#601
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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
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Becouse i don't know how do
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#603
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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
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Quote:
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#605
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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
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I'd say a basic ROM editor should be released by the end of this month if all goes well. |
#607
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A.K.A Reborn |
#608
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From where you're kneeling, it must seem like an 18-carat run of bad luck. Truth is... the game was rigged from the start -Benny |
#609
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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. |
#610
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You need to run the model isolator too in order to get the .bkm files.
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Fidello: A Weasel's Tale - A fangame/tribute by Tee-Hee
I'll probably be playing Banjo games well into retirement. |
#611
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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
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He hasn't really started with Tooie yet. He plans to finish up the simpler game first.
__________________
From where you're kneeling, it must seem like an 18-carat run of bad luck. Truth is... the game was rigged from the start -Benny |
#613
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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
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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? |
#615
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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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