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Everything posted by Three_Pendants
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I think I might be able to answer that one. The Milk Crates, if memory serves right, are different actors but with seemingly identical properties to push blocks. But what makes them so special? It's very simple and something I should have thought of a Long time ago. They are applicable to Gameplay_field_keep rather than Gameplay_dangeon_keep and would solve that odd problem of completely black blocks in places that don't support the block textures for any reason. For mods that don't use that insignificant puzzle in both Lon Lon Ranch shed and Hyrule Castle, I would suggest they retexture the block to... something else (maybe just get rid of the pictures on it) and you have yourself a completely applicable Gameplay_field_keep push block which doesn't look out of place.
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Video Tutorials To Get Started and Master Tool List
Three_Pendants replied to giadrosich's question in Q & A
Loved the map tutorial! I will definitely try to make sure to take advantage of the information supplied therein. -
Oh, there's a thread in the Modifications (which I need to get around to updating) which has several event flags (or bytemaps as they may also be called) and how and why they are changed. I found this data by watching what changed in that area after doing a myriad of things. (However Sanguinetti Mods put forth a much greater effort than me and even hit the all important Dungeon Event Flags, while my work has mostly revolved around conversation and plot event flag mapping) with this knowledge you can breakpoint-read on those values to find out what is accessing them, why its accessing them and how they are accessed. It's a lot of trial and error (at least for me) but it can be a rewarding experience.
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We've already cracked that, it should be in the Voyager of Time thread. It's an event flag that's triggered after learning the Prelude of Light in a legitimate manner. It was in the Master Sword Actor and I rerouted what it was looking for be a 0 or above rather than a 2 or above for the Master Sword Pedestal Drop.
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Link as an Adult cannot see the Master Sword because the file say that should be Drop. I am curious though. No "Drop" option appears anywhere near the location you chose, does it?
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An interesting thought. But I would imagine that if the other Temples were to utilize the Master Sword it would use them in their own manner. Not just time. However how to represent that is a bit beyond me.
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This is an interesting idea and it may not be Impossible. After all a Grotto keeps your coordinates stored from where you originally entered it (If I recall right) independent of a map. If it is used in the same manner as the Magic Mirror from ALttP (where a warp would activate when you stepped on the right tile to take you back to the Light World) then this might be a real possibility. It would be needed though that you have some sort of hack to change your age from when you use the Mirror and come back through the portal.
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I haven't really the slightest clue. (Well, I guess I have a few clues, actually) The cutscene that changes Link into an Adult is actually ending up in the Chamber of Sages. Since in your mod he is always Adult Link and if Adult Link draws the Master Sword, then the game will still treat him as Adult Link after the cutscenes (but only on the first draw anything else and he will revert to a child) there's also the issue of Adult Link disabling the Master Sword's appearance (because the actor is being replaced for "Drop" to turn back into a Child) but that's likely an age check, but where it's located in the Master Sword file? I don't know.
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...Not quite. You can put the Master Sword anywhere and draw it anywhere and be sent back to the Temple of Time Anywhere. The problem is of course that you can place the Master Sword anywhere but you will always be sent back to the Temple of Time when you draw it or place it back into its pedestal. This is because, if memory serves me right, the Master Sword Actor contains the exit coordinates and cutscene triggers, rather than the Temple of Time itself. To place several Master Sword slots with several exit coordinates would take quite the bit of ASM hacking and would be a complicated venture.
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I've seen the early one personally loaded up before he brought it up here (in a topic a long Long time ago on a completely different site, by Zeth) . A very nice find Zeth, I'm surprised though that whoever the Sage of Forest was originally supposed to be that they would be loaded in the Forest Temple Boss Room. That in turn makes me wonder... we know outside of certain maps (Lost Woods/Kokiri Forest, possibly Sacred Forest Meadow) that getting Kokiri to load is not an easy task. If you put in say Saria (Kokiri) rather than Saria (Sage)'s actor in the Forest Temple Boss Room, or even Fado for that matter, will they load properly?
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You can have the bosses as they are now and add puzzle elements to it. After all my first Zelda mod many, many years ago (was one of the first Zelda 64 mods made at the time) changed Ghoma so that invisible scythes were in the room and the only way around this was to find a safe spot away from the scythes to attack Ghoma. It made things a lot more difficult. With Jason777's tool actor limit in boss rooms especially should be a thing of the past.
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What is causing chests to already be open in dungeons?
