MK64 Pitstop (V.0.0.5.2 Beta) « 1 ... 5 6 7 8 9 ... 26 »
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Nope! That's still a bit off from here. However, I'm familiar enough with F3D microcode that it won't be hard for simple stuff like moving vertices and changing textures. Here's the list of things to do for track stuff:

-Figure out how to swap levels without it crashing (long term investigation)
-Fix up XML saving/loading of level data
-Create the export/import format, and make the importing function in Pitstop64 work
-Set up the track shack program, start off with just a level viewer
-Fix the F3DEXReader bugs
-Heavy planning period to figure out what needs to be supported for a good level editor


And I'll go at it from there. Fortunately all these tasks seem pretty interesting to me, so I think I'll have good motivation tackling it.

Have you seen the documentation that Rena posted about moving level vertices? She had created a custom level by moving around the Rainbow Road geometry.

I should've replied earlier Drew, but yeah, I have Rena's documentation in my bookmarks. I also use Shygoo's level viewer as reference too.

As far as the previous goals go here, I'm already up to the fixing F3DEXReader bit. Finally back up to where I was before I updated how images are handled in the program, and I'm ready to fix up all the visual glitches I'm getting in the rendering of the levels.

[Image: C3msD49UEAIkqJU.jpg]

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​Koopa Troopa beach after the oil spill

Gorgeous

Just a quick update on this, since it's been a month without word. Real life got heavy recently, but it should clear up a lot after this week. Development will resume next week.

I need help...
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(This post was last modified: 26-03-2017, 10:52 AM by Kazu.)

What were you doing to get this bug? Did you try to export to an existing ROM that was running in an emulator? I'll be fixing up the font image stuff today, so I'll have another version of Pitstop out soon.

If you need a cheerleader I'm always here. Keep it up, I'm always looking forward to seeing the work you've done.

Thanks man, I really appreciate it. It's hard to work on the same project for so long, but I'm getting back into it here.

I've been trying to clean up the rendering of the levels, as well as the physical layout of the upcoming track tool. I got a nice little headway, I realized a lot of the texture issues are related to how the track data is not only split up but has connections between the two. For example, the water texture in Koopa Troopa Beach is textureless here because the call to load the texture is separated from the rest of the 3d code:

[Image: 5G6i5N9.png]

Once I figure out the better way of calling level rendering, hopefully a lot of the issues we've been seeing visually will clear up.

This forum needs a like button! I'm seriously impressed with what you've managed to do here. I do know that SubDrag found that many animated components in Goldeneye were handled using specialised code which he just had to pick through. I'm sure it'll be worth it as the community (myself included) will be chomping at the bit to make new courses!

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