row i rode it, I was able to flawlessly drive the entire crash course in reverse

That ride IS AWESOME!

And today, as an adult, in a real automobile, I drive accordingly.

Why just the other day, I took a left turn onto the wrong side of the road for a quarter mile before I realized there were oncoming cars. ^-^

Best driving I ever done was on two side wheels at 80mph for a distance of a 1000 feet!

What is your *one* ride you wish you could have an infinite ride ticket for?


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jargon
Posted on 02-20-08 01:49 AM, in C.H.A.S.M. : The Contextual Hybrid (Dis)Assembler (W.i.P.) Link | Quote | ID: 78380


Ninji
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Posted by chungy
Is it bad that I'm laughing my ass off, especially after seeing "1989-2008"? What is that date for, your age? (Protip: copyright doesn't work like that)


the scripting dictionary it uses was initially began development in 1989.

plus its Copyfack not Copyright.

Copyfack 1989-2008 TRK alias jargon means copy/fork at your own risk.

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jargon
Posted on 02-23-08 02:25 AM, in What Disneyland Ride, Any Ride, Would You Want to Own? Link | Quote | ID: 78603


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Posted by CrimsonGX
Posted by RT-55J
I'll take Pirates of the Caribbean so I can remodel it into Ninjas of the Caribbean.
I got stuck on that ride 3 MOTHERFUCKING TIMES.


AWESOME - NEED TO GET AWAY? GRAB A SNICKERS.

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jargon
Posted on 03-10-08 10:43 PM, in Ban Jargon from the internet? Link | Quote | ID: 80143


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somehow i already voted...

i am pretty sure it was either yes or yes, either way it was going to be yes anyways.

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jargon
Posted on 03-22-08 04:35 PM, in My first YouTube video. Link | Quote | ID: 80788


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This is my first YouTube video upload. It is a virtually failed attempt to capture a Philadelphia Experiment drop-zone in progress from the years 2000-2001 from Georgia Tech's Material Sciences Lab as performed by BLU3Y3. However, there is higher quality in the darkness due to less compression needed.

If you want the original uncompressed AVI file, pm me and i will snail-mail you a copy of the CD-Rom.

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jargon
Posted on 03-24-08 07:08 AM, in My first YouTube video. Link | Quote | ID: 80876


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2nd Video

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jargon
Posted on 03-24-08 07:18 AM, in Realm of Existence III for NES (EotB vs MQ Hack) (rev. 4 of 03-25-08 06:29 AM) Link | Quote | ID: 80877


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Realm of Existence IV (QBX) Prototype (Service Pack "C-2" Pre-Installed)

Realm of Existence IV (QBX) Prototype (No Service Packs Installed, Source Included)

Project Pages:

RoE i (GWB/QB) - no link
RoE i (BB)
RoE ii (QB/QBX) - no link
RoE iii (NES)
RoE iii (QBX)
RoE iv (DBA)
RoE iv (QBX)
RoE v (VB6) - no link

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jargon
Posted on 03-24-08 08:07 AM, in Weird... (Zelda II) (rev. 2 of 03-24-08 08:12 AM) Link | Quote | ID: 80879


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Sprite Zero :

This is reserved in most retail games for special features.

Thus why most home-brew tutorials leave it blank.

If you home-brew a game, always leave tile/sprite 0 blank, unless you actually intend to use it for one of the prior mentioned methods in a post above.

-edit-

This goes for semi-serious sprite artists. Try to leave the top-left most 8x8 pixels in a 256x256 sprite/tile sheet blank. (0x00 for each of the first 8px's wide of the first 8 scanlines.)

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jargon
Posted on 03-24-08 09:41 AM, in Seiken Densetsu II (Secret of Mana) Reverse Engineer (rev. 4 of 03-25-08 09:46 AM) Link | Quote | ID: 80883


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This is what i have from tonight..
som.overworld.split.LZMA.7z

Each ripped sheet is a left-to-right, top-to-bottom order rip of the source over world as a left-to-right, top-to-bottom output image. I ripped as 4x4 pixel tiles.

