(naw)mcx
Rotary Wombat
- Joined
- Dec 3, 2005
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- www.godlikemcx.deviantart.com
Yep.B-ZaR said:I'd rather use the second nub for the C-keys.Kagato said:The N64 only has one analog stick, but the Pandora has two.
Map the second nub to the same input, but with a divisor, so that full motion on nub 2 corresponds to only half/quarter/whatever of nub 1. Take the greater of the two nubs' readings as the value for the N64 stick.
When you need to move very slowly (which shouldn't be often), use nub 2.
I doubt the sound will be so smooth, thoughmvickers03 said:No way! I did not expect this at all.. Starfox is so smooth and playable. Mario is shaping up well as well. Awesome stuff... Roll on January
The camera stops panning once the text box appears, so the camera should be the same. And unless my eyes are failing me or I'm just really tired (it's nearly 6 a.m. here), but in the Pandora shot it looks like you can see one extra tree all the way on the left (you can barely see the tip of this tree in the other shot), which would lead me to believe that you have a wider field of vision @ 800 * 480.Exophase said:edgex004 said:However, there is more FOV, correct? Is there a limit to what can be done in rendering, requiring the rest to be done through scaling/strecthing? Or does this stretching occur even when the 3D models are rendered directly to fullscreen?
EDIT: Oh, I think your edit answered my question. It can be rendered fullscreen, but the models will still become stretched either way.
In the pictures there appears to be smaller field of view in the Pandora one, not greater. But I think that the camera is not really the same between them. I don't remember the scene exactly but doesn't the camera pan there?
The difference in aspect can be seen clearly in the alignment of the 2D elements, but you can also clearly see that Mario is wider. Actually changing field of view is a very high level concept that I doubt would integrate automatically into N64 emulation, high level as it is.
Oh for fuck sake.Paradox said:but seriously, if there is a fault like this that can't be fixed, so much for those "2 years in development" nubs?
Indeed, Mario is obviously stretched, yet at the same time the FOV is also obviously wider. You can see it in those zoomed pictures that were posted. Puzzling.Exophase said:I'm not wrong, this IS stretched. I'm a little surprised you can't tell. Just so we're on the same page, I didn't mean that the image itself would be zoomed up, but that it'd be rendered at the wrong aspect ratio. IE, Mario here is too wide.
It wouldn't necessarily be intelligent, it could be a convenient quirk of the renderer: openGL is giving us a wider FOV by some weird set of unknowns or something.Exophase said:Yeah, I don't know how I saw the visibility incorrectly. Maybe this is a different version of Mario 64, or maybe something is causing the display to get clipped in the original image. I just don't think that the emulator is actually intelligently changing the field of view.
I noticed this among the links at the bottom of Engadget page:borgqueenx said:n64iphone is out, i guess desame emulator. I can make some videos if you guys like...
The real benefit of the Open part is, if they did decide not to host it we we can just set up our own repositories. No jailbraking etc requiredYoyobuae said:I guess this is why the "Open" part in OpenPandora is important. We're yet to see it, but I think it's almost a given that OpenPandora wont be such a pain with their own app store.
Which is exactly what Exophase said should not be possible. And yet we're seeing it. Conclusion: magic!Yoyobuae said:@WizardStan: If camera transformations don't affect overlays and only the 3D scene instead then the camera could be "adjusted" by the emulator to have wider FOV (essentialy compressing the 3D scene horizontally) and the scene is rendered with wide screen resolution. The overlays will remain streched though.
craigix said:The nubs are set up with most of the 2mm for marios running, it would be pretty easy to adjust that down so the tip toe is there. I know 2mm does not sound like much but it feels like more as it's 2mm in each direction, so it's 4mm overall.
Also the nubs are really soft on the fingers/thumbs, wow, no 'dreamcast' thumb going to happen here.
Exophase is bad. Nothing good will ever come of him.
Two words: Banjo Tooie.Tokiopop said:But really, you people are bothered if you can make mario tip-toe or not?
efegea said:Don't take people comments so serious. You are a great developer with impressive hardware knowedgle, and you have demostrated it. The trolls, they should return to the caverns where they belong :angry:
Aethix said:Two words: Banjo Tooie.Tokiopop said:But really, you people are bothered if you can make mario tip-toe or not?
I think you're worrying over nothing. We saw Mario run everywhere because Craig was pushing the pad fully in all directions. It's not because it isn't capable of the finer motion, it's that he didn't demonstrate it, and that is fine.Phawx said:Hopefully I am getting my point across. The more important thing is that Craig already stated that adjustments can be made, so all is well. It's not that we care to have Mario do his tippy-toe animation, it's that the full range of control is available for us to finesse. Otherwise, why not just replace the analog stick with a digital button and have him run everywhere?