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  #121  
Old 14th October 2010, 08:12 PM
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The title textures seem to be split into about four or five parts-It could be more than one object, or just one object using multiple textures. I'll have to do some more experiments on this.

Thanks for the ID though, should be useful.
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  #122  
Old 14th October 2010, 10:06 PM
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InTrepidCognito InTrepidCognito is offline
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Originally Posted by Spyke4995 View Post
The title textures seem to be split into about four or five parts-It could be more than one object, or just one object using multiple textures. I'll have to do some more experiments on this.

Thanks for the ID though, should be useful.
The max resolution for an N64 texture is 64x64. Most background images and title screens do this.
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  #123  
Old 14th October 2010, 10:13 PM
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Ah yes, shows I haven't done much Nintendo 64 related work recently.
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  #124  
Old 28th October 2010, 05:08 AM
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Quote:
Originally Posted by InTrepidCognito View Post
The max resolution for an N64 texture is 64x64. Most background images and title screens do this.
That's actually not true. The theoretical maximum is very high (essentially unlimited), but I'd say a more performance oriented estimation for a full game would be 128x128 max, or 256x256 with the expansion pack.

Early Fast 3D (& F3DEX) based games like BK, etc, never exceeded 64x64. Later games using F3DEX2 (such as the Zeldas, Banjo-Tooie), for example, happily used 128x128 textures, thanks in part to heavy optimization of geometry loading commands.
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  #125  
Old 18th November 2010, 02:35 AM
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Sounds awsome man!
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  #126  
Old 24th January 2011, 08:54 PM
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I'm really, really meaning to work on this now. I know I said that quite a bit, but I mean it this time. Though I do have some work to finish next week.

Currently working on editing what music plays where. Restoring the unused song to the sea level Dave Wise told me about.
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  #127  
Old 24th January 2011, 09:05 PM
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Originally Posted by Spyke4995 View Post
I'm really, really meaning to work on this now. I know I said that quite a bit, but I mean it this time. Though I do have some work to finish next week.

Currently working on editing what music plays where. Restoring the unused song to the sea level Dave Wise told me about.
You talked to David Wise? O.O
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  #128  
Old 24th January 2011, 09:09 PM
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Well, sort of. Was really only an email, but it cleared up a fair amount of speculation surrounding the unused music in Diddy Kong Racing.
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  #129  
Old 24th January 2011, 10:49 PM
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Didn't the beta sea level track play in Crescent Island or something like that?
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  #130  
Old 24th January 2011, 11:07 PM
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Yeah, going to see if I can't get that track to play the beta song.
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  #131  
Old 25th January 2011, 12:49 AM
TheEpicGamehero
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Hmmmm... Does this help?

0x003A1E00 Replace 25 to 0C.
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  #132  
Old 25th January 2011, 12:56 AM
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It probably would. I'll try that tomorrow when I get home then.
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  #133  
Old 26th January 2011, 10:24 PM
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And here is a video of Crescent Island, with it's beta music.

http://www.youtube.com/watch?v=YTXEWKE3obQ

Ignore my dodgy keyboard driving skills and the obvious balloon oddities.
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  #134  
Old 26th January 2011, 11:28 PM
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Sweet, looks and sounds great! Your driving too as said in the comments.
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  #135  
Old 26th January 2011, 11:29 PM
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I just didn't like that corner before the finish line.
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