
TreyH
@SchoolieDee
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Indie developer and Quest 64 runner. Currently working to recreate the game in unity.
United States
Joined July 2011
#devtober day 9 - day 2 of movement parity work After some confusion, the Quest64 code seems to have 3 distinct movement functions for a player and we were looking at the wrong one? Realized this pretty late, so I just recorded test data and will work the unity side tomorrow.
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The input curve itself is piecewise linear, but a lot of the quest code has awkward easing / dampening coefficients designed for a 30 fps runtime.
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#devtober day 8 - part 1 of movement parity Got home a little late tonight, but the fixed camera work has highlighted some small deviations in the movement. I plotted and added an analog -> movement speed curve that matches the original, but it's still a bit off.
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#devtober day 7 - part 2 of fixed camera parity With yesterday's work being held up by a dumb typo, the fixed camera areas are working pretty closely to the original now. This will help magnify subtle things like slide activation time, general area feel, post-warp cameras etc.
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Oop wrong function, the Fixed Camera Mode function that Rain matched:
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#devtober day 6, step 1 of fixed camera parity Unglamourous afternoon of porting the original code for the Fixed camera mode into unity to replace my placeholder approach with spherical coords. Big highlight of the day was Rain from the quest64 discord matching the function.
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This has also helped tidy up the actual scene hierarchy, as it encourages me to parent objects under the reference coordinates etc.
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#devtober day 5, sub evaluators While I could poll the original map + camera data from an area, I could not do this with multiple sources. Today's work was to add support for an evaluator to have "sub evaluators" which will help with interiors like dondoran and the monastery.
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Quest's camera modes in general are quite an oddity. The decomp only recently discovered how the game determines which camera mode to use, with them being bizarrely assigned to the navmesh's triangles themselves. Here, Blue triangles are Fixed. red are Follow.
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#devtober day 4 - using the original fixed camera system. Dondoran's U-shaped secret room is a good example of this, as the upstairs balcony is actually on the same submap and let me swap between the default and fixed modes.
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#devtober day 3 - decal shadows for areas with indirect light. This was partly in yesterday's, but I'm trying to incorporate a slight decal shadow for actors to use in some lighting conditions. Trying just realtime shadows presented an odd look when moving through patchy areas.
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For those with lives, the original Quest 64 combat system does not place the encounter circles randomly -- every possible circle is predetermined for each area. Before we knew this, I had written a system to do a fairly involved navigation / bounds check, but so many edge cases.
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#devtober day 2, circle alignment. Continuing the process of gutting the placeholder systems and replacing them with the decomp results. Today's was getting the random battle check to use the original's circle data.
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If anyone here has experience with custom brushes, feel free to reach out here or on discord -- no clue what I'm doing lol.
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@guinreds Please ignore background audio, forgot to remove that from the screen recording 😑😑😑
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Started integrating the frog knight animations on stream yesterday, ended up adding some motion to the spear decoration with the magica cloth system. Big thanks to @guinreds for the awesome model.
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Hopefully this helps to remove some of the "ice cream" look that you'll usually get with making boundaries with unity's default terrain stuff, along with adding some nice sharpness. Makes the navigation system much tidier too.
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Been exploring an idea to use sebastian lague's spline system to generate cliff walls with unity's probuilder scripting api.
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#Quest64 Chapter 7 Completed on Newgrounds and Pixiv! --- https://t.co/PtVQUxcVju --- https://t.co/4awmSm6O2A
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