i sold it after i hacked it and realized, even hacked, there was nothing i wanted to play on it On Fri, Jul 17, 2009 at 12:28 PM, Chris Riccobono <crysalim@xxxxxxxxx>wrote: > that means you have the big one, then? I almost can't imagine using > that.. altho first gen ds seems really dated in comparison too > > On Fri, Jul 17, 2009 at 9:24 AM, eric drewes<figarus@xxxxxxxxx> wrote: > > i remember when PSP came out i decided i wanted one so i sold my DS and > went > > out at midnight hoping to snag one - we went early to get a place in line > > and everything. > > > > of course, misty and i were the only ones there except for some oldish > fat > > dude with a beard and his 90 year old grandmother. The sign said "one > per > > customer" - and the bearded dude gave the grandma money to buy one as > well > > (she was obviously senile) - which obviously, the comedy is that THERE > WAS > > NO ONE ELSE THERE. > > > > i think he was planning on selling hte 2nd one for profit on ebay... > oops. > > > > On Fri, Jul 17, 2009 at 12:20 PM, Chris Riccobono <crysalim@xxxxxxxxx> > > wrote: > >> > >> What he says about variables is funny, maybe that's why there's no psp > >> games :P > >> > >> On Fri, Jul 17, 2009 at 9:04 AM, Alan Wolfe<alan.wolfe@xxxxxxxxx> > wrote: > >> > the eye vector is where the eye is, the lookat vector is where the eye > >> > is > >> > looking, and the up vector says which direction is up. > >> > > >> > it uses that to build a left handed view matrix > >> > > >> > then the other place that matters is in ResetAll where it has > >> > D3DXMatrixPerspectiveFovRH > >> > > >> > that sets up the perspective projection so that things that are > farther > >> > away > >> > get smaller. > >> > > >> > this tutorial looks kinda good for talkin about this stuff if you are > >> > interested in learnin about it > >> > > >> > http://www.ghoti.nl/PSPtutorial4.php > >> > > >> > it's for the PSP but this stuff is universal to all 3d stuffs (: > >> > > >> > On Fri, Jul 17, 2009 at 8:56 AM, Nick Klotz <roracsenshi@xxxxxxxxx> > >> > wrote: > >> >> > >> >> Yea, I know. Simple geometry = lol easy fix I just wanted to be > >> >> dramatic. > >> >> > >> >> Hey, what about changing the way the player looks at the world? > >> >> > >> >> //We are looking towards the origin > >> >> lookat_vector=D3DXVECTOR3( 0.0f, 0.0f, 0.0f ); > >> >> > >> >> Is that just the point of origin from where the player looks, or > where > >> >> they're looking at? > >> >> Also, would that be a distance or a way of looking? If not distance > >> >> then > >> >> does being -0.0 or *-1.0 essentially 'flip' the world on that axis? > >> >> > >> >> > >> >> On Fri, Jul 17, 2009 at 10:54 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> > >> >> wrote: > >> >>> > >> >>> hey nick if you open up your geometry file and all the > >> >>> Model_SetPosition > >> >>> functions, if you multiply the X number by -1 and in > >> >>> Model_SetRotation, add > >> >>> 180 degrees to the y axis rotation for each object, i think that > >> >>> should put > >> >>> you pretty well off for conversion for all the temple stuff. > >> >>> > >> >>> sorry man :/ > >> >>> > >> >>> On Fri, Jul 17, 2009 at 8:50 AM, Nick Klotz <roracsenshi@xxxxxxxxx> > >> >>> wrote: > >> >>>> > >> >>>> Noooooooooo! > >> >>>> > >> >>>> > >> >>>> > >> >>>> On Fri, Jul 17, 2009 at 10:49 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx > > > >> >>>> wrote: > >> >>>>> > >> >>>>> hehe > >> >>>>> > >> >>>>> i just hate checking in something that "breaks everything" so i > was > >> >>>>> trying to think of how to convert but growl i dunno if there is a > >> >>>>> good way > >> >>>>> :P > >> >>>>> > >> >>>>> On Fri, Jul 17, 2009 at 8:44 AM, eric drewes <figarus@xxxxxxxxx> > >> >>>>> wrote: > >> >>>>>> > >> >>>>>> up is down, down is up, dogs and cats are living together in > peace, > >> >>>>>> the world has turned upside down! the end is nighhhhhhh > >> >>>>>> > >> >>>>>> On Fri, Jul 17, 2009 at 11:41 AM, Apache User > >> >>>>>> <dhapache@xxxxxxxxxxxxxxxxxxx> wrote: > >> >>>>>>> > >> >>>>>>> User:atrix256 > >> >>>>>>> > >> >>>>>>> Message: Fixes the problem with things having their left and > right > >> >>>>>>> backwards, but also flips everything like a mirror so left is > >> >>>>>>> right and > >> >>>>>>> right is left. > >> >>>>>>> > >> >>>>>>> <Files Changed> > >> >>>>>>> U ARRelease.exe > >> >>>>>>> U AR_AnimModels.cpp > >> >>>>>>> U AR_Camera.cpp > >> >>>>>>> U Camera.cpp > >> >>>>>>> U READMETODO.txt > >> >>>>>>> U TextureManager.cpp > >> >>>>>>> > >> >>>>>>> > >> >>>>>> > >> >>>>> > >> >>>> > >> >>> > >> >> > >> > > >> > > >> > > > > > >