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Posts by shyguyhex
shyguyhex's Profile - Posts by shyguyhex
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I would tone down the fog a bit lol. That much fog takes away from detail in the level.

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Graphics look good dawg, especially in that second pic - Nice work #smw{:TUP:}

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This page explains ripping models from n64 games using nemu64's video plugin.

Also @everyone on the board,

If you have questions or requests that aren't likely to spark discussions longer than one or two posts, please post them in the help & questions thread.


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(A bunch of technical stuff incoming)

What I would do is start RAM hacking with Cheat Engine first and scan for the character XYZ positions to find the character object structs. Somewhere in the object structs there will probably be pointers to some type of model layout script, which will have pointers to fast3d display lists, which will have commands (0x03 for sm64) that point to color settings. If you find color data, you could try grabbing a chunk of it and search for it in ROM with a hex editor. If the data is there, you should be able to edit it freely; If it's not there, that means the data is compressed somewhere like cpuhacka said. In that case someone would either need to make an extended (uncompressed) version of the rom to make it easily editable, or a cheap ASM hack that changes the colors on runtime.


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(Moved to Project Showoff & Discussion subforum)

Welcome to the forum, davidholanda30 #smw{:TUP:}


Do you have any screenshots of your project to show? Usually project threads won't get much attention unless there are some screenshots or demos.


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The process can differ a bit from emulator to emulator.

Some have constant bases:
Nemu = 0x10020000
1964 = 0x20000000
(I think Daedalus has one too but I can't remember it)

Others' virtual ram are allocated dynamically meaning you'll either have to make your program scan for the location of your game's ram header data (sort of a noob solution but that's what I made bowser64 do and it works to some extent), or do a bit of reverse engineering and find set of pointers/offsets which always point to the emulator's virtual ram.

If you're already acquainted with windows' readprocessmemory function to some degree and you're gonna do this vm base thing by scanning, I recommend loading 2048 bytes in a buffer at a time then loop through your buffer and compare integer values.

Would probably look something like this in C if I remember correctly:

Code
unsigned int scan4int(int number){
  int chunksize = 2048;
  void * comparison_buffer = malloc(chunksize);
  int numberofbytesread;
  unsigned int i;
  for(i = 0; i < 0x80000000; i += chunksize){
    ReadProcessMemory(emulator_handle, (void*)i, comparison_buffer, 2048, &numberofbytesread;);
    unsigned int j;
    for(j = 0; j < chunksize; j += sizeof(int)){
      if(*(unsigned int*)(comparison_buffer + j) == number){
        free(comparison_buffer);
        return i + j;
      }
    }
  }
  free(comparison_buffer); // wasn't found
  return -1;
}


Then for sm64:
Code
int vmbase = scan4int(0x3C1A8032);


Endianess on the comparison buffer might need to get swapped after each load, but I'm not sure. Been a while since I've done this sort of thing #smw{@_@}


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File Name: Sonic 2 - Unused Music (Hidden Palace ?)
Submitted: 2015-01-11 09:40:12 AM by TheGael95
Authors: TheGael95
Nlist: NLST 37 (Credits)
Description: Redid this theme, hope it will be good this time ! http://www.youtube.com/watch?v=ztpZywQ76Uw

- The main melody could benefit by being moved down an octave unless it's to be used solely for the select file screen or ending in which case I suppose that pitch range could be bearable.
- The drums could use a little boost in volume because I can barely hear them popping through the mix.

Also the timing sounds shoddy in some places but it sounds like it could be your renderer's fault?


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This is where I'll be sharing my lovely mspaints when I'm feeling extra generous.





Feel free to request an mspaint but don't expect to get exactly what you asked for.


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On skype unknowntoaster asked for a spiderman so



And I'll get to your guys' when I'm feeling up to it #w{:>}


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@Rebellious Treecko

Damn, all of these look great, keep it up! #smw{:TUP:}


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Originally posted by Dr. Slavic
side-by-side configuration is incorrect

I've gotten that one before on a bunch of apps. It means some runtime libraries are missing from your computer. I could be wrong but I think you need the newest visual c++ redistributable package.


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shyguyhex's Profile - Posts by shyguyhex