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giadrosich

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Everything posted by giadrosich

  1. I'm not sure where to find model textures, but if you look in the first video for Sharp ocarina on how to import your maps, there's a link to textures for the overworld/dungeons. Not sure about model textures, perhaps someone has downloaded them somewhere? If I find a download link, I'll update the first post about it though.
  2. Oh, lord the brave little toaster. That was someone's drug trip seriously.
  3. 03/15/2013 Added SharpOcarina tutorial for collision types and exits.
  4. Try using haddockd's page on setting up PJ64 and see if that works for you, that could be your best bet if your computer just hates Nemu. The reason I use Nemu is for ZAP2 and ZLE2. Those programs don't support PJ because the emulator protects the portion of RAM that stores the loaded ROM, and will not allow anything to write to it. EDIT: Updated the first post with haddockd's debug guide. I'd seen that somewhere before, but couldn't find it again, thanks!
  5. I actually have to do an update video on setting Nemu up--rice plugin actually works better for me. I know a few people hate it with a passion, but hey, if it works, it works. Here's some pics to help you out: Try using Rice Video Plugin 6.1.1 beta 10, make sure your hide advanced options is not checked, then go to Current Game Options and check TMEM Emulation. I'm not sure what this does, so perhaps someone else will be able to explain it. All I know is that it works. You then won't have a past issue that I've had with the map select being blurred out. You should have perfect emulation at that point. If you continue with Jabo, the fourth picture shows what happens when TMEM is checked in that plugin. Weird crap happens. I need to make a better setting up video, now that I sort of know what to use best. Hope this helps, if you have any more issues, let me know.
  6. 03/15/2013 I thought I already had the Wiki, but I realized it was just a link to the first page and not to the community portal. I have fixed the link to lead to that specific page instead of the front page. I added the Debug Rom list in the tools section.
  7. A quick glance through, it does seem very cool. Looks like it's for RPG Maker XP. Looks like you have a great amount of customization especially with the day/night cycles. I might have to give this a look when I'm done with Voyager.
  8. The first file of the debug rom has you have all 8 keys, I've used two to get into the temple to the room I'm testing in.
  9. I think I get what he's saying, I can mess with it tomorrow to see if I can get it to work. If so, then I'll put up a tutorial on it.
  10. For #3: I'm not sure if Jason's ZAO-ADD program will deal with custom maps, but since it injects into 117 by default, you could probably mess with the program that way. Might have to put in a manual injection offset. You can add objects/actors pretty easy that way.
  11. The fairy ocarina is because of first file debug rom weirdness. I had just switch swords. Now, in the regular file that people will get, there is going to be some weird ocarina shenanigans until you get the actual ocarina of time. Since you time travel so much and all.
  12. Progress Update! This took way longer than it should have really what with issues with the issues I've been having with the rom. They are fixed though, and I've learned how to not override maps like an idiot. I don't want to show too much of the dungeons, because what little change there will be, then it wouldn't be a surprise. So don't expect too much in that way.
  13. I think I get it. If I have more trouble with it, I'll let you know for sure. Thanks for explaining!
  14. Well...I did try that, it's just, I'd like to keep the changes intact that I've made to the Forest Temple. The blocks have been moved into place and all that. Is there a way to keep the temple changes AND have Hyrule Field back in place? Bah, I might just have to use the backup rom, the rooms in Sayaka are all messed up now.
  15. ...help.... Okay, I think I figured out what went wrong...but I'm not sure how to fix it. I was using ZAO-ADD to put some push blocks into Room 11 of the Forest Temple for a new puzzle. But the thing is, there's not enough space in the room at the point where the room is normally, so I had the program use the offset 0x35CE040. However, I think 0x35CE040 is where I put Hyrule Field earlier. I'm 100% 90% sure that's why this happened. This is the code I have at this offset: 16 00 00 00 00 00 00 0A 08 01 00 00 00 00 00 00 12 00 00 00 01 01 00 00 10 00 00 00 FF FF 00 00 0A 00 00 00 03 00 01 C0 0B 0D 00 00 03 00 AB E0 01 23 00 00 03 00 AD 8A 14 00 00 00 00 00 00 00 Not sure if this helps or not. When I go into Hyrule Field, this is what happens: Now...the question is...how does one fix it? How do I get Hyrule Field to come back? I do have a backup ROM, but I'd like to know a way to fix this if it's possible.
  16. *falls over laughing at the fourth one* The seventh one looks like a predecessor to Groose.
  17. ah, thank you, I guess I got just close enough!
  18. Ohh, the menu select. I see. Sorry, I misunderstood. I've seen an LP of Zelda's Birthday where they used the debug features to go through walls. It was kinda terrible. EDIT: I'm going to add this to the tutorial thread.
  19. I've never figured out how to jump from room to room. If the doors are locked, and the room isn't loaded, how do you do that? I know you can go through walls, but it's all black.
  20. It's to help with clarification really. Example: Say you wanted to go from the Ranch straight to Kokiri Forest, you would "exit to" the village instead of enter it. It just makes it less confusing. Also, thank you Zeth for posting that up on a fix, I can now actually do testing without switching plugins. I wasn't able to read the map selection and I couldn't pause in the plugin that allows me to read it.
  21. I remember having to specifically request a floppy disk drive to be installed into my desktop computer....does it count as being old when one of your desktops is 12 years old?
  22. - You don't call Nintendo 64 "retro".
  23. Seems to, I've only tested Dodongo's Cavern push blocks and Forest Temple blocks. It's just the wooden crates that don't seem to be affected by it. Which is okay, as you don't run across many of those anyway. Just the Talon scene and getting the heart piece in Lon Lon Ranch from what I remember. Action packed block pushing with the delay and speed altered: Side note: I've found in SayakaGL that to get the Forest Temple blocks completely flush with each other, the spacing should be 120 between them.
  24. There isn't actually--just the website, GCN, and youtube is where I've advertised it. And a couple twitter postings.
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