Three_Pendants replied to giadrosich's question in Q & A
It has to be a conflicting variable somewhere. Since this proof of concept is seen in the MQ Water Temple which has a switch that accidentally unlocks a door elsewhere. For a test get rid of both changes and see if the door is still locked. -
I apparently was not paying close enough attention when I downloaded this last night. I did not even realize it came with a readme or a User Guide as the case may be. So if anyone is having trouble getting Link to Load (as I was) here's a quote from Sanguinetti Mods on the problem. Jason777, if you read the user guide, you should see that the file link_animetion.zdata should be included in the programs main directory paired with gameplay_keep.zdata. Once you do that, Link's animations should load just fine.
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What is causing chests to already be open in dungeons?
Three_Pendants replied to giadrosich's question in Q & A
That could possibly be the case. Part of the variable of the Statues, as you have theorized is likely a Z, that writes a value into the Event Section of the dungeon and that is likely shared with that locked door. So change the variable on the statue and you should be good to go. -
Who made this? This is fantastic! It finally throws in layman's terms all of the display lists and all of that jazz that was used all of this time for model editing! A large thank you to the makers of this tool!
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It's much easier said than done. Especially in this case. This fellow gave a by-the-letter explanation for what he was doing and why he was doing it and even managed to throw some history into it all while keeping perfect concentration on the game (well, nearly perfect he screwed up twice, but nothing major). Therefore I think his efforts are worthy of praise.
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To maintain that level of concentration while giving the most obtuse and convoluted explanation (for one of the few things that really need that kind of explanation) for a game's procedures is quite worthy of praise. Aside from slight screw-ups here and there he still made some great time. I can hardly focus on two things once and let alone giving thorough explanations while watching the game frame by frame to assure I do not screw anything up.
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That is fairly strange. But I'm sure you've noticed by now that any treasure chest you've moved or added doesn't correctly show up on the map? It was for this reason that map (items) were taken out of Zelda's Birthday at the least. Or am I completely wrong and new locations of treasure chests and new treasure chests do show up? In any case this is clearly not the first file. I can't think of the reason that would happen off the top of my head.
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(ZAO-ADD) Z64 Automated Actor and Object Adder
Three_Pendants replied to Jason777's topic in Community Projects
The Actor portion works. I placed 4 new actors in Hyrule Field (Child) without issue. However a new problem arises... I then loaded up Sorata to see if I can edit these four new actors and upon loading Hyrule Field the program errored when trying to load the area. So it works normally, but doesn't seem to be used correctly by Sorata any longer (really just a note to XDaniel in the future for now) However it functions perfectly with Sayaka, which is what matters at the moment! So I can say that this version definitively works... with actors at least. I haven't tried the Group Adder yet. -
Oh heavens! All this time I thought all this did was Literally thechange the Value of Ocarina songs! You might want to rename it somewhere down the line? Though maybe I was the only fool to be confused by that, haha!
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The mention of the final battle taking place at Lon Lon Ranch is interesting, if only because of a video by Airikita's Cave who placed Ganondorf in Lon Lon Ranch to prove he could be loaded elsewhere. I think Ganon's Tower is definitely a bit more... fulfilling? Than going to adult Lon Lon Ranch and fighting Ganondorf, heh. A Celtic Flair is a curious choice. Wind Waker was very Celtic/Irish so seeing more of that would be nice..
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(ZAO-ADD) Z64 Automated Actor and Object Adder
Three_Pendants replied to Jason777's topic in Community Projects
I've used this a bit now and when it closes automatically a file is added called Scene81_Map0.dat this is according to the instructions above just a manner in which to remind the modder what they changed and where these new offsets are located. And I can say with surety that this does work! Loaded up Sorata, went to Hyrule Field and save five new actors without any overflow issues.However... when I tried it in game the game immediately crashed. This may have something to do with adding more actors to an already full Hyrule Field (73 to 78) so the fault likely lies with me in that regard. -
Zelda OoT: Event Flag Documentation (Just Before Zelda)
Three_Pendants replied to Three_Pendants's topic in Modifications
Oh how careless of me! I even knew that (considering my efforts in recording the lists of which included Quest Items). But it's odd. In the Debug File the game has the Kokiri Emerald, but it doesn't activate the "After the Deku Tree" events along with it. But yes, it did appear that there were two flags activated by going through the Ghoma Warp. I'm not sure of what the second one was, and as you mentioned the first is the Kokiri Emerald which due to the behavior of the Debug File threw me off considerably. -
Half of a heart was what was originally requested when asked of me, but that was beyond my knowledge. I would imagine that damage amount didn't change.
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(ZAO-ADD) Z64 Automated Actor and Object Adder
Three_Pendants replied to Jason777's topic in Community Projects
Now this is something I've been looking for, for too long! Great work Jason777! I'll go ahead and try this out later (currently working on a paper for class).