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Homebrew Games and Tools If you've created a trainer, texture editor, or a full-blown fangame we'd like to see it here. Show off your mad programming skills.

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  #601  
Old 14th November 2009, 12:30 AM
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Quote:
Originally Posted by Mombi Jombo View Post
how much time
You know if you're so damn inpatient why don't you make your own damn Banjo-Kazooie/Tooie/Donkey Kong 64 model viewer?
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  #602  
Old 20th November 2009, 07:59 PM
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Quote:
Originally Posted by Coolboyman View Post
You know if you're so damn inpatient why don't you make your own damn Banjo-Kazooie/Tooie/Donkey Kong 64 model viewer?
Becouse i don't know how do
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  #603  
Old 20th November 2009, 09:38 PM
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Then be patient and let him do it in his own time. I believe that Coolboyman is in college, which means that the time that he actually has outside of classes will be filled with homework. I can imagine that he wouldn't want to use all those small pieces of time for himself just to satisfy you more.
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  #604  
Old 29th November 2009, 12:39 PM
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Originally Posted by Smouvy View Post
Then be patient and let him do it in his own time. I believe that Coolboyman is in college, which means that the time that he actually has outside of classes will be filled with homework. I can imagine that he wouldn't want to use all those small pieces of time for himself just to satisfy you more.
Thanks but i can't wait becouse i want make a beta verson of banjo kazooie
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  #605  
Old 29th November 2009, 01:45 PM
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If you can't wait, learn how to program it yourself.

You can't expect people to work harder just because you want to start making something that will probably never get finished anyways, as that happens with 98% of all home made romhacks. Additionally, most of the things that do get finished suck anyways
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  #606  
Old 1st December 2009, 03:34 AM
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Quote:
Originally Posted by Mombi Jombo
how much time

Thanks but i can't wait becouse i want make a beta verson of banjo kazooie
I'm working on implementing the map editor functions which will load and parse header, map setup, models, and other essential files for editing a level. When done, I'll send the source to Cooliscool who can load and parse model data from buffers using the Bottles' Glasses source.

I'd say a basic ROM editor should be released by the end of this month if all goes well.
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  #607  
Old 1st December 2009, 01:14 PM
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Quote:
Originally Posted by runehero123 View Post
I'm working on implementing the map editor functions which will load and parse header, map setup, models, and other essential files for editing a level. When done, I'll send the source to Cooliscool who can load and parse model data from buffers using the Bottles' Glasses source.

I'd say a basic ROM editor should be released by the end of this month if all goes well.
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  #608  
Old 1st December 2009, 11:38 PM
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Quote:
Originally Posted by runehero123 View Post
I'm working on implementing the map editor functions which will load and parse header, map setup, models, and other essential files for editing a level. When done, I'll send the source to Cooliscool who can load and parse model data from buffers using the Bottles' Glasses source.

I'd say a basic ROM editor should be released by the end of this month if all goes well.
Basic Smasic. It's an editor.
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  #609  
Old 20th December 2009, 03:27 PM
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I have a problem; Whenever I decompress the Banjo-Tooie rom, there are no models, only .bin and.txt files. Am I using a bad rom? What is going on?

Last edited by rover-T; 23rd December 2009 at 11:35 AM.
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  #610  
Old 23rd December 2009, 04:40 AM
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You need to run the model isolator too in order to get the .bkm files.
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  #611  
Old 23rd December 2009, 11:34 AM
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But there are no models to isolate. It works just fine with Banjo Kazooie, but Banjo Tooie screws up.
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  #612  
Old 23rd December 2009, 11:38 AM
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He hasn't really started with Tooie yet. He plans to finish up the simpler game first.
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  #613  
Old 27th December 2009, 04:38 AM
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Quote:
Originally Posted by rover-T View Post
But there are no models to isolate. It works just fine with Banjo Kazooie, but Banjo Tooie screws up.
Banjo tooie actors work fine, but maps look bad since I don't really know how textures are addressed in their display lists (they're not in line with the dlist data). I'll probably look into it more pretty soon.
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  #614  
Old 28th February 2010, 07:34 AM
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In for an update (it'd be supercool to plug in my own f3dex displaylists and see them with the editor , though I moved to f3dex2 last week )

I know that BT used some crazy self-modifying code using c/r data from the lockout chip to decode itself, I can only hope this only affects the code and not the game data.

Regarding the texture addressing, this may be a really long shot, but it could be to changing RSP segments (you can set the RSP to address several segments at once, and choose between them in a DL) Most games have segment 0 set to the base of RDRAM and segment 1 set to the start of a buffer in RDRAM holding dls loaded from ROM.

Any more specific info?
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  #615  
Old 7th March 2010, 11:18 PM
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Quick question, will this eventually have Conker's Bad Fur Day support? (After DK64, anyways) Any other games BG will support? And on that note, will the Utility of Time support Majora's Mask eventually?
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