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Strati

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Everything posted by Strati

  1. That's right, I see it too. That explains why it's evoked at the dream cutscene. I made some tests with the other 3 values (505050-- from Hyrule Field) and these 50s are accessed somewhere in code.zasm, but I couldn't conclude anything yet.What I do know is that the red cloth post actor also parses these 3 values to floats and save them into the stack. Most likely to be used within a function at 800FD9AC... and that's it. EDIT: Ok, so with mzxrules' push I figured it out. The 0x05 command follows a format of wwzzssff WW will push the wind westward; ZZ affects the wind vertically; SS pushes the wind south; FF alters the strength of the cloth flapping. These values are limited between 00-FF - one byte - so while you will get believable results from the nature point of view, that won't give you full control over the wind engine. WW is stored at 80222AEC on RAM (80222020 + ACC) ZZ at 80222AEE on RAM (80222020 + ACE) SS at 80222AF0 on RAM (80222020 + AD0) Each of them get a halfword of storage space. That means an unreachable extra byte which would allow you to set higher or negative values. WW and SS can then be changed to East and North directed winds and ZZ combined with a proper FF can make the cloth flap upwards. Higher values also can make the rain fall in much higher angles, to the point of it being horizontal: Finally, as mentioned in a post earlier, the FF value is parsed to a float and then stored into 80222AF4 (80222020 + AD4) and will self adjust if it's out of the 0 - 255 range.
  2. In Hyrule Field, that command is loaded only if you select one of the cutscenes. It's the one with Link dreaming about Ganondorf is pursuing Zelda out of Hyrule Castle, raining, at night. Actually, it loads in other headers too, but overwriting a value of 00000000 with another 00000000. Lake Hylia also, if I recall correctly, loads it during the ending credits cutscene. The most bogus ocurrence for me is at Dampé's Hut, which most likely is a leftover from a previous scene.
  3. By some incredible coincidence, I ended up finding out part of what's behind the 05 command. In these last days I have been decompiling and studying the "wooden post with a red cloth" actor to find out why there wasn't any wind animation when they were put on my custom maps. At last I stumbled upon a float value at 80222AF4 that when between 0 and 255 would affect the wind animation. I had a hunch before this 05 command could be somehow related to it, since many scenes listed above happen to have the red cloth post actor on them. After trying to load different scenes while breakpointing 80222AF4 on write, I found out the last byte on the 0x05 command is parsed to float then stored at that offset. I wonder what else this command influences. Despite being very boring, it shouldn't be hard to use this same breakpoint to locate other actors reading from there to figure it out.
  4. Very good job. Nice idea using that texture to simulate a heap of skulls. Bonus points for avoiding - or working around it very well - that staple sketchup way of texturing everything like a block.
  5. Strati

    Hacking the blue warps

    Since the ones labeled "prev" stand for the standard values, most likely they are "previous values" and the ones by the side are the ones whoever made that wrote over for their hack.
  6. Strati

    Hacking the blue warps

    Would you explain better what are these values within your notes? Comparing with mine, I can identify where the "prev" bytes come from. The following numbers however...
  7. Strati

    Hacking the blue warps

    Change these in ROM: D53DEF : 6B >>> 10 D53F07 : 6B >>> 37 D54026 : 006B >>> 0467 (If by Last Ganon's Castle you mean inside the barrier tower, then use 041B) This will skip cutscenes and I'm not sure if you'll get medallions. Some other problems may happen. Like if you try to leave Ganon's Castle, you'll fall eternally because there is no rainbow bridge.
  8. Strati

