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GoldenEye 007 Nintendo 64 Community, GoldenEye X, Nintendo 64 Games Discussion GoldenEye Cheats, GoldenEye X Codes, Tips, Help, Nintendo 64 Gaming Community
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CrashOveride Secret Agent
Joined: 24 Oct 2016 Posts: 339
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Posted: Wed Oct 31, 2018 6:27 am Post subject: |
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https://ko-fi.com/ pls _________________ Playing old, low poly games since 2003 |
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Carnivorous Moderator
Joined: 15 Oct 2016 Posts: 657 Location: Ukraine |
Posted: Fri Nov 02, 2018 8:05 pm Post subject: |
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I've made the decision to carry over SoX convert for other games. At the moment GE and DKR sound editors have been completed and tested. I still have the other 5 games to support. I've added the ability to toggle adaptive EQ for SoX, however I recommend keeping it on as it restores the loss of high end from the N64 output/resampling.
And I have updated the beta grabber to restart the editor when launched from within the editor. You'll need to redownload V4 full install to get the new version.
As for donations - I don't feel comfortable accepting as it isn't my work to begin with ¯\_(ツ)_/¯ |
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Entropy Soldier Secret Agent
Joined: 13 Feb 2009 Posts: 263 Location: GE:S |
Posted: Sat Nov 03, 2018 11:38 am Post subject: |
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It's your work now.
I think it's perfectly fine to take donations and go in whatever direction you feel is right. You're the one putting your time and effort into this thing so it's okay to take a bit of thanks from the community now and then. |
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Carnivorous Moderator
Joined: 15 Oct 2016 Posts: 657 Location: Ukraine |
Posted: Tue Nov 06, 2018 9:25 pm Post subject: |
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MICKEY/JFG/SNAP sound editors has been updated. The interface is using the same from GE and now has the ability to set sample rate. I have also carried over SoX convert from GE, but I had to disable raw audio buttons.
For some wondering why raw audio was removed from some games - it's a uncommon format which is only supported by GE/DKR. For the other games you can only use VADPCM audio. |
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Carnivorous Moderator
Joined: 15 Oct 2016 Posts: 657 Location: Ukraine |
Posted: Wed Nov 14, 2018 9:19 am Post subject: |
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Apologies for the less frequent updates for this month, I'm currently away on business until December.
All sound editors have been finished. SoX convert now has the ability to set between 3 different frequencies for convert and import. I suggest staying with the default 16 kHz as it's least likely to cause audio drop outs.
Pokemon Snap appears to have hardcoded the sfx instrument bank to always playback at 32 kHz, so I've removed setting frequency for this game. Super Smash Bros has an internal microcode that is used to lookup the sfx instrument bank settings, which requires reverse engineering. Until I figured it out, it will be locked.
Here is the roadmap for 4.0
Code: | * Sound Editor: Fix GE crashing when adding large audio files
* Action Editor: Use 21990 sound editor to play previews (if user opened level via 21990)
* Weapon Microcode: Add sfx preview
* GE/PD: Increase ROM size support up to 64MB
* Update all ROM save/load to use multiple ROM extensions
* Visual Editor: Add filters to paintbrush dialog
* GE 21990: Readd 480p buttons
* Image Editor: Add bulk texture import
* Reverse SSB internal audio table
* Extend GE animation table to support more slots
* Visual Editor: Create sane presets for all door types
* Model Editor: Add environmental mapping to PD's preview window
* Visual Editor: Add a interactive tutorial for GE/PD |
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CrashOveride Secret Agent
Joined: 24 Oct 2016 Posts: 339
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Posted: Thu Nov 15, 2018 7:29 am Post subject: |
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Carnivorous wrote: | Apologies for the less frequent updates for this month, I'm currently away on business until December.
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That's all right, no rush.
Good luck! _________________ Playing old, low poly games since 2003 |
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CrashOveride Secret Agent
Joined: 24 Oct 2016 Posts: 339
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Posted: Sat Nov 17, 2018 4:56 pm Post subject: |
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when editing a model in visual window in DKR mode the editor crashes. Is this a known bug? _________________ Playing old, low poly games since 2003 |
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Carnivorous Moderator
Joined: 15 Oct 2016 Posts: 657 Location: Ukraine |
Posted: Sat Nov 17, 2018 5:31 pm Post subject: |
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I'm unable to recreate this. Does it crash when you load any model? |
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CrashOveride Secret Agent
Joined: 24 Oct 2016 Posts: 339
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Posted: Sat Nov 17, 2018 6:20 pm Post subject: |
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Yes, occurs on a stock rom. _________________ Playing old, low poly games since 2003 |
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Carnivorous Moderator
Joined: 15 Oct 2016 Posts: 657 Location: Ukraine |
Posted: Sat Nov 17, 2018 9:54 pm Post subject: |
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Is your ROM 'Diddy Kong Racing (U) (M2) (V1.0) [!]'? |
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CrashOveride Secret Agent
Joined: 24 Oct 2016 Posts: 339
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Posted: Sun Nov 18, 2018 3:25 am Post subject: |
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I guess not _________________ Playing old, low poly games since 2003 |
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mistamontiel 007
Joined: 17 Apr 2011 Posts: 843 Location: Miami, FL, CUBA |
Posted: Sun Nov 18, 2018 4:33 pm Post subject: |
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Diddy Kong Racing (U) (M2) (V1.0) [!].z64
The third Google result gets you it lamottjackson _________________
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MRKane 007
Joined: 11 Dec 2008 Posts: 1074
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Posted: Wed Nov 21, 2018 5:32 pm Post subject: |
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I want to put forward a quick update note Don't worry - it's all good!
So the problem I was experiencing importing paths from obj appears to be rectified in the latest beta. Not only are they importing without flipping but I cannot cause the lockup I kept experiencing previously. Thank you so much for addressing that! I'll have to push forward with this mod now and put my money where my mouth is!!!
Also, in typical fashion I can't seem to get any vertex alphas working now, but I'm not sure if it's my end or something else _________________ No Mr. Bond, I expect you to be re-coded! |
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Carnivorous Moderator
Joined: 15 Oct 2016 Posts: 657 Location: Ukraine |
Posted: Thu Nov 22, 2018 6:29 am Post subject: |
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Hi
For PD you must set the texture to 'transparent' for importing. You can do this by adding the word transparent to the texture filename and reference that within your model/texture.txt file. This will tell the editor to use a vertex alpha combiner on import. If that fails try right clicking in room position mode and clicking triangle tools>reordering all triangles. If this still does not work I can look into it next month [sorry] |
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MRKane 007
Joined: 11 Dec 2008 Posts: 1074
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Posted: Thu Nov 22, 2018 5:10 pm Post subject: |
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I've had a look at it and I can paint on Alphas in the editor, also had a bit of a play with the triangle options, and verified that the model was correct using Unity. I know this is a crazy edge-case thing that nobody else seems to be using and there are much more important things to be working on! _________________ No Mr. Bond, I expect you to be re-coded! |
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