Next i plan to progressively scan each sheet, simplifying 1/4th at a time in order to remove 4 way mirrors, all 256 output sheets, then recombine them like how the sweet-sixteen college basketball play-off post-season works.

Meaning one at a time I remove all 4 way mirrored clones from 1/4th progressive scan of each of the 256 output sheets. Then I combine each set of 4 and remove all 4 way mirrored clones. Then I use binary split tree in order to reduce each of those results for all 256 raw sheets I ripped tonight.

Eventually, I will end up with a source progressive scan sheet of 4x4 pixel tiles anti four way mirrored for the Seiken Densetsu II (Secret of Mana) over world. The next step being creating a map sheet for the over world consisting of (?)bit tile index and 2 bits of four-way mirror info.

Somewhere along the line i have to implement recolor info. And that is the jist of what I am attempting. Btw, reason I failed so many times in the past was due to blowing all the memory in my video card and all my page memory doing so in one go, without using a binary split tree method.

Wish me luck, and feel free to leave any comments.

-------------------------------------------

-edit- (Sorry, "can't double post twice within a day" somehow got triggered.)

Okay,
I said how I split the Secret of Mana over world into 0x00 through 0xFF 256x256 pixel 24bit sheets of 4x4 pixel tiles mapped left-to-right, top-to-bottom.

It's been 12 minutes and my secondary Brute Force Reverse Engineering Tool, has only 18% simplified just sheet 0x00! This is ridiculous. :/ And each follow-up sheet is going to take a logarithmically plateauing amount of time to process. -.-

Blackhole89, you are a master of the "ioi"... How can I trans-code this algorithm into a parallel-processed shader? The first program I mentioned reconfigured the 24bit over world into the set of images as mentioned in my prior post. My algorithm maps out all the tile x/y's in the current sheet as 0 through n, where 'n' is the last tile in the sheet. it starts at '1' in the top-left though. tile '0' is the reserve blank tile for the final sheet. each entry is earmarked to point at itself.

In a sub-loop it loops through all thus-far noted tiles and resets the earmark to any four-way-mirror matched tile, and exits this inner loop. If the earmark of the current comparison tile in this inner loop doesn't match itself anyways, it skips that cycle.

After that nested loop is done (50% of each sheet pass), it then cycles through all tiles earmarked as their self, skipping any marked as a tile other than itself, starting at tile 0, redrawing the simplified sheet to attach the next pass's sheet so it's top edge meets the simplified sheet's bottom edge, then recurses using that on the next pass.

There are 0x00 through 0xFF passes to do! Blackhole89, how may I easily trans-code this algorithm from a CPU intensive set of loops, into a parallel-processed GPU shader?

Obviously in order to trans-code the CPU intensive algorithm as a GPU intensive shader, the GPU would have to throw generally accepted minimalist algorithmic permutations theory out the window and perform unnecessary extraneous steps within the parallel process pipe in order to actually parallel process in an optimal fashion.

Any ideas Blackhole89?

-edit- (Sorry)

After 45 minutes the first pass only got to 35% before my computer nearly froze and crashed.

No memory is being created nor deleted during the first 50% of a pass, and no processes are being recursed, so I have no idea why my computer slowed down so much by the first 35% of the first pass.

The program should simply run in a linear fashion through the core algorithm. I have no idea what was causing the massive slow-down in the CPU.

This reverse engineering project has become a disaster. -.-

-edit- (GPU shader discussion)
20080325-002811 <+jargon> brute force reverse engineering sucks :|
20080325-002920 <+jargon> it's going to take like 15 hours to simplify the secret of mana overworld to a sheet of unique anti-four-way-mirrored 4x4 pixel tiles x.x
20080325-003341 <+jargon> 3 minutes and its only on 14% of sheet 0x00 of 0x00 thru 0xFF
20080325-003344 <+jargon> :/
20080325-003612 <+jargon> nm took 5 minutes to do 14% of the first sheet x.x
20080325-004837 <+knuck> you're lying
20080325-011936 <+jargon> AB2 is dead
20080325-011946 <+jargon> http://acmlm.kafuka.org/board/thread.php?pid=80883#80883
20080325-011950 <+jargon> :/
20080325-012010 <+knuck> so jargon
20080325-012016 <+knuck> are you normal now
20080325-012021 <+jargon> yes
20080325-012028 <+knuck> what was all that about
20080325-012031 <+knuck> like a month ago or so
20080325-012305 <+jargon> i was thinking of using the GPU shader's CMP pixel operation when overlaying every permutation of two 4x4 pixel tiles, then stacking all the pixels within each permutation using CMP :/
20080325-012320 <+knuck> what gpu
20080325-012324 <+knuck> snes doesnt have a gpu!!
20080325-012334 <+jargon> this would result in a full set of all tiles that match as a truth-table
20080325-012346 <+knuck> snes doesnt have a gpu!!
20080325-012507 <+jargon> obviously i would use the GPU mirror/flip for the left handed one in each pair and then stack using OR of those 4 truth tables
20080325-012520 <+knuck>
20080325-012523 <+knuck> he is at it again
20080325-012523 <+jargon> this would solve for 4-way-mirroring
20080325-012524 <+knuck> sigh
20080325-012534 <+jargon> knuck not snes
20080325-012543 <+knuck> computer gpu?
20080325-012600 <+knuck> what computer gpu has its instruction set known?
20080325-012607 <+jargon> i am using a pc to take a rip of the secret of mana overworld and then simplifying it into a single sheet of 4x4 pixel tiles
20080325-012656 <+jargon> by that i mean four-way-mirror unique 4x4 pixel tiles
20080325-012745 <+jargon> i just haven't figured out how to use the shader to find the remove duplicates that have been identified
20080325-012803 <+knuck> what computer gpu has its instruction set known?
20080325-012810 <+jargon> to find and remove *
20080325-012826 <+jargon> GPU shaders can do mirror/flip/CMP/OR etc
20080325-012916 <+jargon> those are the four layering operations other than mesh permutations
20080325-012930 <+knuck> ah
20080325-012937 <+knuck> by cmp and or i thought you meant the instructions
20080325-012942 <+jargon> GPU's already have the built in ability to perform all possible permutations
20080325-012954 <+knuck> it'd be neat to have a nowadays' geforce's instruction set
20080325-013035 <+jargon> i just can't think of how to remove all the duplicates once the truth table of duplicates is rendered
20080325-013040 <+jargon> :/
20080325-013230 <+jargon> maybe there is a operand in contemporary GPU shaders that remove permutations based on recurring pixel data
20080325-013256 <+jargon> if that were the case i could use that operand in order to render the simplified sheet using the resulting permutation
20080325-013437 <+jargon> which would also allow me in the same fashion to map the secret of mana over world with the indices and mirror info for each unique tile
20080325-013513 <+jargon> thus completing the goal of my reverse engineer
20080325-013606 <+jargon> the next way-point would be somehow using the GPU shader op set in order to remove all re-colors
20080325-013745 <+jargon> there is prolly a topography mapping opcode that resets all pixel colors used in a piece of video memory as another palette based on a permutation order
20080325-013841 <+jargon> this would allow all tiles that have recolors to be mapped the same as each other
20080325-013850 <+jargon> then i just recurse what i already outlined
20080325-013915 <+jargon> only issue would be if the recolor colors two unique colors as the same color :|
20080325-014012 <+jargon> meaning i'd have to somehow count max unique colors used out of all the tiles on a per tile basis
20080325-014047 <+jargon> then ghetto rig some sort of shader that tests for redundant palette entries off that
20080325-014104 <+jargon> but i am tired and i don't feel like delving that deep right now, knuck

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jargon
Posted on 03-24-08 10:02 AM, in The Zeed Project (rev. 2 of 03-24-08 10:08 AM) Link | Quote | ID: 80885


Ninji
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Here:
The Zeed Homepage

The Zeed Project is a program that simply allows flat world games such as Final Fantasy IV to be trans-coded as to have an additional Z-Axis. (Thus "Zeed")

I shelved this project back in mid-to-late 2007 due to problematics with memory consumption with the Zeed Engine.