    Hacking the blue warps

    Jason777 and I are in the process of hacking the warp actor to allow an extra destination. Basically, it checks the scene you are currently at and what cutscenes you already seen to decide where to send you. I have a document with the destination select part of the code pretty much sorted out, but I'm afraid my notes are a mess to understand. If you could be more specific of where you want to leave and where to go using the warp, I can answer you the direct spots to change in the file.
  9. This thing with the chest is indeed strange. I will even check that mini-dungeon I made to see how are the chests set there. I thought that you would still use the transition doors arrows together with the axis, not discard them in favor of the cubes from before. About the speech bubble pointer, I still think the different shaded back and front would be more simple to work with. I'm just looking the pictures now and it appears that each cube side has a different color. I was with the image of Sharp Ocarina spawn points, that are just blue pyramids. Guess I ended seeing a problem where didn't really exist one after all.
  10. You have to use controller 4 to use the audio debugger. http://www.scribd.com/doc/7181664/Guide-to-LoZOoT-Debug-Version
  11. Didn't you just plugged 09000000 on the hex editor search, did you?
  12. Knowing where is the front and where is the back could be worked in not just for transition actors, but actors and in general. You can always learn the rotations, but here are my suggestions: Have 2 different color shades in the green axis, one for the front and other for the back; Having the axis center at 1/3rd of the axis line, so the front would get a longer line and the back a short one.
  13. Before that, these suggestions should be plausible inside what we currently can do with the game. Cool suggestions are cool, but is there at least a plan on how to actually implement the idea you are throwing out there?
  14. So... warps have different behaviors, triggered by the current scene number. I don't know how complicated would be to extend an actor's code. If that's not much of a hassle, then It shouldn't be hard to add a small new routine. With luck, the space occupied by the debug text might be enough. The basic behavior structure is like this: IF CurrentScene (ctxt + A4) != at, branch to Next Scene Routine. [at = Next scene test] (Some code checking whether you already went through the cutscene or not, branching to the cutscene or the direct warp exit.) at = ctxt + 10000 = 80222020 t7 = Next Scene Offset [eg. 60C = Lake Hylia Entrance 09] sh t7 => 1E1A(at) sh 0 => 8015E660 + 1412
  15. Jason, I might be able to help with the warps. I've been looking on how the next entrance is defined. When I have more concrete findings, I'll post them up.
  16. Just to complement this info, the yy above referred as "music playback" option stands for the scene's night bgm. The night bgm uses a different audio type, that plays nature sounds. A setting of 0x00 is found into scenes with the complete day-night cycle and will play the standard night noises. The 0x13 setting is found in dungeons and indoors, so the music will be always playing, independent of the time of the day. 01 - Standard night [Kakariko]02 - Distant storm [Graveyard]03 - Howling wind and cawing [Ganon's Castle]04 - Wind + night birds [Kokiri]05, 08, 09, 0D, 0E, 10, 12 - Wind + crickets06,0C - Wind07 - Howling wind0A - Tubed howling wind [Wasteland]0B - Tubed howling wind [Colossus]0F - Wind + birds14, 16, 18, 19, 1B, 1E - silence1C - Rain17, 1A, 1D, 1F - high tubed wind + rain
  17. Strati

