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Old December 3rd, 2006, 09:03   #1
cooliscool
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Zelda64 Actor Viewer status thread
Started this earlier this week, getting some nice results. Know the format mostly, now just working out what vertices make up what polygons (hence why GL_Points primitives only currently shows truly legible data, and why the wireframe shots look somewhat screwed).

Models are very low res, so you can only vaguely make out Jabu Jabu from this shot (top down view). Heheh.

This space will be updated as I make progress..

edit: if you're wondering how you'll be getting model files from the ROM, that will be explained at release time (of which will include the source code). It will support Majora's Mask and Ocarina of Time model files .

The purpose of the application is to load models which are not linked to the game in one way or another, IE, can't be loaded ingame.

Latest release is 0.83.

http://webpages.charter.net/coolisco...83_Release.exe

http://webpages.charter.net/coolisco....83_Source.rar
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Last edited by cooliscool : August 7th, 2007 at 05:20.
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Old December 11th, 2006, 03:36   #2
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Nice job... needs some work though ^^
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Old December 11th, 2006, 06:11   #3
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Interesting..

You may want to post your findings at Acmlm's board in the ROM Hacking forum. Much has been found in Super Mario 64, which has similar data fromats, but progress is currently stagnant. Because the archive at Acmlm's is down, I've attached a snapshot of the thread with the interesting stuff. There might be some information in the attached file useful for your project.
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Old December 12th, 2006, 05:23   #4
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Yeah, Acmlm's board is nice, and that info will be especially useful. Thanks much.

For now, with the help of my buddy MNGoldenEagle, I've improved my parser a lot, now the program can identify vertex lists in the file, so no more nasty lines everywhere. Still haven't fixed linking completely, but even it is much better. Just began working on triangle groups - but it's fairly simple so it shouldn't take long to have filled 3D models. The program also identifies and extracts textures and coordinates, though no conversion or mapping information is currently extracted.

Shizzy: Of course. ;p







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Old December 14th, 2006, 14:00   #5
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Finished polygon recognition...













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Old December 14th, 2006, 19:40   #6
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Nice progress cooliscool, keep it up!
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Old December 17th, 2006, 13:02   #7
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Gettin' good.
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Old January 4th, 2007, 13:27   #8
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Haven't had a whole lot of time to work on the viewer over the holidays, but the last few days or so I've done some work..
  • Display list entry point scanning and selection (for objects, not maps as it's not necessary), which means multiple models within one file can be seperated now (thanks _Demo_).
  • Accurate Vertex Colors (not always used in a useful manner)
  • Semi-finished texture data parser
  • Many bugfixes to the polygon parser
  • Major optimizations

By at least release number 2, ZAV will be able to export model data to another format (haven't decided which yet), for manipulation.

Maybe some more things I forgot... but here's some shots. Try to guess where the first model is from... hehe.

The best part about this project is that it's given me the opportunity to work with someone who I really respect and look up to: _Demo_ of ZSNES fame.
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Last edited by cooliscool : January 4th, 2007 at 13:30.
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Old January 4th, 2007, 17:06   #9
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Nice work! What language are you coding this in?
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A Gekko Gamecube Emu Author - Check out #Gekko on Efnet!
http://www.gekko-emu.com
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Old January 4th, 2007, 22:14   #10
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Thanks!

VB .NET Express 2005 and OpenGL (through Tao) as the API. This is a great thing for me, as a major .NET advocate, to show what the framework (and VB) are capable of.

Last edited by cooliscool : January 4th, 2007 at 22:22.
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