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03-28-24 09:06 AM
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Resilixia
Posted on 08-24-16 10:57 AM (rev. 2 of 08-24-16 10:58 AM) Link | #76418
@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.

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Curently working on SMG DS

Fiachra
Posted on 08-24-16 06:03 PM Link | #76435
Posted by Resilixia
... but I'm unsure about DS draw distances.

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
Posted on 08-24-16 06:06 PM Link | #76436
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
Posted on 08-25-16 04:25 AM Link | #76458
Posted by Resilixia
@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.


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
Posted on 08-25-16 01:02 PM Link | #76472
@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
Posted on 08-25-16 01:28 PM Link | #76474
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
Posted on 08-26-16 08:49 AM (rev. 2 of 08-26-16 08:58 AM) Link | #76503
Staple, did you get all this info from gbatek?

Frustum and projection matrix are cool and flashy words. :P

____________________
ASMR:
*quietly whispers*
move r0 r7
push r4 to r14
load register r4 into r0
POP

Resilixia
Posted on 08-28-16 09:55 PM (rev. 4 of 08-28-16 10:10 PM) Link | #76601
why did I never came across this up until now



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Curently working on SMG DS

Arisotura
Posted on 08-28-16 09:56 PM (rev. 2 of 08-28-16 10:09 PM) Link | #76602
no bonus for not adding a linebreak before the video.


Posted by Sparsite
Staple, did you get all this info from gbatek?

Frustum and projection matrix are cool and flashy words. :P

those are common terms in 3D rendering.

____________________
NSMBHD - Kafuka - Jul
melonDS the most fruity DS emulator there is

zafkflzdasd

Resilixia
Posted on 08-28-16 10:12 PM Link | #76604
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
Posted on 08-29-16 12:49 AM Link | #76613
hey. looks pretty good so far. better than anything i've done. could i test it? looks like it has potential!

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pacmainia&luigi
Posted on 08-29-16 01:40 AM (rev. 2 of 08-29-16 01:40 AM) Link | #76615
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)

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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
Posted on 08-29-16 04:04 AM Link | #76620
Posted by pacmainia&luigi
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)


Thats Fiachra's job ;)

____________________
ASMR:
*quietly whispers*
move r0 r7
push r4 to r14
load register r4 into r0
POP

pacmainia&luigi
Posted on 08-29-16 03:07 PM (rev. 2 of 08-29-16 03:08 PM) Link | #76633
Posted by Sparsite
Thats Fiachra's job ;)

Uh no, we can work on whatever we want.
Posted by me
It's funny that I was also working on a sunshine port and was going to post it on this website...(Yes, I am still working on it.)


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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
Posted on 08-29-16 05:44 PM (rev. 2 of 08-29-16 05:45 PM) Link | #76638
@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
Posted on 08-29-16 06:10 PM (rev. 2 of 08-29-16 06:10 PM) Link | #76640
Posted by pacmainia&luigi
Uh no, we can work on whatever we want.


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
Posted on 08-29-16 06:40 PM (rev. 5 of 08-29-16 06:59 PM) Link | #76643
Posted by Resilixia
@pacmainia&luigi We need to work more together, Sunshine has nothing to do with Galaxy ? Except some left models I think

The beta used super mario sunshine's voice. Other than that, youre right. heres what i meant by the egg idea:[thumbnail]
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:[image]

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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
Posted on 08-29-16 10:51 PM (rev. 2 of 08-29-16 10:52 PM) Link | #76649
Posted by pacmainia&luigi
The beta used super mario sunshine's voice. Other than that, youre right. heres what i meant by the egg idea:[thumbnail]
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:[image]


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
Posted on 08-30-16 12:10 AM (rev. 4 of 08-30-16 12:13 AM) Link | #76655
@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
Posted on 08-30-16 01:20 AM Link | #76658
Posted by Resilixia
@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.


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
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Main - SM64DS hacks - Super Mario Galaxy DS Hide post layouts | New reply

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