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Three_Pendants

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Everything posted by Three_Pendants

  1. It is so nice to have human readable actor definitions, and the hex versions of rotations is much cleaner and concise. Keep up the great work and I am looking forward to the next update!
  2. Interesting, that almost sounds like a remnant from OoT, except that collecting an item from a dialogue in that manner didn't cause a soft-lock. When this happens did you already collect a Deku Stick or a Deku Nut for the first time?
  3. Judging from what I've seen just yesterday it looks like you have quite some talent! Welcome to the GCN, glad to have you around.
  4. Now that looks like a desirable Temple of Time. The previous colors gave me Mario 64 Peach's Castle vibe for some reason, this seems much more appropriate.
  5. Here's interestingly an update that deals directly with Animations and the Damage Identifier Bytes! I can't say I ever expected to link the two in such a way, haha! Here's a little update to those who want to possibly disable the double damage of the Jump Attack or perhaps change the double damage to another sword attack all together. 0xC0690C - 25AD4290 - 4290 is the Animation index (I have no idea from where this data is being drawn, but you may use the listing on the first post and decrease it or add by 10 for where you wish it to begin. This starts at the Alpha Jump Strike what this is the start of animations that are recognized as dealing damage according to the Jump Attack Damage Identifier so in a way it is a Animation Index of Damage Identifier Pointers, that's the length of a title of an essay. 0xcC06920 - 25CE42D0 - 42D0 is the Animation index from the data concludes. This ends at the Unused Backslice, you may change these two Animation Indexes where you like in the limits of the attack animations but just keep in mind that it will be from This to That, you cannot pick and choose which animations you want to have accessing the second damage byte between your two set ranges.
  6. That is amazing! I have always talked about how we should get rid of those ugly pre-rendered maps and replace them with something more authentic and it looks like you have the right idea in this matter! The ToT looks a little less grand than it should, but everything else looks pretty great!
  7. Well I think part of what it is used for Darth is so that the music modifier for OoT can more easily hear what their pieces are going to sound like when put in game, a separate one, I would imagine, would be made for Majora's Mask, as not to confuse the music modifier in possibilities.
  8. I like the collision highlighting idea representing the color of what it would (presumably) ordinarily be (in this way we can fix 121 so it doesn't sound like wet mud where ever we step, haha. I think the idea of seeing you code seems like it would be fun and inspiring in some ways. Just Shout when you're getting read to code.
  9. Well over the past couple of days I've been struggling with Anju's actor and particularly the Cucco mini-game while I've found all of the information that is important (except boundaries of distance to count as a successful capture of a Cucco, those sorts of things are absolutely foreign to me.) in regards to the mini-game, I have not been able to get past one specifically large problem... While there is not too much information and the sequence is Very easy to understand... The data starts at ROM: 0xE71410 - 50365070 - Anju's Default Child Line. Every time you catch a Cucco a value goes up by 1 to cause another value to go up by 2 and the game jumps to the next two bytes, which are at E71412 - Which is predictably Anju's second line about still needing 6 more Cuccos. Now one would think you could easily just change any given text to 503B and pick up the item that way. Unfortunately the game does not work that way, the game will give the message, but when Anju tries to give you the item the game softlocks in her message because somehow the code regarding the item giving is not present. Now there is a very strange work around, if you set the message to 503C (which is ordinarily her message of throwing a Cucco out of the pen after they're all in the pen) you will receive her item and only once and you can set this message anywhere within the bytes regarding her speech (which are all put next to one another), the game will mark the Event Flag (I believe) and you will not receive another bottle. Though the problem with this approach is that her animation is still panicky and her line doesn't change. There is something specific I have not noticed that must make her change her animation when all seven Cuccos are in the pen and until I have that information it doesn't feel right to post her information sheet. Granted with what I explained above you can change it to that "second" message and still receive a Bottle.
  10. Heh, while it is interesting to see that there is a Treasure Index List in MM it doesn't surprise me too much, I should keep a lookout for this Item Giving Function as you list it, in OoT though.
  11. Did you keep notes on this DeathBasket? I imagine that the item-giving and item-checking format in MM is not too terribly different from OoT's own.
  12. This is just a lot of fun to play around with and it's great to hear how certain songs would sound in-game, given the correct instruments.
  13. This next update looks really promising! I am looking forward to trying it out.
  14. Added the Double Magic Flag to the above. It seems this flag also controls how much MP a Green Potion cures, if it is 00 it will heal the normal 30, if it is 01 it will heal the whole 60. I will look for those values in due time.
  15. Wow, they look stunning! I especially love the dungeons you've made there, everything flows together so naturally and beautifully. Also don't worry about your map for ZB2. It's still being used, hehe.