-edit-

Here is Castle Baron in 3D via the Zeed artificially intelligent Terra-former: (Click to enlarge images.)




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jargon
Posted on 03-24-08 10:18 AM, in The Zeed Project Link | Quote | ID: 80887


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Posted by roxahris
ADDRESS NOT FOUND



Your DNS is probably down then.


Microsoft Windows XP [Version 5.1.2600]
(C) Copyright 1985-2001 Microsoft Corp.

C:\WINDOWS>tracert opendns.org

Tracing route to www.opendns.org [208.67.219.99]
over a maximum of 30 hops:

1 2 ms <1 ms <1 ms 192.168.1.1
2 7 ms 7 ms 7 ms 10.85.32.1
3 6 ms 9 ms 7 ms ip68-2-4-25.ph.ph.cox.net [68.2.4.25]
4 8 ms 7 ms 7 ms 68.2.13.106
5 8 ms 7 ms 7 ms 68.2.12.22
6 8 ms 12 ms 8 ms 68.2.12.26
7 9 ms 8 ms 8 ms 68.2.12.30
8 10 ms 9 ms 10 ms chnddsrj02-ae1.0.rd.ph.cox.net [68.2.14.13]
9 22 ms 20 ms 31 ms langbbr01-ae0.r2.la.cox.net [68.1.0.232]
10 20 ms 21 ms 21 ms vl3491.ccr02.lax01.atlas.cogentco.com [154.54.3.
141]
11 31 ms 31 ms 31 ms te3-1.ccr02.sjc01.atlas.cogentco.com [154.54.5.1
85]
12 30 ms 31 ms 31 ms te8-3.ccr02.sfo01.atlas.cogentco.com [154.54.2.1
37]
13 31 ms 30 ms 31 ms te4-4.mpd01.sjc04.atlas.cogentco.com [154.54.7.1
74]
14 30 ms 31 ms 31 ms 38.104.140.46
15 30 ms 33 ms 30 ms www.opendns.com [208.67.219.99]

Trace complete.

C:\WINDOWS>


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jargon
Posted on 03-24-08 10:26 AM, in DNS Trouble? Link | Quote | ID: 80888


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Posted by roxahris
ADDRESS NOT FOUND



Your DNS is probably down then.


Microsoft Windows XP [Version 5.1.2600]
(C) Copyright 1985-2001 Microsoft Corp.

C:\WINDOWS>tracert opendns.org

Tracing route to www.opendns.org [208.67.219.99]
over a maximum of 30 hops:

1 2 ms <1 ms <1 ms 192.168.1.1
2 7 ms 7 ms 7 ms 10.85.32.1
3 6 ms 9 ms 7 ms ip68-2-4-25.ph.ph.cox.net [68.2.4.25]
4 8 ms 7 ms 7 ms 68.2.13.106
5 8 ms 7 ms 7 ms 68.2.12.22
6 8 ms 12 ms 8 ms 68.2.12.26
7 9 ms 8 ms 8 ms 68.2.12.30
8 10 ms 9 ms 10 ms chnddsrj02-ae1.0.rd.ph.cox.net [68.2.14.13]
9 22 ms 20 ms 31 ms langbbr01-ae0.r2.la.cox.net [68.1.0.232]
10 20 ms 21 ms 21 ms vl3491.ccr02.lax01.atlas.cogentco.com [154.54.3.
141]
11 31 ms 31 ms 31 ms te3-1.ccr02.sjc01.atlas.cogentco.com [154.54.5.1
85]
12 30 ms 31 ms 31 ms te8-3.ccr02.sfo01.atlas.cogentco.com [154.54.2.1
37]
13 31 ms 30 ms 31 ms te4-4.mpd01.sjc04.atlas.cogentco.com [154.54.7.1
74]
14 30 ms 31 ms 31 ms 38.104.140.46
15 30 ms 33 ms 30 ms www.opendns.com [208.67.219.99]

Trace complete.

