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10-07-24 10:40 AM |
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0 users reading Super Mario Galaxy DS | 1 bot |
Main - SM64DS hacks - Super Mario Galaxy DS | Hide post layouts | New reply |
Resilixia |
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Goomba Normal user Level: 14 Posts: 27/33 EXP: 10449 Next: 2622 Since: 06-12-16 Last post: 2881 days ago Last view: 2880 days ago |
@Sparsite If there is something I'm fond of doing is credit people for their work (check first page), maybe (spin Wiimote) launch stars may help travelling more nicely from planets to planets instead of doors or pipes but I'm unsure about DS draw distances. ____________________ Curently working on SMG DS |
Fiachra |
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Local moderator Level: 65 Posts: 990/1065 EXP: 2282674 Next: 52954 Since: 12-15-12 From: Ireland Last post: 2325 days ago Last view: 274 days ago |
Posted by Resilixia Level geometry will always be visible unless your level has fog in it. Object distances are easy to increase, an object's draw distance is located at offset 0xBC from its address in memory. |
Arisotura |
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Star Mario in this room you have a pile of apple pies Level: 164 Posts: 6327/9039 EXP: 57516518 Next: 185872 Since: 07-03-12 From: in a box Last post: 6 days ago Last view: 46 min. ago |
Not entirely true though. The maximum draw distance depends on the view frustum (basically how the projection matrix is set up). Anything past that distance is clipped, just like geometry that is 'into the camera' or outside of the screen borders is clipped.
Fog typically serves to make the effect nicer by hiding abrupt backplane clipping. ____________________ NSMBHD - Kafuka - Jul melonDS the most fruity DS emulator there is zafkflzdasd |
Sparsite |
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take your dumb self out of here. thank you. Level: 34 Posts: 100/270 EXP: 245479 Next: 8172 Since: 05-20-16 Last post: 2872 days ago Last view: 2732 days ago |
Posted by Resilixia Those don't sound too hard to make, except the code would have to be very specific as I need to know where to shoot the player. I could just make several behaviours and based on parameter 1 of the object, it could shoot you to different places. I'll experiment and probably PM you about further development discussion. ____________________ ASMR: *quietly whispers* move r0 r7 push r4 to r14 load register r4 into r0 POP |
Resilixia |
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Goomba Normal user Level: 14 Posts: 28/33 EXP: 10449 Next: 2622 Since: 06-12-16 Last post: 2881 days ago Last view: 2880 days ago |
@Fiachra @StapleButter I thought objects were always stored in Ram but rendered only when visible.
@Sparsite, all right do your best and good luck. ____________________ Curently working on SMG DS |
Arisotura |
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Star Mario in this room you have a pile of apple pies Level: 164 Posts: 6335/9039 EXP: 57516518 Next: 185872 Since: 07-03-12 From: in a box Last post: 6 days ago Last view: 46 min. ago |
Objects, yes. They're only rendered when close enough.
What I meant is that regardless of that distance, geometry can't be 'infinitely far away'. There's always a maximum depth, anything beyond that is clipped. ____________________ NSMBHD - Kafuka - Jul melonDS the most fruity DS emulator there is zafkflzdasd |
Sparsite |
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take your dumb self out of here. thank you. Level: 34 Posts: 103/270 EXP: 245479 Next: 8172 Since: 05-20-16 Last post: 2872 days ago Last view: 2732 days ago |
Staple, did you get all this info from gbatek?
