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Strati

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Everything posted by Strati

  1. I've got the same exact error with ClearDepthf that Rinku got when I open the program.
  2. Nah, it's easier to create a thread and ridicule it.
  3. I think the voice actress nailed the whole manipulative tone.
  4. Now that you mentioned it, I really noticed a weird door transition. I know the game usually loads a separate scene for the boss to not overload the system, so that makes perfect sense. About warps, I was making reference to the warp portals after you defeat a boss. Are those linked to the doors in any way or were you just talking about warps in general? My impression is that these warps' spawns, locations and destinations are always hardcoded into the boss files. I would like to know how to set up a warp to appear after a room is cleared from normal enemies.
  5. At the beginning, the idea was just a parallel between Link/Mario dismounting Epona/Yoshi and entering the castle. There's even remnants of this in the first map, with Epona loaded and - if you actually stop walking to notice - a weird polygon type that makes Link look up. Later on I even considered making a short cutscene mirroring the SMW entrance, but that implied another load of formats to study and a ton of headache ahead. After toying with the idea for a while, I saw that this one castle could be translated to OoT fairly well. There are two things that couldn't be done as I planned. First, the Windmill music that takes over the map. I even changed a value in RAM that was writing the bgm in. The problem is that after the Chest Opening Theme the bgm wouldn't come back. Second was the "nothing after the boss" problem. I don't know if there is a way to link a warp point to a clear flag or even to choose the leading destination without making ASM changes - which I really wasn't in the mood to go through after fixing meshes and collision many times over. Even after putting the first patch up, I noticed a major displacement in the fence that might have made the first room impossible to finish. So, in case that happened to anyone, my apologies for not testing it thoroughly.
  6. Wait.... I think that title has one more negative than it should... My opinion is simple: Don't like it, don't buy it. Unfortunately there will always be rabid teenagers that need to have opinions on everything and these opinions must be always the right ones. Good luck with that. I don't think that will happen, though.
  7. This is not a project per se. It's rather a first attempt at exploring the world of dungeon-making in OoT. Castle 1.1.ppf To play the new scene, select the Spirit Temple scene on the Debug ROM. There were a lot of ideas I couldn't implement, so this is rather half-assed in some aspects. Don't expect anything after you defeat the "boss". This is based on a SNES classic. I'll shut up and try to keep the surprise. In depth comments later on.
  8. By the way, about collision types, while I was testing with implementing exits in my maps I think I have found some data in the format that was still undocumented and could be a nice addition to the polygon definitions. I'll be sending you a PM with details, xdaniel.
  9. Well, Sharp Ocarina polygon type editor is fine. I think the ability to work directly with the hex string was great - even if I know most people wouldn't agree. My ideas for improvement would be to add a few more predefined options for the terrain types like Sliding/Ice, Bottomless Pit and Climbdown Ladder. Maybe adding the option to assign a name to your polygon types instead of having to memorize the index number. About the collision view, I vote for the second option: Each polygon type using a different color. I think the colors doesn't need to obey any scheme - if it's not too hard to implement, you could let the user assign the color they prefer from a color dialog box.
  10. I'm curious as how Sharp Ocarina haven't assigned the polygon types. Sometimes is just the matter of pressing Enter at some boxes that most of the time we assume will retain the information we changed. If that isn't asking too much, I would like you to describe the problem a little more in depth. Is it happening with any .obj map you try or it's just a specific one?
  11. I would really like to, but I think I lack the expertise to create them. Coding itself doesn't seem to be the problem, finding all the side-data that is connected to making everything work together is what breaks me. At least, OoT has a few similar functions within some items I intended to resort to as replacements, like the Fire and Ice Arrow/Rod, Deku Sticks/Lamp, Cane of Byrna/Nayru's Love, etc. There's a small idea as to how to implement the Cane of Somaria and the Mirror functions, but I'll definitely would need backup to make the items as players would expect.
  12. Project has reached green status. Maps are mostly detailed now. I'm sick of working at certain regions, so there are a few flowers left to plant over hyrule and some texturing I'm still not quite satisfied with, but that can and will be postponed. After this point, the work is shifting to be much less GIMP and Blender and a lot more Notepad and Sharp Ocarina. If my judgement is correct, things should advance much faster now that I won't have to dwell into making that many artistic and functional decisions.
  13. I wish I could help you, but that case seems very specific for me to suggest anything other than you have probably already done, like restarting the computer or watching for unusual behavior within the task manager. I assume the every other debug windows are working normally, right? Maybe it could work if you try to call the memory debugger by other functions, like a search result or by the commands window.