C:\WINDOWS>


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jargon
Posted on 03-24-08 10:30 AM, in The Legend of Zelda: Journey of a Day DEMO (rev. 4 of 03-24-08 10:52 AM) Link | Quote | ID: 80889


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Posted by Ice Penguin
Well, I'm going away soon and won't have a whole lot of time to work on my hack. There is no way I'm killing it, because I want to finish this so bad!

A lot of time and effort has gone into this hack, so enjoy it for what it is. JaSp, Trax, Dwedit, Jigglysaint, Ice Ranger, and others, have helped me out a bunch and continue to help!

Anyways, have fun! The Demo includes the 1st Palace, and a little bit more.

Zelda - Journey of a Day DEMO (MediaPlague.com Mirror)

Edit: If you play, will you let me know how the difficulty is? I don't want to ruin this one with -extreme- difficulty.




How did you overcome the 'L' in "LIFE" 7th scanline sprite collision issue?

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jargon
Posted on 03-24-08 10:48 AM, in The Legend of Zelda: Journey of a Day DEMO (rev. 3 of 03-24-08 10:56 AM) Link | Quote | ID: 80891


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Posted by roxahris
It's called ASM hacking. Also, you don't need to quote the WHOLE FUCKING POST.


I took care of that just now by mirroring his stuff, then using my own site's thumbnails.

-edit-
Roxahris: You need to think before posting a little more, I asked how he overcame the issue, not "HOW THE FACK WERE YOU ABLE TO EDIT THE GAME?"

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jargon
Posted on 03-24-08 11:21 AM, in The Legend of Zelda: Journey of a Day DEMO (rev. 6 of 03-24-08 11:30 AM) Link | Quote | ID: 80896


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Posted by roxahris
Isn't it obvious? He hacked the game in assembly to use a diffrent sprite/scanline for the "7th scanline sprite collision" thing.
Also, a better way would to have not quoted the post at all. What you were talking about should have been obvious. Also, stop editing your post plz


Roxahris: Stop playing Mall Rent-A-Cop. I asked Ice Penguin specifically on the exact methodology (s)he used to circumvent the issue, not you. Stop sniping on other people's threads. You have nothing to offer in this thread Roxahris, all you are doing is attempting to make me look like a fool whilst you state the obvious.

Posted by Ice Penguin
Well, I'm going away soon and won't have a whole lot of time to work on my hack. There is no way I'm killing it, because I want to finish this so bad!


Good luck Ice Penguin! I mirrored your files in case you have a failure of some sort during your time away.

Posted by Kawa
Posted by jargon
You have nothing to offer in this thread
I call Pot and Kettle on you.


Kawa: I furthered the thread by opening a line of conversation regarding the project in Ice Penguin's thread. You can stop sniping too.

-edit-

Seriously, Kawa + Roxahris: Stop spamming Ice Penguin's thread.

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jargon
Posted on 03-24-08 11:40 AM, in The Zeed Project (rev. 7 of 03-24-08 12:00 PM) Link | Quote | ID: 80901


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Posted by Kawa
I see it and I still don't believe it.


Kawa: You probably also won't believe I only worked on Zeed for no more than 2 weeks timespan.

-edit-

You can refer to the timestamps of files in The Zeed Homepage downloadable archives to verify this.

-edit-

Posted by Kawa
Indeed I wouldn't.

Posted by "roxahris"
jargon said those screenshots of 'zeed' were handmade some time ago.



Only the screen shots of vapor-ware "Cataclysm" fork and the illustrations on The Zeed Homepage that explain how the Terra-forming algorithm works were hand-made. They are even noted on The Zeed Homepage which ones are output and which ones simply are illustrations. The three images I Hot-Linked in the first post of this thread are screen-shots of actual in-program output.

This is the only image in the project that is a mock: (click to enlarge)

..Which is found on this page: http://mediaplague.com/hosting/Zeed/?p=preview
..This is the caption on The Zeed Homepage for that image:
Posted by "jargon"
CIT Mock Imagery

This is an abstract of the methodology involved in how the floors and walls are planned to be interpreted in Build One.