Frustum and projection matrix are cool and flashy words. ____________________ ASMR: *quietly whispers* move r0 r7 push r4 to r14 load register r4 into r0 POP |
Resilixia |
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Goomba Normal user Level: 14 Posts: 29/33 EXP: 10449 Next: 2622 Since: 06-12-16 Last post: 2881 days ago Last view: 2880 days ago |
why did I never came across this up until now
____________________ Curently working on SMG DS |
Arisotura |
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Star Mario in this room you have a pile of apple pies Level: 164 Posts: 6369/9039 EXP: 57516518 Next: 185872 Since: 07-03-12 From: in a box Last post: 6 days ago Last view: 46 min. ago |
Posted by Sparsite those are common terms in 3D rendering. ____________________ NSMBHD - Kafuka - Jul melonDS the most fruity DS emulator there is zafkflzdasd |
Resilixia |
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Goomba Normal user Level: 14 Posts: 30/33 EXP: 10449 Next: 2622 Since: 06-12-16 Last post: 2881 days ago Last view: 2880 days ago |
wow you're fast ! It's getting late.. 'cause I saw it but got lazy, fixed now. Looks more clear ____________________ Curently working on SMG DS |
that guy over there |
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Red Paragoomba >:] Level: 18 Posts: 54/59 EXP: 26442 Next: 3455 Since: 06-13-15 From: over there... Duh. Last post: 2732 days ago Last view: 2573 days ago |
hey. looks pretty good so far. better than anything i've done. could i test it? looks like it has potential! ____________________ |
pacmainia&luigi |
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Red Paratroopa Hacker Level: 29 Posts: 100/178 EXP: 135710 Next: 12175 Since: 10-29-15 From: The Grandfather Paradox Time Loop Last post: 1981 days ago Last view: 1621 days ago |
ask me if you want to smuggle some super mario sunshine stuff- i know a lot from the game and models. (and can low poly them as levels in 4 hours) ____________________ Waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka......... |
Sparsite |
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take your dumb self out of here. thank you. Level: 34 Posts: 106/270 EXP: 245479 Next: 8172 Since: 05-20-16 Last post: 2872 days ago Last view: 2732 days ago |
Posted by pacmainia&luigi Thats Fiachra's job ____________________ ASMR: *quietly whispers* move r0 r7 push r4 to r14 load register r4 into r0 POP |
pacmainia&luigi |
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Red Paratroopa Hacker Level: 29 Posts: 102/178 EXP: 135710 Next: 12175 Since: 10-29-15 From: The Grandfather Paradox Time Loop Last post: 1981 days ago Last view: 1621 days ago |
Posted by Sparsite Uh no, we can work on whatever we want. Posted by me ____________________ Waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka......... |
Resilixia |
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Goomba Normal user Level: 14 Posts: 31/33 EXP: 10449 Next: 2622 Since: 06-12-16 Last post: 2881 days ago Last view: 2880 days ago |
@pacmainia&luigi We need to work more together, Sunshine has nothing to do with Galaxy ? Except some left models I think ____________________ Curently working on SMG DS |
Sparsite |
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take your dumb self out of here. thank you. Level: 34 Posts: 108/270 EXP: 245479 Next: 8172 Since: 05-20-16 Last post: 2872 days ago Last view: 2732 days ago |
Posted by pacmainia&luigi It was a joke. And why are you porting sunshine anyway? (not trying to derail from the thread) but your project is gonna get smashed by Fiachra's without any assembly. ____________________ ASMR: *quietly whispers* move r0 r7 push r4 to r14 load register r4 into r0 POP |
pacmainia&luigi |
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Red Paratroopa Hacker Level: 29 Posts: 103/178 EXP: 135710 Next: 12175 Since: 10-29-15 From: The Grandfather Paradox Time Loop Last post: 1981 days ago Last view: 1621 days ago |
Posted by Resilixia The beta used super mario sunshine's voice. Other than that, youre right. heres what i meant by the egg idea: for gold leaf's collision problem, try importing the model as dae. if you are importing black boo, use this image for black boo's textures: ____________________ Waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka......... |
Sparsite |
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take your dumb self out of here. thank you. Level: 34 Posts: 109/270 EXP: 245479 Next: 8172 Since: 05-20-16 Last post: 2872 days ago Last view: 2732 days ago |
Posted by pacmainia&luigi Have fun getting your project smashed by Fiachra lol. I don't think a .dae will fix collision problems, its probably just that drop faces isn't set to 0. And why would he add something from the galaxy beta anyway? Also, you'll probably want to UV map that black boo texture if you use it. ____________________ ASMR: *quietly whispers* move r0 r7 push r4 to r14 load register r4 into r0 POP |
Resilixia |
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Goomba Normal user Level: 14 Posts: 32/33 EXP: 10449 Next: 2622 Since: 06-12-16 Last post: 2881 days ago Last view: 2880 days ago |
@Sparsite C'mon I'm not that stupid from what I know when I set drop faces to 0 game immediatly crash, so independently of that I may have to reduce by a lot the overall geometry density.
@pacmainia&luigi I had something similar in mind. ____________________ Curently working on SMG DS |
Sparsite |
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take your dumb self out of here. thank you. Level: 34 Posts: 110/270 EXP: 245479 Next: 8172 Since: 05-20-16 Last post: 2872 days ago Last view: 2732 days ago |
Posted by Resilixia Well if it crashes when drop faces is set to 0 then you have to reduce the face count. 4000-5000. ____________________ ASMR: *quietly whispers* move r0 r7 push r4 to r14 load register r4 into r0 POP |
Main - SM64DS hacks - Super Mario Galaxy DS | Hide post layouts | New reply |
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