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Everything posted by Three_Pendants
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Zelda OoT: Event Flag Documentation (Just Before Zelda)
Three_Pendants replied to Three_Pendants's topic in Modifications
According to what I could find the data for learning Zelda's Lullaby is... 0015F53C - Dx6 - (2) Meeting Impa in Zelda's Courtyard I'll perform a quick test to see if Kokiri Forest reverts if I have that nulled... No, no they do not, which means there is something deeper going on there, I'll have to investigate since I don't believe that it's just Zelda's Lullaby which causes the change. -
Zelda OoT: Event Flag Documentation (Just Before Zelda)
Three_Pendants replied to Three_Pendants's topic in Modifications
Haha! Wow, I must have been tired. I let that thought just slide off into the recesses of my mind... I *think* what I was going to put was "Does that mean that most of the Kokiri Changes are truly determined by the Kokiri Emerald slot" or something to that accord. -
If I had to guess it's likely that this mod may take the path of the Downfall Timeline where Link dies trying to defeat Ganondorf, hence why Heavy1390 wants to use the Hyrule Historia telling as a base to possibly flow better into ALttP.
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Zelda OoT: Event Flag Documentation (Just Before Zelda)
Three_Pendants replied to Three_Pendants's topic in Modifications
Wow, Event Flags are a lot more far reaching than I expected. I thought I would be comfortable in these little event triggers but they expand all the way back to 15E660? That is strange and a bit disheartening. That means that what I've been keeping track of is merely... 10%? Of what's actually going on behind the scenes? But in all fairness a lot of the in between space is empty. However you are 100% correct! Nulling that value allowed me to fight Ghoma as if I had lost to her (with the quick cutscene rather than the drawn out fog and looking up part). What are those permanent flags in Kokiri Forest anyhow? The forest npc's still seemed to be the same (As in just after the Zelda events) Does that mean that -
Hehe, both subjects I was very curious way back when (and am still curious about how to speed up an enemy) But Enemy damage has been partially mapped out, and with the technology these days will probably find things in an easier fashion than I used back in the day. Now I'd love foes like that in OoT on a normal basis, but alas I only figured out how to do that by copying their data into other "Tables" thereby increasing their functionality. Now as for Enemy Damage Charts.... I thought they would be on the wiki, having found the information many years back (with Sakura pointing me the correct way) but the only thing there is the Damage Link does to them, maybe I should take a closer look.... Hah, it looks as if some of the notes from years back have been lost on the amount of damage and kind of damage an enemy does to Link. I guess I'll have to go looking for them again, they're not on the wiki as far as I can tell by any stretch.
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In this case its not so much an obsession. The original project will not be what is remembered but the legacy of a URA Zelda will be ,(which in my opinion was scrapped shortly after OoT's release and Aonuma tried to salvage their work with MM, but that's neither here nor there) a game in which we never got to play that was to be an "updated" Zelda 64.
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Was this meant to be a joke? I mean aside from awful recording software, a lackluster "map" and the strangest physic anomalies I've seen in a Zelda game to where the Creator had to Reset the Game because he got Stuck in his own Map... well not a good start for the "Ura Restoration" I'll say that much.
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I recall that video, I was always curious to know if there was a way to have it further reaching, I'm sort of thinking the Beetle from Skyward Sword in some respects, where only it would move and Link wouldn't at all.
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Not really. Do you know how to access the Debug Menu? You by pressing... I want to say L in the Start menu will lead you to the Debug Menu and where you see a bunch of 00's (with maybe a couple of 1's) that should be the Medallions, just mess with that until you get the Light Medallion. It's not very difficult.
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That's quite true. Well keep me informed on the status of them, I'd be very interested in one of those, heh.
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Also I just noticed that you made a plushie of the Poe Collector! One of my favorite characters in OoT because of his odd manner of speaking and actions, only made better by his role as ?shaman? in MM. If I had some money to spend I may have to buy that, haha!
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You have a fantastic art style! Your Isometric views especially are inspired. I'm looking forward to what you bring to the community!
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Haha, I can understand your trepidation but yes, I believe he does have a Youtube account, he was on here just several days ago showing that he managed to switch some sounds from other games into OoT... Took a while but managed to locate the name and video.
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Giadrosich, I can think of one more thing which will improve your mod. Would you have anyway of getting in touch with Jack Walker? He ported sounds from other games into OoT. You should ask him if he can get Tael's bell ringing to replace Navi's voice clips. I would imagine it shouldn't be too difficult.
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That is really neat! Good work in that proof of concept.
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Well it's good to know that even if the cutscene would have loaded properly it probably still would have been broken, heh. Ah well thanks for your help in that.
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That makes sense, I suppose it was all about timing. If they had announced it very recently (with release of ALttP-2 on the horizon) it probably would have done so much better in that position, but its good to hear that they aren't quitting just because they don't have all of the funds at once.
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Heh, well here's an absurdity. I was trying to follow your directives in the video and changed the bytes you did to see if I was doing it right in the first place, but to my surprise I was met with a black screen as the cutscene went on. Perplexed I tried to fix it, but nothing worked. So I eventually switched roms and though it was clean it had the same problem. Finally after several more minutes of frustration I found out that it's because of my graphics plugin. It seems to absolutely hate that cutscene and shows it as a black screen, no idea why this is. That would just be my luck though, haha.
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The only main male character I can think of that is left is Sahasrahla granted Vic has done some pretty good middle-aged/old men voices in the past as his performance as Jia Xu would attest to.
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Hmm? The description says that it was Vic Mognogna and it did sound quite a bit like him. I guess actually leasing Vic Mognogna would have been an extreme difficulty. EDIT: Read the description a little better. You were right. Then who is Vic Mognogna voicing?
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Wow, it even had Vic Mognogna as Link, that is some top-notch choices they made. A true shame that it wasn't funded through the kickstarter and appears to have been cancelled.
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That is some interesting information, I wonder what else is decided through cutscenes... I know several months back I found all of the Cutscene Item obtaining and maybe you can point to see if any of this data is within the cutscene themselves? Fairy Ocarina - (Some extra info. Maybe outdated) in RAM (I believe) it is located at 80085E38 912D 0007 (Location it will be put in your inventory) and 240E 0007 (The Fairy Ocarina's value put into your inventory) Is 240E then the missing link in all of this? It does follow the other command bytes found. 0xAFCFD8 - Location in Inventory 0xAFCFDC - Item in Inventory Is that anywhere near the cutscenes?
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Some very late update, not that substantial. But it's likely that this "clear byte" may have been how the Creators fixed the Swordless Link glitch, of instead of setting Link's weapon to a "blank" it is controlled through an event byte that makes the icon appear blank, but likely resets outside of those events (those events being start of game and Ganon Battle).
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Zelda OoT: Event Flag Documentation (Just Before Zelda)
Three_Pendants replied to Three_Pendants's topic in Modifications
The way it is set up is very strange XDaniel. The Kokiri Emerald must be the trigger, but it's not in the normal sense, since the Event Item Check is what is truly making the forest change which is filled in by default in the Debug Rom, maybe there's another value somewhere after defeating Ghoma which I may have missed, but I am pretty sure I tried a "full clear" on the Event Flags and came up with that, I'll have to try that out... Yes, even after fully clearing all of the event flags to my knowledge and leaving the Kokiri Emerald slot intact the game still reacted as if it was after Deku Tree events. I also have the event identifiers from the start to Hyrule Castle Courtyard in the first post. -
Wow, did you convert these yourselves or did you write them from scratch? These sound pretty good (some of the instruments are missing here and there) but that you loaded it up on what seemed an actual cartridge is even more impressive.