  16. https://www.the-gcn.com/topic/1867-zelda-oot-how-to-choose-which-items-quest-equipment-or-otherwise-you-wish-to-obtain-from-most-npcs/?p=37992 A while back I posted on how the items correlate to their action modifiers and it didn't take a genius to figure out that it was in order of this... http://wiki.spinout182.com/w/Ocarina_of_Time_Item_Codes List, but I've now found another crucial piece of information (which was likely obvious to the more learned among you) in that the item identifier like the Deku Sticks 00, and Deku Nuts 01, Bombs 02, etc was reading a value of 3F403C + the Item Identifier. The last valid value is 003D, the Giant's Knife, until you reach 55 which is also, by design, a 3D in a line of code. Though there is one thing I failed to note in this post is that after the swords were two 00's. I thought "What makes it so that these two can't be used as items?" The item identifier sets them as the Deku Shield and Hylian Shield (but that can be changed... maybe) Now when you go to use them, nothing happens normally and then in a moment of "duh!" it's because the values read 00, which is "put sword away". What you would then is fill the values to make them do something. You could add two of the three Beta Arrows with this, but of course you would need a dedicated spot... and something that writes the Deku Shield/Hylian Shield to inventory rather than Equipment and change the graphics for the inventory items Deku Shield/Hylian Shield. In RAM this is at 0x3D3904 an LB which is 3F403C + XX = Action Parameter. In addition to this bit of information is some extra information on Healing and Hurting. 0xAFD140 - 24050010 - Healing amount of a Heart. 0xBE5DDC - 2405FFFC - (1/4 of Heart, Arow_Trap's damage?) 0xBEDDFC - 24050004 - (1/4 Heart of healing?) 0xBE5E1C - 2405FFF0 - (1 Heart of Damage. (Did not correspond to a warp damage, fall damage, or Poe drinking damage.) 0xBE5E38 - 24050010 - (1 Heart of healing(?)) 0018 ovl_En_Elf Fairy 0xDB9FF8 - 24050080 - Healing amount of a Fairy. 0000 ovl_player_Actor Link 0xC1D9F8 - 2406FFF0 - Poe Drinking Damage (can be made into Healing by changing FFF0 to 00XX) ----------------------------------------- And here's some nifty information on the Lens of Truth for those who want it to be more punishing or more lenient. XXXX code.zasm 0xAFF140 - 24190050 - Amount of frames that will pass before 1 MP is deducted by using the Lens of Truth (after initial time value) 0xAFF144 - 25F8FFFF - Amount of MP that each tick costs while using Lens of Truth (1 MP) NOTE: The game has no way to tell when the counter should be 0 if you use a value that will not hit 0 it will reset the magic meter to A Lot.
  17. Haha, wow... I really need to pay better attention. Yeah, I'll play it safe and use the second skulltula byte then. Again, thanks for the clarification.
  18. Will future versions have the option to Patch the Z64-tables automatically, making it the new norm in Zelda 64 hacking? Because that would be sublime.
  19. Talon's Cucco-Findin' mini-game has been explored to a vast extent and the information regarding that is above.
  20. Now that makes perfect sense, I understood the basics of how signed/unsigned bytes work but the detailed explanation from the both of you made it much clearer their functionality as well. For instance I did not know that these values eventually reset themselves from FFFF to 0000 and beyond or that it was actually subtracting from 0000 rather than FFFF that may make finding some things a little easier. In addition Talon's functions (at least some of them) have been recorded and added to the above.
  21. Oh! Nice catch MZXRules, I'll get around to editing my posts then with that suggestion. EDIT - I went with 00D0 to be 15E730 instead (which is what I originally meant considering my other age checks in the other thread) would that also work or does something get written there after all?
  22. Hmm, that does sound like a neat idea, mainly because I'm picturing this as possibly a way for enemies to shoot projectiles by calling a routine that would shoot an arrow in the direction they're facing, towards Link.
  23. Oh, does the code work that it basically shoots the arrow back at Link by using the original coordinates of the arrow and reverses them to hit Link?
  24. Hmm, now I'm curious, because it is the Arrow actor spawning the Attacking Arrow, is it possible to have the required actor to be Link? (Hence making it a real Arrow Trap and not an arrow... redirect... thing?)
  25. Not exactly dealing with Damage or Animations... but I guess it sort of has something to do with animations...? Here is an update which some of you may find interesting. Ever since I started hacking I always wanted to have Young Link to be able to push Silver Blocks, but that thought always seemed like a pipe-dream. So I thought to myself earlier today, "Why not find it yourself?" And so the quest of breakpointing with a read command on 15E664m nulling every age check in RAM began... After sometime I finally was able to kill all always-active age checks for Young Link and I could be certain that when I went to push this Silver Block, I would have the answer, and indeed that was the case. I changed the check to a value that always read 0 and... I succeeded. If you wanted a full Child Link hack, there's no reason why Young Link shouldn't be able to make use of the Silver Gauntlets and by happy coincidence, Golden Gauntlets as well.. How to make Young Link able to push Silver Blocks/Pick up Silver Rocks/pick up Golden Gauntlet Towers ROM: 0xB061E8 - 8C480004 - This (along with other values) is making up the address 15E664. To make Young Link able to push Silver Blocks change this 0004 to 00D20, which will be the value of 15E732, which, to my knowledge, never has anything written so the game will assume that Link is an Adult for this functionality.
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