petrie911
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Everything posted by petrie911
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SceneNavi - A simple Ocarina of Time level editor
petrie911 replied to xdaniel's topic in Modifications
Maco is still a thing? Huh. So...individual scene saving? -
Post any screenshot of Zelda models, dungeons or mods you´ve done.
petrie911 replied to pkjoan's topic in Randomness
Something I threw together. CloudMax figured out how to get the hookshot/longshot to fire in midair, and I decided to look for potential applications.- 87 replies
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SceneNavi - A simple Ocarina of Time level editor
petrie911 replied to xdaniel's topic in Modifications
So, I hate to sound like a broken record, but working with individual map files would be really helpful to me. I mean, due to the way that I've been working with my hack, not having individual file support largely prevents me from using your tool. -
SceneNavi - A simple Ocarina of Time level editor
petrie911 replied to xdaniel's topic in Modifications
This is looking great. Finally something to replace that unholy abomination that is UoT. That being said...any chance of supporting individual room files? Also, I think it'd be nice to have an option to show actor rotations in hexadecimal. They're a lot easier to manipulate in that form. For example, in decimal, 135 degrees is 24576. In hexadecimal, it's 0x6000. Much easier to remember. Actually, come to think of it, display in degrees might not be a terrible idea either, though that might be harder. -
So, I can make at most 2 items usable underwater, but they can be any items? edit: tried Master Sword. I can't get the B button to work, but if you overwrite a C item with the Master Sword, it works fine underwater.
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Any easy way to make the sword or non-hookshot C items usable underwater?
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SceneNavi - A simple Ocarina of Time level editor
petrie911 replied to xdaniel's topic in Modifications
Would it be possible to have it work with individual room files rather than the whole ROM? I find it preferable to work with those. Also, I don't suppose you could implement collision type editing, could you? It'd be quite useful. -
Is gravity a global variable for all actors, or is it per actor?
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Would it be possible to modify crates so that they do not break when thrown? It would allow for some fun puzzles.
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Puzzles all the way. I've been trying to add some decent combat to my hack to mix things up, but puzzles are my thing. Especially block puzzles. Seriously, they're like the best thing ever.
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https://docs.google.com/file/d/0B7pvDjLAkB-CX3JtaElhaHBxRmM/edit?usp=sharing It's also set up so that it will automatically correct for changes in room size. So no need to do any hex editing when you change room sizes.
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I generally don't use UoT to inject files at all. This prevents it from corrupting the ROM. I wrote my own injection program, and though it only works with the debug ROM, it can also inject multiple files at once.
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how do you get it to display the coordinates onscreen like that?
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How extensive are the modifications to dungeons? I've looked at a few streams and they seem mostly the same as the MQ ones. This seems to be a problem with every N64 emulator. Mupen and Nemu also do it for me.
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As you might guess, I've done a lot of work with hovering in MM. Probably the strangest thing I've done is the time I hovered from the Stone Tower Temple entrance room to the Garo Master's room. Wanted to see if I could trigger the cutscene there. The answer was no, of course, but it was still worth a try.
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Aleckermit tested my mod of the Debug ROM on an actual N64, and it seemed to work without issue. The mod contained some significant ASM modification, so it wasn't just a reshuffling of actors.
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Can someone please suggest some good GameCube games?
petrie911 replied to
Conker's topic in General GamingMetroid Prime 1 and 2, Sonic Adventure 2: Battle, Sonic Adventure DX, Fire Emblem: Path of Radiance, Soul Calibur II, Prince of Persia: The Sands of Time, Metal Gear Solid: The Twin Snakes, Paper Mario: The Thousand Year Door. -
As an example, let's try to make the song depicted in this video (Still Alive, from Portal). Here's the musical sequence. So, it's pretty clear we want an activation sequence of 5 notes. The actor we want is 0009 (normal door). So, the musical notes we have are C5, 1/8 note B5, 1/8 note A5, 1/8 note A5, 1/8 note B5, 1/8 note Rest, 3/4 note D4, 1/8 note C5, 1/8 note B5, 1/8 note A5, 1/8 note A5, 1/4 note B5, 1/8 note Rest, 1/4 note G4, 1/4 note A5, 1/8 note D4, 1/8 note End Now, we convert the pitches to a number by counting the half steps above middle C, and we convert the note lengths to a number by multiplying by 96. 12 12 11 12 9 12 9 12 11 12 192 72 2 12 12 12 11 12 9 12 9 24 11 12 192 24 7 24 9 12 2 12 255 Where the first number is the pitch and the second is the duration. Now, try entering these numbers into the program. I'd recommend using the Song of Storms, as the program has a few bugs when working with other songs. I've been working on a fix for this. If everything goes right, you should get something similar to the video.
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Interesting. Though I'm not seeing much of the Galaxy series' trademark wacky gravity. Which disappoints me a bit, as I thought that was one of the best parts.
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Ah, right... I probably should have left better instructions. They made sense to me, after all >_>. It was actually something I made for my own use and decided to share, so I didn't think as much about usability as I should have. Anyways, the thing is asking for the pitch of the note you want, not the button in question. For the record, here are what numbers the buttons correspond to and the notes they produce A - 02 (D4) Cv - 05 (F4) C< - 09 (A5) C> - 11 (B5) C^ - 14 (D5) But this program isn't limited to just the button notes. You can use any notes in between, too, as well as several outside that range. I can write up an example if you like.
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The blocks should be 120 apart, actually. Large blocks are exactly 120x120x120.
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I was thinking more along the lines of an IRC channel. We have one set up if you're interested. Anyways, the Water Jet actor from the water temple, in all its glory. 015F YZZZ Y is 1 for lowering and 0 for raising. ZZZ = XX WW XX is the 6-bit switch flag. WW is the 5-bit chest flag. Raising jets have no chest variable, and you should use 0x1F for them. Lowering jets disappear when the relevant chest flag is set. For lowering jets, the X rotation is the height of the jet, in 40 unit intervals. The Y rotation is the timer, in seconds. For raising jets, the jet always rises 400 units and has a timer of 15 seconds. For both jets, the Z rotation is the size of the jet. This is a signed value. Negative sizes do not push Link upwards, while positive sizes do. Jets get very large quickly. Sizes above 10 not recommended.
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I have a few more actors I've catalogued that I haven't put in that post. Is there a chatroom associated with this site?
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That I haven't entirely worked out. It's not an obvious part of the actor variable. I'll look into this, though, as it does seem rather important. Also, if you want to know about attaching actors to switches, you might want to read this http://forums.zeldaspeedruns.com/index.php?topic=419.msg9465#msg9465
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Most of the basic actors can be. And, of course, any that can't can be forcibly attached through actor 0187.