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Strati

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Strati last won the day on May 16 2014

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  1. Strati

    Collision Questions

    If I'm not wrong, the FW's location is based on the last spawn point or transition actor Link has come through. There's this one setting, when the polygon code starts with 3: 0x3000 : Restarts room, used mostly on dungeon pits. That would be similar to Farore's Wind, but would respawn only inside that specific room. And there's the standard -4000 effect: Floor Type 0x12 : Bottomless Pit. Out of Bounds Effect;
  2. Strati

    Collision Questions

    Try giving a look at this topic. Hopefully, it's a bit easier to understand: https://www.the-gcn.com/topic/2544-oot-polygon-types/ About the Farore's Wind collision, I personally never seen it. It doesn't make much sense to have a collision that takes you to a FW location, since FW is controlled by the item, not collisions, but who knows what was in the game code before the final version.
  3. Damn! This one keeps surprising me each time! That water temple twist came out of nowhere! I'm really impressed on how you worked out those new mechanics into puzzles. That effect made the Dark Link battle twice as epic.
  4. So, I think I solved that room in a totally wrong way. Now I'm trying to...
  5. Petrie, this hack is very well made. The backtracking and all those fire traps can be potentially frustrating, but all the puzzles and clever use of actors more than make up for it. I'm currently "stuck" at the Fire Temple, in both 5F rooms, wondering how can I use those suspicious push blocks to carry the wooden box all the way to the button in one room or to find a way around the evil slope in another, so I can make it on time.
  6. I need to investigate further into it. That's what I can tell about the format by now: aaaa bb00 ccdd eeff gggg 0000 0000 hhhh a = Actor Number b = Actor Category c = Not sure, seen it as 02 in Navi, Din's Fire and Fire Arrow so far. Maybe something about being spawned by Link. d = Value 80 in Cuccos, Gray Boulders and Pots. All actors you can grab. e = 04 in Like Likes, 10 in Poes, 50 in Keese and Guays (something about flying?). f = Varies between 05, 15 and 35 between most enemies. 10 for some actors like the Spirit Temple Shuffling Climb, Cuccos, Master Sword, Din's Fire... couldn't trace a connection. Cows have it as 09. Probably there is more than one value here broken between the bits. g = Object Number h = No idea too. Also, should be more than one value, broken in bits. All of them have the last half-byte being 0,4,8 or C. There's some old info from Three Pendants that changing eeff to 019C will make enemies invisible unless you use Lens of Truth.
  7. Yes, the ideal modification would be changing it so the volume is proximity based. Back then, my motivation was just find a way to stop that annoying sound while I was testing my maps, so there's not much I fumbled into the code past muting the SFX.
  8. I have a similar function for SFX on my notes. I used it to remove the Whirpool actor SFX, that overwhelms the whole map instead of being proximity based. The difference could be that this function generates continuous sound or that it ignores the 3d position (or both). 8002F948(a0 = Actor?; a1 = SFX) Whirlpool : 240520DD
  9. I think you can use both, should be just a matter of changing the specific scene header to have different songs for adult and child.
  10. Almost thought it was a troll. HxD is the fundamental stone of OoT hacking!
  11. Not much to add, but I really wish I could be more helpful...
  12. In this last month or so, my HDD has been in a living-dead state. There were a few episodes where important sectors of it had been failing to respond, causing random reboots and BSODs. Running chkdsk would fix the system, but a week or so later, when I was starting to feel safe again, the problem would come back to haunt me. Last time it happened, the BIOS wouldn't even recognize it. I was sure all my data - including a good chunk of updates on this project which I hadn't made a backup yet - was gone for good and only managed to get it running again after resorting to the doubtful technique of putting the HDD in the freezer. The project data now sleeps safe in a pen drive. I had to format the system, though, and won't be installing or running anything but the basic software until I get a stable machine setup. tldr: This project is in a halt until further notice.
  13. Strati

    Link Face Textures

    Thanks for those addresses! I have another question, though. I know I'm being lazy and should look after them myself, but there's no harm in asking: Do you have any hint on how the game identifies which polygon those textures will occupy? Normally they would be at the display list, but it seems you're saying the pointers lead directly to the textures, so I'm a bit confused.
  14. Strati

    Link Face Textures

    I'm working in a custom model to replace Link and I need some help on how to work the eyes and mouth textures in. Normally, I believe it would be just a matter of replacing the original textures with mine, but since it's a different head model I'm afraid it will be more complicated than that. This is a big guess on how things work. Please, feel free to correct me: Eye/mouth textures are stored as any other into Adult and child objects and there's a function for texture animation stored somewhere in code.zasm, where I should go and fix some pointers to reflect the new textures' location. Could anyone of you who know well their stuff give me some tips on how to proceed?
  15. Well, I said I didn't remember if there were any contradiction. So, no awareness... So... that part about they being sealed in the Spirit Temple might not work in accord to the story. OoT determines Twinrova as Ganondorf's surrogate mothers. Most likely who teached him magic too. So they had to be free to raise him, unless this previous Spirit Sage trapped them in the meantime between Ganondorf's training and Link's arrival. That wouldn't work for the Termina timeline either, since Ganon would be defeated before the Spirit Temple events could unravel. If I had to guess, I would say Twinrova brainwashed all the Iron Knuckles. Nabooru's capture vortex is summoned out in the open at the Spirit Temple's porch, so I don't think they need any special place to perform their spells. You could argue that for a stronger spell, they would use one. For it there is the boss room, with that magic circle.
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