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Messages - DZComposer

Pages: [1] 2 3 ... 18
1
Shadows of Lylat / What's up, what's down and what's stationary
« on: June 24, 2012, 02:43:37 PM »
I will release much of the music I wrote for this at some point.

2
Shadows of Lylat / Something that needs to be pointed out
« on: October 09, 2010, 07:04:53 PM »
Yeah, sure. We'll all quit our jobs and/or drop out of school so you can play this sooner.

3
Shadows of Lylat / StarFox comic (VG Cats) (MATURE CONTENT!)
« on: August 03, 2010, 08:20:22 PM »


Wow, over 3 years. This has to be a record.

4
Shadows of Lylat / Some new music
« on: July 05, 2010, 08:53:11 PM »
The older SoL stuff I did is offline, as it most likely won't be used, as my skills have improved since I made them and I have labeled many of them as "Crap."

I may at some point throw together a "Shadows Rejects"  pack, but that depends on several things.

5
Shadows of Lylat / Some new music
« on: July 02, 2010, 01:24:54 PM »
Quote from: Peakog;132240
Great stuff man
-the prologue menu music is an amazing mix as well, but the percussion line for the last half of the song was a little too cliche for my taste.

The only real "percussion line" other than Glockenspiel is the Timpani and snare drum during the SNES Map part of the song playing the quarter/triplet pattern of the brass. I just lifted that straight from the original.

Unless you're talking about "Yet another Corneria Arrangement," which shouldn't be on the site anymore because, firstly It's old, and secondly it is not a piece I did for Shadows. I think Brock put it there as a placeholder until I had something released. The "Crescendo" piece is by Flamewave, not me.

6
Shadows of Lylat / Some new music
« on: July 01, 2010, 03:51:57 AM »
It's been a while since we released anything publicly, so here is something new!

http://shadowsoflylat.net/media.php?m=3

The menu music for the prologue release is complete, and there is an MP3 download on the site.

You old-school fans will like this one.

You'll notice:
Control Select from SFSNES
Map screen from SFSNES
SF64 theme and Space Armada polymelodic with part of the SNES credits music

Basically this piece represents the peace that exists before the story kicks-off. Later releases will use different, darker, menu music.

It starts out with a piano, harp, cello, and bass quartet. Solo Horn and trumpet join to repeat the melody lightly, and the rest of the brass come in more majestically before a diminuendo to solo violin and cello with piano. Brass chords in the background. Horn and glockenspiel state the SF theme, followed by solo violin and glock to the loop point.

I don't often write for solo instruments, but I think these are some of my favorite ones I have done. SIPS makes the legato instruments so much more expressive.

Instruments:
Orchestra: EWQLSO Gold Pro XP
Piano: Garritan Authorized Steinway
Percussion: Virtual Drumline 2.5 and EWQLSO

Sequencer:
Cubase SL3

VSTs:
Kontakt 2 (Solos enhanced with the SIPS legato Kontakt script.)
Garritan ARIA

Reverb:
Lexicon MX200 rackmount effects processor.

7
Quote from: SabreWolferos;130902
It would be funny if a cheat ( if cheats are possible ) would turn Novabombs into holy grenades ( with the Worms sound of course ^^)

"And Saint Attila raised the hand grenade up on high, saying, 'O Lord, bless this Thy hand grenade that with it Thou mayest blow Thine enemies to tiny bits, in Thy mercy.' And the Lord did grin and the people did feast upon the lambs and sloths and carp and anchovies and orangutans and breakfast cereals, and fruit bats and large chu..."

"Skip a bit, Brother."

"And the Lord spake, saying, 'First shalt thou take out the Holy Pin, then shalt thou count to three, no more, no less. Three shall be the number thou shalt count, and the number of the counting shall be three. Four shalt thou not count, neither count thou two, excepting that thou then proceed to three. Five is right out. Once the number three, being the third number, be reached, then lobbest thou thy Holy Hand Grenade of Antioch towards thy foe, who being naughty in My sight, shall snuff it.'"

"Amen."

"Amen."

"Right. ONE! TWO! FIVE!"

"Three, Sir!"

"THREE!"

*BOOM!*

8
Shadows of Lylat / Error Loading SOL forum Constantly...
« on: March 25, 2010, 04:29:13 AM »
It's just a DNS error. There is nothing wrong with your computers if you can get to other sites.

GW goes down from time to time.

In order to communicate, computers need to know each others' addresses. We call them IP Addresses, and they take the form of four numbers separated by periods, iE: 192.168.1.1

Now, I don't know about you, but I find remembering lots of numbers to be challenging. Many others do, too, so hostnames were created. You could now name a computer, and use a hosts file to store an IP address for that name.

As the internet grew, maintaining a hosts file became too laborious, so the Domain Name System, DNS, was created. It creates a hierarchical naming scheme for internet-connected machines. You have a Top-Level Domain (TLD), then a domain, then subdomains or hosts. So, in http://www.game-warden.com, .com is the TLD, game-warden is the domain, and www is the host. Subdomains can be added on above hosts, IE http://www.subdomain.example.com.

DNS servers maintain databases of names, and have a system in place to find names it doesn't have in its database. When you go to http://www.google.com, you computer asks its DNS server for the IP address of hostname www on the google domain of the com TLD. If the DNS server knows the IP address, it will give it to your computer. If it doesn't, the DNS server asks another DNS server if it knows (there is a method to this, it isn't random). Eventually, you get an answer of 74.125.47.106 (or the IP of another one of Google's web servers, the use redundancy to ensure uptime). You computer connects to 74.125.47.106, NOT http://www.google.com.