  14. We have improved the code to have any sword to be breakable and erase it from the inventory once it happens. Three will be making and posting patches for each sword, while I got the job of explaining the asm changes. First of all, the change in 0xAFAAF4 from FF to 00 was causing the HUD to malfunction, changing the opacity of some buttons and sometimes making them not usable at all. Later, Three found out changing it to FE instead made things work normally. Then again... The other ASM changes are in the same code I posted above. Here's the modified code using the Giant's Knife as example: 800849EC: LUI A1, 0x8012 A1=8012----800849F0: ADDIU A1, A1, 0x7120 A1=80127120 //Multiples Table?800849F4: LUI V1, 0x8016 v1=8016----800849F8: LUI V0, 0x8012 v0=8012----800849FC: LBU V0, 0x71F0 (V0) v0= ub *(801271F0) = 00 //Defines Type of Equipment80084A00: LW T7, 0x0008 (A1) t7= *(80127120 + 8) = 4 // 0008 for the GK, 0004 = MS and 0000 for the KS80084A04: ADDIU V1, V1, 0xE660 v1= 8015E660 //Variables Offset80084A08: LHU T6, 0x009C (V1) t6= uh*(8015E660 + 9C) = 7777 //Current Equipment80084A0C: ADDIU T1, R0, 0x000B t1= B //This value will serve 2 purposes80084A10: SLLV T8, T7, V0 t8= 4 << 0 = 4 //Would Shift to the correct Equipment Type's Half-byte80084A14: SH t1, 0x0036 (V1) h*(8015E660 + 36) = B //Remaining Sword Hits = 0xB. This value doesn't matter, as long //as it differs from 0. This prevents the GK showing as broken //and will be reset once you buy a new sword.80084A18: LUI t5, 0x8022 80084A1C: ADDIU t5, t5, 0x29B9 t5= 802229B9 //This code redirects the cursor to L in the start menu80084A20: SB t1, 0(t5) b*(802229B9 + 0) = B //to avoid the deleted sword to be re-equipped80084A24: XOR T0, T6, T8 t0= 7777 XOR 0004 = 7773 //Removes the chosen sword from the equipment half-byte 80084A28: ADDIU SP, SP, 0xFFE8 SP =- 2480084A2C: SH t6, 0x009C (V1) h*(8015E660 + 9C) = 7777 //Stores Old Equipment Status 80084A30: AND T7, t6, T0 t7 = 7777 XOR 7773 = 0004 //Checks a difference in the equipment80084A34: SW RA, 0x0014 (SP) [w5] = RA80084A38: BEQ T7, R0, 0x80084A4C if t7 = 0 goto L1 //if equipment didn't change?80084A3C: SH T0, 0x009C (V1) {h*(8015E660 + 9C) = 7773} //Writes New Equipment80084A40: ADDIU T6, R0, 0x0055 t6= FF //FF = Empty Icon80084A44: BEQ R0, R0, 0x80084A54 goto L280084A48: SB T6, 0x0068 (V1) { b*(8015E660 + 68) = 55} //Currently equipped Item on B = NoneL180084A4C: ADDIU T8, R0, 0x003D t8 = 3D80084A50: SB T8, 0x0068 (V1) { b*(8015E660 + 68) = 3D} //Currently equipped Item on B = Giant's Knife[...]For the ROM, paste write this, beginning at 0xAFBBAC: 2409000B 004FC004 A4690036 3C0D8022 25AD29B9 A1A90000 01D84026 27BDFFE8 A46E009C 01C87826 AFBF0014 11E00004 A468009C 240E00FF
  15. Here's what I could take from the code (starting at 800849EC on RAM - for me at least): LUI A1, 0x8012 ADDIU A1, A1, 0x7120 A1=80127120 //Multiples Table?LUI V1, 0x8016 LUI V0, 0x8012 LBU V0, 0x71F0 (V0) v0= ub *(801271F0) = 00 //Defines Type of Equipment (Boots, Tunic, Shield or Sword)LW T7, 0x0008 (A1) t7= *(80127120 + 8) = 4ADDIU V1, V1, 0xE660 v1= 8015E660 //Variables OffsetLHU T6, 0x009C (V1) t6= uh*(8015E660 + 9C) = 7777 //Current Equipment ( 7 = 0111 = -B.G.Kn + G.Kn + M.Sw + K.Sw)ADDIU T1, R0, 0x0008 t1= 8SLLV T8, T7, V0 t8= 4 << 0 = 4 //Would Shift to the correct Equipment Type's Half-byteLW T4, 0x000C (A1) t4= *(80127120 + C) = 8SLLV T2, T1, V0 t2= 8 << 0 = 8OR T0, T6, T8 t0= 7777 OR 0004 = 7777 // 0111 OR 0100 = 0111 : Confirms the Giant's Knife bit is TrueXOR T3, T0, T2 t3= 7777 XOR 0008 = 777F // 0111 XOR 1000 = 1111 : Switches the BrokenGK bit's value ANDI T5, T3, 0xFFFF t5= 777F AND FFFF = 777F //(t5 = t3)ADDIU SP, SP, 