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Everything posted by Strati
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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;
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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.
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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.
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So, I think I solved that room in a totally wrong way. Now I'm trying to...
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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.
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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.
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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.
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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
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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.
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Almost thought it was a troll. HxD is the fundamental stone of OoT hacking!
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Not much to add, but I really wish I could be more helpful...
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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.
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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.
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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?
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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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I don't remember if the Nabooru scene directly condradicts this possibility, but what if the Gerudo were aware the whole time? Think in how creepy could be a story where you can only watch while your body moves against your will, killing your allies by the bidding of your main antagonist. One could say that the whole mirror/parallel motif between Hyrule and Termina is just a big excuse for Nintendo to recycle actors and models from OoT. I don't think they would go out of their way to reason why Iron Knuckles are there again. Gerudos were pirates in Termina, you had to retrieve the zora eggs at their fortress. Koume and Kotake also were good witches this time around. The connection between the desert clan from OoT and the pirates from MM is already thin, factoring Iron Knuckles in makes it even worse.
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Can you feel the pressure? ;P I confess I thought for a moment of dropping everything and creating an entirely new original overworld some time ago - only if I hadn't gone so far with this one. Thanks for your incentive, it helped me get back to it and dish out a small map for the Blue Area above.
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Story about myself (might contain unconfortable topics)
Strati replied to Airikita's topic in Literary & Graphic
Sorry for this late reply, I maght have missed the edit. Joining your own words, what about: "Not that I want kids myself, which I don’t, but at the same time I recognize that children want to matter, and rightly so." Are you still writing this? I'm looking forward to see where this story will lead into. -
Personally, I wouldn't classify this story as a creepypasta, but I think it's ok as it is. We have to factor in that I only found out now about Iron Knuckles having Gerudo heads under the helmet (the brainwashed eyes reminded me of majora's mask for a second - bah, consistent artstyle ftw) and that might have stolen the spotlight for whatever creepiness there was before I could even read your story.
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I haven't really worked into it these last weeks. There are 3 places I'm stuck at: 1) Death/Hebra Mountain - I have a list of actors to position, just need to actually sit down and start doing it. One late decision was to reduce the number of cave openings, now I have 13 or 14, which is still a high count. 2) Red Area - I've resized this area a few times already. I need find the balance between keeping the proportion with the other maps and not making it too big and empty. 3) Blue Area - Can't do anything good with this area. Maybe I'll just make an empty useless field like the original. Jason, dungeons are part of my plans too. On the other hand, I'm not at all looking forward to work on small indoor maps like houses and caves, let alone modifying NPC events.
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Story about myself (might contain unconfortable topics)
Strati replied to Airikita's topic in Literary & Graphic
That's the non-native speaker talking here: I'm a bit confused by this line: Not that I want kids, I don’t, but at the same time those children want to matter, and rightly so. First, I'm not sure if you meant I'm not interested in descendants or just I don't want kids (to matter). Second, who exactly were you referring with those children. --- To a degree, I identified with this last paragraph. Back then - on 2nd grade I guess, well, it's a different grade system anyways - there was that stuck-up, negative teacher who shouldn't really be allowed to work with kids in the first place and would find a way to pass her frustration to us. I also recall this drawing of a "naked woman" on my notebook I had to turn into a smiling face mid-way through while the over-touchy kid decided to delate me to the teacher. Can't say if there were any shreds of life lessons that day, but if yes, I would put on the sack of "Don't trust people.". -
To pretend things are progressing steadly, here are a couple screens:
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I'm going through a major lack of inspiration/motivation, in all kind of senses. That's all I get to say. About the chocolates: what if when people answer questions wrong and the teacher won't give them chocolate, you take one from your bag and gives them one yourself instead? Should be funny to see the reaction.
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Things have been slow with this project in these last weeks. Aside from working into tree actors, here's bigger rock lifting:
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Now that you mention it, it makes a lot of sense. I was aiming at less polygons, so I decided to just have long faces with textures mirrored instead of a central axis with intersecting vertices. I'll confess that "enabling smooth shading" is yet a mystery to me. Might have been one of the bits amidst command D9, but I can't really tell. In a way, yes. Rather by randomly plugging numbers in RAM than by logic. Now the aim is to get a better coloring. Using grayscale + primary color makes those leaves look like a lettuce. Hopefully there should be a way to have the code induced color as just a softer hue over a semi-desatured texture. Headaches incoming...