In the screen shot:
Purple and yellow are floor tiles at altitudes 0 and 1 respectively.
Blue, Green, Red, and Turquoise are walls at depths 5, 6, 7, and 9 respectively.

Screen shots will be interpreted by Build One based on the best possible guess via the mapping of vertically adjacent regions of wall and floor tiles in the rows and columns as depicted in this screen shot.

The goal set for Z33D Build One will be to import the tiles based off a wall/floor differentation and upper-left subtile offset Z33D import script using screenshots and export them as a three dimension Z33D map script, of which will be able to be loaded and played in Z33D.


The final release of Zeed that I recall making was Build Two, Patch 2.

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jargon
Posted on 03-24-08 12:39 PM, in The Zeed Project (rev. 4 of 03-24-08 12:51 PM) Link | Quote | ID: 80905


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If I do indeed ever continue the Zeed project. I had planned on adding image recognition in order to detect such features such as wall brick texture, and super-imposed wall ornamentation, in addition to even more sanity checks in the artificially intelligent Terra-former algorithm in order to allow a graphical rip of a level to automatically be trans-coded with an additional Z-Axis, without the need of the user mapping out contiguous floor altitudes and contiguous wall depths of tiles in provided source image.

Zeed, as-is, takes that scripted input along with a source image of ripped/quilted screen shots from in-game, and beyond that the Zeed artifically intelligent Terra-forming algorithm takes over upon the user saving the plotted regions as a CIT script, creating a sheet of unique tiles and procuring a voxel-mapped model of the 3D level known as a VIT script.

From that point, the Zeed Engine can then load from the CIT + VIT scripts in order to allow the user to navigate the generated 3D level in first-person.

The Zeed Engine automatically extra-polates the tile sheet the CIT produced to the correct dimensions for use as textures, in addition to simplifying the AI-generated VIT script data so that unused voxel surfaces (cube faces), of which are not part of the model, are reserved as undefined mesh information.

Another change I intended to make upon continuing the Zeed project at Build Three, is simplifying the voxel infromation into sectors, rather than independent voxel surfaces. This means a floor or wall region that exists in a contiguous plane will be united as a single 3D element, in which textures are U,V,W mapped onto each of these super-surfaces. In addtion, I fully intend for the image recognition to be capable of realizing when an object such as a crest of arms is super-imposed on an already issued tile pattern, in order to create a mesh object that mounts onto the surface. This also means that curved walls, the base of which will be detected as an already existing floor surface texture, and the textures themselves will be reverse-projected in order to create a flat version for the tile sheet, of which would make use of curved sector surfaces in order to allow proper high-definition rendering superior to the as-is voxel method.

The as-is voxel method in Zeed "Build Two, Patch 2", simply allots for the reconstruction of the level from 2D to 3D as if the tiles themselves were strictly popped-up Paper Mario style, without any additional mesh-redefinition.

Zeed "Build Two, Patch 2" reconstructs hidden regions of levels on its own, using an embedded artificially intelligent Terra-forming algorithm based on how I, myself, would take the steps in my own mind, in order to decide what would actually occur in the non-visible portions of the 2D level.

Not implemented in Zeed B2P2, is sanity checks for making sure textures for such make sense for the design of the 3D model, as Zeed B2P2 simply recycles the tiles displayed closest to the foreground for the first depth encounterd in the horizontal, Z-Axis, shaft of voxels.

Posted by Kawa
The worst part is that this is apparently supposed to work on games with the standard Final Fantasy perspective, and somehow adds depth to it.

Problem is that Castle Baron already has depth. You can see how tall the walls and how high from ground level the floors are. As well, there is information hidden behind things.

Just about everything I've heard about you so far simply screams that you're an insane, stupid ass. I simply cannot imagine you writing a program that intelligently determines things, let alone detecting brick textures and ornaments.


You may believe what-ever it is you want to believe. Just don't bawl your brains out when you have alienated everyone due to acting like a douche-bag.

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