0xFFE8 SP =- 24SH T0, 0x009C (V1) h*(8015E660 + 9C) = 7777 //Stores Old Equipment StatusAND T7, T4, T5 t7 = 0008 AND 777F = 0008 //1000 AND 1111 = 1000: Verifies a new difference?SW RA, 0x0014 (SP) [w5] = RABEQ T7, R0, 0x80084A4C if t7 = 0 goto L1 //if equipment didn't change?SH T3, 0x009C (V1) {h*(8015E660 + 9C) = 777F} //Writes New EquipmentADDIU T6, R0, 0x0055 t6= 55 //55 = Broken Sword IconBEQ R0, R0, 0x80084A54 goto L2SB T6, 0x0068 (V1) { b*(8015E660 + 68) = 55} //Currently equipped Item on B = Broken G.Knife-----L1ADDIU T8, R0, 0x003D t8 = 3D //3D = GK IconSB T8, 0x0068 (V1) { b*(8015E660 + 68) = 3D} //Currently equipped Item on B = Giant's Knife-----L2JAL 0x80084A6C goto L3OR A1, R0, R0 { A1 = 0 }LW RA, 0x0014 (SP) RA = [w5]ADDIU SP, SP, 0x0018 SP =+ 18JR RA goto RA-----L3I'll do better and complete this with the solution for changing the Giant's Knife, wait for it. EDIT: All right, coming from Three_Pendants' instructions, here's what you do to erase the Giant's Knife once broken: From 0xAFBBB4 to 0xAFBBE0, Paste Write: 10000004 01D84026 00000000 00000000 00000000 27BDFFE8 A46E009C 01C87826 AFBF0014 11E00004 A468009C 240E00FF
  16. I have a guess on what that 8 may represent. If you access the debug mode on the start menu by pressing L, go to "equip" and change the first digit, that will change the swords you have. Each C button changes one of the bits for that digit. C< changes 0001, turning the Kokiri Sword on/off; Cv changes 0010, for the Master Sword; C> changes 0100, for the Giant's Knife; C^ changes 1000, for the Broken Giant's Knife - being the 8 value being added. Note: If you leave only the 8 bit on, the equipment screen will show the broken sword, but won't let you put the cursor over it. To have the broken giant's knife usable you need both the 4 and 8 bits activated.
  17. Thanks, heavy. To be honest, I will leave anything to do with music to a later stage in develpoment.This might come in handy:http://digility.nl/music/ZeldaIII_FullScore.pdf
  18. A new sample: I don't know yet how I'll deal with the door, so disregard that wood wall. I think there is a way to use double doors...
  19. I guess that stands for how many "markers" the cutscene data has. I'm taking a few more tests to be sure, but so far it has been accurate. Just to be sure, by markers I mean the entries with 01/02 for cameras, 3E8 for exits, 0A for Link, etc.
  20. Just a small report: disabled backface culling stopped to work on this new version.
  21. Uploaded it somewhere else. Hope it's visible now.
  22. I'm actually using a good deal of ocarina textures There were some SNES ripped textures at the beginning, but shortly after I saw that wasn't going to work that well and it was better to keep the OoT style. What I have right now is a mix between hand-made, recycled and original textures - 90 % in economic 16 colors mode. Here's Lake Hylia with some SNES-esque rock wall textures: There's a few rounds of polishing I still want to go through before asking anything, but I will sure appreciate your collaboration, Spire.
  23. Update: Reached the yellow progress level, ranging from regions very close to the final product and others barely plotted and textured. All regions have a mesh now, in proportional size. Next step is to add small details, tweak shapes and textures and add in visual landmarks in the backgrounds, now that I have every map positioned where I want. If anyone cares to check, around once in a week the "progress bar" is being updated. Screenshots? Maybe, you could...I don't know...request a location you want to see. Don't expect anything good at this stage, though.
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