Page 3 of 8 FirstFirst 12345 ... LastLast
Results 21 to 30 of 76
  1. #21
    EmuTalk Member Guru64's Avatar
    Join Date
    Sep 2003
    Posts
    391
    Mentioned
    0 Post(s)
    Man, you rock!


  2. #22
    Graphics Designer Dysprosium's Avatar
    Join Date
    May 2004
    Location
    Newfoundland
    Posts
    610
    Mentioned
    0 Post(s)
    Out of curiousity, is it possible to see everything in it's own proper textures? :\

    Anyway, great progress.

  3. #23
    Emulator Developer
    Join Date
    Apr 2003
    Posts
    248
    Mentioned
    0 Post(s)
    Hehe, yaz0r has already done all this and more
    btw, Zelda WW (and mario kart dd, and pikmin I think) use the same engine so you might be able to load some of their levels pretty easily now.

  4. #24
    The Quiet One! MGFox's Avatar
    Join Date
    Jun 2004
    Location
    England
    Posts
    64
    Mentioned
    0 Post(s)
    Quote Originally Posted by ector
    yaz0r has already done all this and more
    yaz0r has (almost) perfected the emulation of the j3d engine (models were working before yaz0rs contribution, no?), while thakis is creating a file/model viewer, Quite Different

    Although, the picture in "this post" (along with his Avatar) suggests that yaz0r has also written a model viewer! If this is correct, is it gonna be released as part of Dolphin, separately or...at all?

    On a side note, even if something has already been done, it should not prevent someone else from persuing the same goal! There are many GCM viewers/extractors out there, I still wrote my own to see if I could!

    Cheers,
    Fox

  5. #25
    EmuTalk Member yaz0r's Avatar
    Join Date
    Feb 2005
    Posts
    15
    Mentioned
    0 Post(s)
    This would probably look better with the actual textures

    I don't know if I ever will release my J3d stuff, as nitendo is probably owner of the techonology and even used it in the GC bios and recent games as DK jungle beat....

  6. #26
    The Quiet One! MGFox's Avatar
    Join Date
    Jun 2004
    Location
    England
    Posts
    64
    Mentioned
    0 Post(s)
    Whoa!!! I think that answers my question!

    Is releasing a model viewer against copyright? as long as you don't release any copyrighted material with it, it's no different then releasing an emulator! And the groups that made model viewers/editors for Quake, Half-Life and Doom3 have never had any problems!?!

    I'm not an expert on legal matters, so please feel free to correct me!

    Cheers,
    Fox

  7. #27
    EmuTalk Member thakis's Avatar
    Join Date
    Feb 2005
    Posts
    159
    Mentioned
    0 Post(s)
    I just wanted to say that I'm still working on this, even if yaz0r has done this before. I'm currently finishing joint support, something I could never have finished without yaz0r's help (to show you that's not that easy, here's a line from the source: "m = g_matrices[g_drawData.indices[curr.matrixTable[curr.tristrips[i][j].matrixIndex/3]]];" - and in this line two levels of indirection are already precalculated. Try to see 5 levels of indirection just by looking at a hex dump! :-)). Here are two images, one without and one with joint support (it only makes a difference for animated models, though).

    After that I'll take a look at materials or animations.

  8. #28
    EmuTalk Member JinXD's Avatar
    Join Date
    Apr 2004
    Location
    Scotland
    Posts
    927
    Mentioned
    0 Post(s)
    Glad your still working on this, be nice to play with


    OS: Vista Home Premium 32bit || CPU: Core 2 Duo E6750 2.66Ghz & Arctic Cooling Freezer 7 Pro || Mainboard: Abit IP35-E Intel P35 || RAM: Corsair TWIN2X2048-6400 2GB Kit DDR2-800 XMS2-6400 || Graphics: XFX 8800GTS 320MB || Audio: Sound Blaster X-Fi Xtreme || Storage: Samsung 320GB HD321KJ Spinpoint T|| Disk Drives: NEC AD-7170A-0B Multiwriter Black 18x DVD±RW || Case: Antec Nine Hundred/Ultimate Gamer || PSU: Corsair 520W HX Series Modular

  9. #29
    EmuTalk Member thakis's Avatar
    Join Date
    Feb 2005
    Posts
    159
    Mentioned
    0 Post(s)

    More Images... :-)

    By now, all geometry loads correctly (at least for all the files I tried...). Below are some images showing how mario evolved over time. In this order:

    - Vertices only, but displayed all wrong
    - Raw face data, but some faces are missing (I can't code...)
    - Raw face data, complete
    - Basic scenegraph support
    - Support for tristrips that require several matrices
    - Same as before, but with "skinned" vertices (more than one bone may influence a vertex) (but this didn't change the appearance) and default values for undefined matrix indices (some matrix indices are stored as 0xffff in the file) (this fixed the appearance).

  10. #30
    EmuTalk Member thakis's Avatar
    Join Date
    Feb 2005
    Posts
    159
    Mentioned
    0 Post(s)
    I decided to do animations before materials (mainly because that's something yaz0r has not yet done ;-) ) and it turned out to be quite easy. The animations are stored in the .bck files. Here's a screenshot of yoshi walking (animations don't look to impressive in screenshots, I know...), all animations that I tried (mario walking, rolling, jumping, some yoshi moves etc) seem to work. Materials next.

Page 3 of 8 FirstFirst 12345 ... LastLast

Similar Threads

  1. SPC File Format
    By Toasty in forum Emulator Programming
    Replies: 3
    Last Post: February 11th, 2005, 21:18
  2. can't write any data to blank CD. help please!!
    By ice88chen in forum TechTalk
    Replies: 9
    Last Post: July 23rd, 2004, 20:19
  3. plugin function
    By Beans in forum 1964
    Replies: 10
    Last Post: July 21st, 2004, 22:12
  4. Replies: 18
    Last Post: June 9th, 2003, 21:03
  5. Anywhere to fine Dexdrive .N64 file format info?
    By Rice in forum Emulator Programming
    Replies: 2
    Last Post: April 22nd, 2002, 23:30

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •