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Everything posted by Three_Pendants
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Oh, it's emulator based. Or to be more exact Plugin-based. It's nothing to deal with the hack, but is something with the Debug Rom and certain Graphic Plugins themselves.
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The Stalchild glitch I believe occurs when there's too much on a map and the game can't destroy them properly (either that or they vanish immediately,) I am pretty sure that the blasted away portion happens when they are hit and lose a body part, but there's so much on the field already that the game doesn't expend the resources for the body part loss and thus flings them into a wall.
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N64/Zelda hacking tools (DList conversion etc)
Three_Pendants replied to xdaniel's topic in Community Projects
Wow, is that meant to represent the Zelda 1 Clock Item Airikita? That would be rather insane if such is the case. If it is also a clock as in... wake up call... that makes sense too. -
Creepypasta's are a dime-a-dozen when it comes to Pokemon and they're mostly, to me, just silly. I can see why people would want to incorporate MissingNo into the actual lore. Mainly because the original method of finding it places it right beside Cinnabar which has a lot of experimental dealings alone without a MissingNo connection.
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I am also very proud of you Giadrosich, since the moment you joined this community you have been pushing towards this goal and I am very glad to see that it is all about to pay off. Keep up the fantastic work and hopefully with school coming to a close for this semester I can actually play it. (Again, sorry about not being a reliable beta tester)
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Hehe, it's a great idea as I said, but the implementation is what worries me. Though if he's confident in his skills he should go ahead with it.
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This looks promising, but oh so difficult to implement. Perhaps as a proof of concept, you may possibly want to start with LoZ's map? It has a lot less... stuff going on that you would need to worry about (though in essence LoZ has it's own boundaries to worry about as well.) But if you feel more comfortable with this then by all means!
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Vote for a new Titlescreen Logo~! (Zelda's Eternal Youth)
Three_Pendants replied to Airikita's question in Q & A
I'd say chicken as well. Bottle brings to mind Bottle Adventures which... I suppose is a nice reference, fish looks too... I don't know. Just looks out of place. I think I'd have to go with the Cucco as well. -
Zelda's Eternal Youth Hack - [MORE UPDATES!!!]
Three_Pendants replied to Airikita's topic in Modifications
Wow, that's some Grade-A work! I'm very surprised that changing the way the game Saves and Loads could be accomplished without too many headaches or other things breaking. I would dare say that this kind of coding would be a staple in future OoT hacks. -
Ah, heh I don't mean that you found it as a memory, Enemy spawning was just something I looked at a long time ago and failed to find the reasoning for. Oh, I see. It's something in the Stalchildren actor itself which sets a limit rather than the spawner, that is kind of unfortunate. So Stalchildren, Leevers, Guays, Field Poes should have that limit info. somewhere in their files as well, if I'm reading it right.
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Have you had any luck contacting the maker of Pokemon: Ash Gray? PokemonL Ash Gray is an absolute Overhaul of either Fire Red/Leaf Green. It modifies the game to follow the Indigo League storyline of the series and is an amazing piece of work with new events (and as far as I'm aware) new event conditions and conditionals. A lot of work and love was clearly put into that. I would suggest you contact the maker to see if he or she could help you at all in learning.
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Well done Airikita! Once again another thing I looked for way-back when which you recently found. That blows up the opportunity with spawners. As long as people use sense of course. Don't forgot to write down and note the changes made so others can follow in doing so as well.
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ZAP2.5 and ZLE3, Need your input.
Three_Pendants replied to john_smith_account's topic in Modifications
Haha! Wow, that must have been ages ago that we talked about that. I'm surprised you still remember it. I did notice that trying it out in say the Temple of Time showed a much easier to track vertex, I hadn't known that there was a difference in shading throughout the game itself. What ideas did you have for a 2.5 version of ZAP? You mentioned glitches, but as far as memory serves there doesn't appear to be any glitches that I recall within the game itself, though the interface at times could be a little stiff -
ZAP2.5 and ZLE3, Need your input.
Three_Pendants replied to john_smith_account's topic in Modifications
Glad to see you're working on these great tools again JSA. As for things to improve upon... The actual terrain editing of ZLE2 has always been a bit... finnicky, I've never had much luck with it and while it was definitely a grand step in trying something new, finding the vertex, moving the vertex to where you want it was always a very difficult matter. Is there anyway that you may be able to think about simplifying that or changing it altogether? -
Well done Strati! I'll look over these notes a bit later. Great work on figuring out the Master Sword!
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I've done a bit of research on the Master Sword as well. The first time trip does not immediately change you into an adult. It is after the Ganondorf cutscene that the game switches that variable from 0-1 how it works beyond that is not known to me. In my topic of http://www.the-gcn.com/topic/1867-zelda-oot-how-to-choose-which-items-quest-equipment-or-otherwise-you-wish-to-obtain-from-most-npcs/ I have the method of deciding what item the game is giving you, where it goes, and what will be plastered on the B Button. Here are my notes on the matter.. Here's the information on how to manipulate the Master Sword to what you will... As above there is some value of 12000F0 that I have not located plus 7034 which is the pointer to the Master Sword/Fire Medallion at 127124. I would ideally point the Master Sword away to another 00000002 (by using 12000F0) to another 00000002 value) to free up the Fire Medallion spot. So say you wanted to continue being Kid Link after picking up the Master Sword and wanted to use that nifty Kid Link Master Sword model.. So you would change the pointer of 7034 to 703C which is the Broken Giant's Knife From there you then change 85084 from 35D80002 (Location of Master Sword Icon) to 35D80003 Which will force change the Equipped Sword to the 3rd Value which is reserved for the Biggoron's Sword/Giant's Knife/Broken Giant's Knife . So in steps... Step 1. Go to 8506C and change 240C003C (Master Sword) to 240C0055 (Broken Giant's Knife (except not really) for B Button when Sword is Drawn Step 2. Go to 84FE8 and change 8DAD7034 (00000002/Master Sword) to 8DAD703C (00000008/Broken Giant's Knife) Step 3. Go to 85084 and change 35D80002 (Master Sword) to 35D80003 (Giant's Knife/Biggoron Sword/Broken Giant Knife cursor location) And there you have it! By following those three steps you will make the game think that you legitimately have that item, no weird codes involved. Hopefully it will be of use to modders who really want to throw the player for a loop
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By the way the game seems programmed this appears to be a highly difficult matter. The items are stored simply enough but right after items are important various bytes which if pushed or moved would need relocated by many, many different addresses. Now in theory it may be possible to have different items occupy different spots in the Menu, but there seems little way to actually add slots to it.
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That's bizarre! Considering there's no loading zone or anything to that accord with that. I don't believe it's a glitch but may have something to do with the 0003 group itself. Since the Deku Tree is map 00 (I think?) then it's almost no surprise that a default warp would take you there.
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What is causing chests to already be open in dungeons?
Three_Pendants replied to giadrosich's question in Q & A
I'm not entirely sure. But Zelda's Birthday uses the Transparent Platforms in some places (the first level has a few) you can look at what JSA did there to make it work correctly. -
You may find that removing cutscenes will prevent certain things from ever happening. The Deku Tree will never open you cannot get the Fairy Ocarina, you can never get Light Arrows, etc.
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Without massive ASM hacking to change the function of the Master Sword, yes. That is the real issue there. We know that the Master Sword has at least two (maybe three exits) programmed into it. One is the Ganondorf in the Sacred Realm scene when you first pull the sword. Second is a Child Temple of Time object set and the Third is the Adult Temple of Time object set. But there may be something else going on under the hood as well.
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Why shouldn't it be possible? It's an Exit activated through an Actor. It's just a matter of finding the exit within the actor. The same applies (I believe) with the Jabu Jabu cutscene, the two Owl cutscenes, all of those peculiarities.
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To my knowledge every last thing revolving around the Lens of Truth is an Actor. There's no collision involved with it. I believe Punk7890 or someone some time ago found the means to make any actor invisible and can only be seen with the Lens of Truth, but I don't recall the details at all.
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Bah, sorry. I wasn't thinking straight. It was MZXRules who made the Dungeon (and other assorted event flags) mapping.
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As memory serves me right there are plenty of beta Kokiri heads, they look absolutely horrendous from my recollection though.