    OoT: Polygon Types

    Here's a report on newfound info on polygon types together with already exisiting documentation. The polygon type format is made of 8 bytes. These bytes hold the most varied information regarding what should happen when the player makes contact with said polygon. A good part of this data, however, is not stored in exact hexadecimal divisions. We have to break them down to the bit format to visualize correctly the boundaries of each definition. The first word, divided into bits, has these sections (given how the code looks for them): efaa aavv vvv- --bb bbbx xxxx cccc cccc E: Generally is used as an Epona barrier, not letting you step on it while riding. It's also used on Jabu Jabu's first room floor and at the boomerang blocking glass later on. F: Not sure on what it does, 4000 appears in Forest Temple carpets. A: It seems to be related to leaving the polygon. Here are the values I found so far: 0x3000 -- 11 00: Restarts room, used mostly on dungeon pits; 0x2000 -- 10 00: Found at the Spirit Temple statue at shoulder height; 0x2400 -- 10 01: Link will just fall down at the edge instead of jumping. Can be combined with vector {C}. See Jabu Jabu's hole room; 0x1800 -- 01 10: Link will hang at the edge and climb down. Use it atop climbing walls. V: Vertical collision 0x0020 -- 00 001: Epona jumps and vertical room transitions. Generally connected under 0x2400 [see above] floors; 0x0040 -- 00 010: Ladder Climbing. Link will climb in a straight line from the center of the polygon. Requires a 90° wall; 0x0060 -- 00 011: Climbdown Ladder. Paired with the Ladder collision. Makes Link start the climb down movement; 0x0080 -- 00 100: Free Climb. Link will be able to climb using the whole polygon's extension. Requires a 90° Wall; 0x00A0 -- 00 101: Crawling. Child Link will enter crawling mode upon contact; 0x00E0 -- 00 111: Link will grab and try to push the wall... forever. B: Floor/Wall behavior 0x02 -- 00 001: Found at Haunted Wasteland. Seems to ease the sandstorm a bit; 0x04 -- 00 010: Spike damage; 0x06 -- 00 011: Burning floor/Lava damage; 0x08 -- 00 100: Sand. Link will slowly sink to a certain point; 0x0A -- 00 101: Ice. Sliding floor; 0x0C -- 00 110: Link's sword will pass through the wall. Might have another unknown function; 0x0E -- 00 111: Quicksand. Can be combined with vector {C}; 0x10 -- 01 000: Flesh wall. Will bleed blue on attack, Nullifies Long/Hookshot grappling; 0x12 -- 01 001: Bottomless Pit. Out of Bounds Effect; 0x16 -- 01 011: Makes Link lean back and look up; 0x18 -- 01 100: Killing quicksand. X: If different from zero, will check the respective exit index and spawn link at the listed entrance. C: Apparently has to do with camera. Here's what the wiki says: 0x00 Default distance and behavior (same as 5, actually) 0x01 Extremely high birds-eye view 0x02 Same 0x03 Camera follows Link at a close distance 0x04: Camera follows Link further away 0x05: Camera stays at a moderate distance away from Link (less than 4, more than 3) 0x06+: Similar to 5, but at a slightly higher angle Second word: ---- daaa aaav vvhc cccc ceee eett ssss D: Wall damages the player on contact. A: If the vector is on, determines the horizontal angle Link will take, having the map center as reference. Values go from 00 to 3F: 0x00 = 270°, 0x10 = 0°, 0x20 = 90°, 0x30 = 180°. Don't forget to shift left / multiply it by 2 when writing directly to the hex format. E.g. 45° = 0x18. Matching it to the format [assuming D and V are 0]: Daaa aaaV => 0011 0000 = 30 = 18*2. V: Movement follows a vector, much like a waypoint. In exit polygons, Link leaves in a straight line determined by the angle setting. In river floors, or polygons under a waterbox, it can be used to emulate a stream. 0xC -- 0 11 Default setting. Strong stream, no swimming back; 0x8 -- 0 10 Medium stream; 0x4 -- 0 01 Weak stream. There's a complication, though... This whole vector depends on a kind of header value on the polygon format itself. Exits require the 2nd vertex {b} "header" to be 2. Here's an example: tt tt aa aa bb bb cc cc xx xx yy yy zz zz pp pp 00 03 00 15 20 16 00 17 FD 17 7B DF DF E4 FF E6 On the other hand, streams need the 1st vertex {a} header to be A. Adjusting the previous example, we would have: tt tt aa aa bb bb ... 00 03 A0 15 00 16 ... H: Enables hookshot grappling. C: Echo. Determines a specific echo level, overriding the map default. E: Environment. Uses lighting according to the environment index, overriding the map default. T: Steepness. Link will slide down on slopes. S: Sound. Sets the sounds the polygon will emit when stepped on or hit. 0, B, E, F: Earth/dirt. Dirt kicked up when rolling; 1: Sand 2: Stone 3: Wet stone 4: Shallow water. Water particles; 5: Water (lower-pitched sound). Water particles; 6: High grass 7: Lava 8: Low grass 9: Wooden plank A: Solid Wood, wall sound. C: Ice, Ceramic D: Carpet
  18. Things went faster than I expected and another phase is over. Next stage is to populate the maps with basic actors, like trees, rocks, bushes and general ambience. In short, inject some life on them.
  19. I'm glad you understand. It was kind of hard to convey what I was trying to tell you. No matter what I wrote, it always ended sounding arrogant or like I was despising your work. The next update should be coming this week. If everything goes right, in a few days I'll complete this current stage of setting up exits, spawns and collisions.
  20. My intention was to have some small differences, keeping the overall song structure with some chunks of creativity here and there. One of the main reasons for me to refrain from asking is that I'm not certain on what I want yet for each song. I don't want you working on something that might end not being used at all.
  21. Fine here. I get the textures running as intended.
  22. It works! Excellent! I don't know if anyone else have this no-texture issue, but for me that's no problem at all. Looks perfectly workable for me!
  23. That changes from person to person. I like to focus on something and then be done with it. If I leave something to be finished later, there's a great chance I won't ever do it.Here's me eating my own words: And I can guarantee you my (general) interest is not waning (yet!).
  24. Yes, I've tried. I have some crappy Intel integrated chip, but up until this beta, it worked fine, except for not showing textures, which SayakaGL did.
  25. That's a long way ahead to go. I'll probably ask a lot of help to many people when the time comes. I'm just going step by step - I haven't even finsihed the maps yet! About the doors, it's my fault being lazy at the moment of the post and not caring to check the wiki. I even put some double doors on Hyrule's Castle - which look way out of place. You would expect something more royal there than standard wooden doors. By the way, If you want the right camera transition, use variable 01C0 if you are loading a new scene. The usual 0040 is more fit inbetween rooms.
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