So, if the server than knows the IP address of http://www.game-warden.com stops working, then your computer can't get an answer, and displays a DNS error (IE "Cannot find site").

Mucking around in your registry will not cure DNS issues. Especially if you can bring up other sites after clearing your cache.

9
Shadows of Lylat / Star Fox 64 Stand Alone PC Version
« on: March 21, 2010, 12:02:01 AM »
ROM dumps are only legal if you dump the ROM yourself. And that's only theoretical.

The DMCA could prove problematic, though. There is a nasty clause in this law called the anti-circumvention clause. This clause makes it illegal to break copy protection FOR ANY REASON. Even if copying it would otherwise be legal, if you have to get around copy protection, it is illegal.

I don't remember of N64 carts had lockout chips, but they likely do. That could be considered copy protection. It is possible that even the cartridge itself could be.

But, legality aside, there are two ways to achieve the original idea presented in this thread.

1. Bundle emulator into the .exe file. (this is what Nintendo does with VC games on the Wii)

2. Re-compile to code to run natively.

Including an N64 emulator in the executable is the easiest. You don't have to change the game code much if at all. All of the hardware-specific code is handled by the emulation layer. Of course, there is a downside: It will bloat the system requirements as emulating an entire computer (yes, the N64 is a computer) in software is resource-intensive.

Re-compiling is a different story all together. Firstly, the N64 and a personal computer use entirely different CPU architectures. PCs and modern Macs use x86-based CPUs usually made by AMD or Intel.  The N64 runs on the MIPSIII architecture, with a MIPS R4300 clone made by NEC. You cannot run MIPSIII code on an x86 CPU, even a 64-bit one. Conersely, x86 code won't run on a MIPSIII chip. The x86 is a CISC (complex instruction set) computer. The MIPSIII is a RISC computer (reduced instruction set). So, to run the code of one on another, you'd either need to emulate, or recompile the code into the required machine language.

But, just getting the code native to the CPU is not the only thing that needs to be done. First, you have to rewrite parts of the program to allow it to interface with the APIs of the OS you are writing the executable for. Getting a game written for the N64 to run on a personal computer would require rewriting large portions of the game engine to allow it to use PC hardware and run subordinate to an OS (the N64 just loads the cartridge boot ROM into memory).

The biggest roadblock to this, other than the time and effort, is that I don't think anyone has been able to decompile an N64 game into a higher-level language. We can get them into assembly language, but no further. Assembly language is very very hard to work with. It also differs from one CPU architecture to another.

There is quite a real advantage to doing it this way: You'll get a leaner program that does not use as much system resources, and will likely run more stable, provided the code rewrites were done correctly.

This is what software companies have to go through when they port their products to other systems, except they have the source code. And if you design your software modularly enough, you greatly reduce the amount of code you need to rewrite.

When the Wii was developed, Nintendo kept the same system architecture as the Gamecube. This allows GCN games to run natively without being rewritten. The Wii most likely could not handle emulating the Gamecube.

10
Shadows of Lylat / I've 98% Lost Interest..
« on: February 27, 2010, 05:57:16 AM »
This is a busy time of year for people. We are still working on it, but please bear in mind that school/work/family/etc. take priority over this project.

That said, I can assure you that SoL is not dead.

If a lack of a steady stream of screenshots and trailers makes you not want to be a regular on these forums, then fine.

But, believe me, if this project were dead, I would likely be making more noise about it than anyone.

11
Shadows of Lylat / Let's use some logic in Shadows of Lylat's plot
« on: February 15, 2010, 04:47:20 AM »
If you're looking into Arwing design as a gauge of story timeline, then you will find yourself completely wrong.

SoL takes place between SF64 and SFAd.

Before you mention that later designs come later, remember: SoL isn't canon, and we aren't pretending to be. Basically, it means we can do whatever we want.

Speaking of Canon, Arwingpedia isn't exactly a shining star of canon information either. Much of that paragraph quoted earlier contains information that I have not seen in an official source. I think they inferred a lot of that from the fact that the team was canonically in a bit of a financial bind. That's a dangerous thing to do, as it requires making assumptions.

You know what you do when you assume? You make an Ass out of You and Me (ASS-U-ME).

12
Shadows of Lylat / Star Wolf?
« on: February 11, 2010, 09:21:05 PM »
Is it?

Oh...

Uhm...

I REJECT YOUR REALITY AND SUBSTITUTE MY OWN! :D

13
Shadows of Lylat / Fortuna
« on: February 08, 2010, 03:58:27 PM »
Fortuna slipped out of the space-time continuum, past the logic core, and into a large, supernovic Plot Hole.

AKA the developers were too lazy to use it.

14
Shadows of Lylat / Star Wolf?
« on: February 05, 2010, 01:54:49 AM »
Quote from: Falco314;127582
ACTUALLY, i do not think a Wolfe necesarily means "Wolf is here yayz"
it might as well b just a ship used by the enemy, not necessarily being wolf or just a bonus ship
LOL,  perhaps it would even be used in some mission you pretend to be wolf or something xD

Because a member of the dev team doesn't know if Wolf is going to be in it....

See that little blue square with "SoL" in the bottom right corner under my name?

That means I have inside information. ;)

15
Shadows of Lylat / Star Wolf?
« on: February 03, 2010, 04:26:32 AM »
Yes, but that is all I can tell you. If you want, you can dig in the screenshot thread. There's a Wolfen in there somewhere....

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