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User talk:Xdaniel

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Shinario vs Scenario?

Hello Xdaniel, do you speak Japanese? I don't, but "Shinario" is the name of one of the programmers. I think it should be changed back, unless you think "Scenario" is a better translation of his name. (which I don't think it is, after googling the pronounciation of シ, it should be "shi") --Drenn 22:03, 26 January 2013 (EST)

"Shinario" -is- how "Scenario" is written in Japanese (Shi = si = see, shi-na-ri-o). And that's how it's spelled in my Japanese / English dictionary. Do you have any links that prove Shinario is the name of a programmer? I tried googling for a list but I couldn't find anything. Plus the list deals with actual scenarios in the game, so... // Foxhack 22:40, 26 January 2013 (EST)
I guess that's just what I assumed, Artemis251 translated it as "Shinario", but I should take that translation with a grain of salt shouldn't I... in that case I'd better un-undo your change Xdaniel. Sorry! --Drenn 23:00, 26 January 2013 (EST)
Well, this has been cleared up already, but I'd still like to add a quote from the translation's Readme file: Now, I'll admit that I really don't know Japanese, but I've done a 'best-effort' with the best online translators and context clue ad-libbing that I could. The story isn't that deep to begin with, so it shouldn't be a huge problem. And Foxhack's reasoning is pretty much the one I also went with when I edited the page ("shinario" being the kana spelling of "scenario", the menu apparently dealing with the game's scenario, events, flags...). --Xdaniel 11:39, 27 January 2013 (EST)
I speak Japanese, so I can look over the page if necessary. --GlitterBerri 15:32, 27 January 2013 (EST)
Most of the menu options were taken from the Artemis translation, so you could probably do better in some parts. But they do seem to describe the options correctly. --Drenn 16:22, 27 January 2013 (EST)

How about throwing SceneNavi on GitHub?

Hi, Xdaniel. I've heard your SceneNavi is pretty much the best OOT tool, and certainly the most recently updated. I'm interested in contributing to it. Any chance of putting the source up on GitHub for contributions? I'd start with getting it to run on Linux, where it currently does not draw correctly and doesn't respond to the mouse. Thoughts? ColdPie (talk) 19:44, 6 March 2014 (EST)

Hi, I had mentioned on other forums how I wanted to put up the source code once I got a few more features in and/or improved some existing ones - more scene metadata options (ex. skybox, timeflow), more collision options, etc. -, but seeing how work on it has slowed down a lot over the last few months, I'm thinking of doing so with the next build (v1.0 Beta 9) regardless. There's a bunch of changes compared to Beta 8 already, too, so it's "worthy" of a new build anyway. I'll see about getting Beta 9 out maybe next week or so and probably put it on GitHub at the same time. --Xdaniel (talk) 20:09, 6 March 2014 (EST)
Awesome, thanks! I'll keep an eye out. ColdPie (talk) 20:18, 6 March 2014 (EST)
So while it's taken a month instead of a week or so, SceneNavi's v1.0 Beta 9 has been released AND I put its source code onto GitHub here. --Xdaniel (talk) 19:12, 6 April 2014 (EDT)
Hey, thanks! I got it to build, but I get an X11 error causing a fatal exception. I'll start digging in and send pull requests if I get something worth sharing. ColdPie (talk) 20:56, 30 April 2014 (EDT)


Would you be so kind as to sign on #zelda for a few? I've got some things I'd like to show you! --GlitterBerri (talk) 21:10, 12 August 2014 (EDT)

Sorry, don't think I'll be able to make it right now, it's pretty late at night here and I'm off to bed soon. I'll make sure to drop in later during the day or evening, tho. --Xdaniel (talk) 21:46, 12 August 2014 (EDT)

Frage bezüglich Ocarina of Time

Ich hab da ein kleines Problem und hoffe, dass du mir eventuell weiterhelfen kannst.

Damals auf ZSO wurde ein Gameshark Code geposted, vermutlich für die Debug Rom, mit dem man verschiedene ungenutzte Hintergrundgrafiken für die Textboxen aktivieren konnte, darunter war auch eine Grafik, die der von Twilight Princess sehr ähnlich sah.

Leider hab ich dazu nichts mehr bei mir auf der Platte gelagert und im Internet finde ich jetzt mittlerweile auch nichts mehr dazu.

Kannst du dich noch an etwas erinnern?

Es wäre für die Ocarina of Time Artikel sicherlich sehr interessant, von daher macht mich das ganze ein wenig stutzig, dass ich nirgendwo mehr etwas dazu finde. --ZeeRoX (talk) 13:28, 17 November 2014 (EST)

Hmm... fällt mir leider auch nichts mehr dazu ein, und großartig was an Backups von ZSO bzw. dem Forum hab ich leider ebenfalls nicht. Könnte die Tage mal nachsehen, ob/wo ich evtl. noch Daten aus der Zeit auf dem Rechner oder auf Backup-CDs/DVDs hab, kann aber nichts versprechen. --Xdaniel (talk) 15:40, 17 November 2014 (EST)
Danke für deine Antwort, im IRC Chat hat Zeth sich daran erinnert und es hat sich herausgestellt dass es nur ein Standard Hintergrund war welcher mit einem falschen Encoder geladen wurde.Early Sign Texture?--ZeeRoX (talk) 12:07, 22 November 2014 (EST)

Doubutsu no Mori NES ROMs

What tool did you use to decompress the Doubutsu no Mori NES ROMs? I've tried a few but none of them seem to work. --Hiccup (talk) 12:02, 27 March 2019 (EDT)

I hacked together my own tool to extract all files from the game, based in part on various bits and pieces of code I've made or used before. I cleaned it up a bit, etc. and put the binary and C# source onto Dropbox here. The release binary is at AFNesRipThing\bin\Release\AFROMTool.exe, use it as AFROMTool.exe extract <path to ROM file> <directory to write extracted files to>, so ex. something like AFROMTool.exe extract "D:\Temp\AF\Doubutsu no Mori (Japan).n64" "D:\Temp\AF\out2".
It'll extract all files, decompress them if necessary, and also detect the NES ROMs via their iNES header, and give them the extension .nes automatically. It should work fine as long as you've got .NET Framework 4.7.1 installed, but let me know if you have any problems with it. --Xdaniel (talk) 13:16, 27 March 2019 (EDT)
Thanks! I'll try that out. --Hiccup (talk) 16:54, 28 March 2019 (EDT)