Jump to content

giadrosich

Member
  • Posts

    741
  • Joined

  • Last visited

  • Days Won

    27

Everything posted by giadrosich

  1. I'm having a problem with a waypoint I think. I yoinked the waypoint from the river in Hyrule Field so a group of horses can follow it around instead of dunking right into the river. I have four horses set up to follow the pathway, but only three end up doing it. For some reason, the fourth horse just decides to run in circles. Is there any reason it does this? The horse is exactly the same as the others. Video of problem:
  2. I have 243 games total. I can't take pictures, unfortunately. Here be a list of games/consoles I own though: http://backloggery.com/giadrosich I have all my N64, Genesis and SNES games in Universal Game Cases with covers. I own Diddy Kong Racing, Banjo Tooie, Star Wars Racer, Plock and Magical Quest of Mickey in their original boxes. Between me and my husband, we have both copies of Pokemon games when they come out, too, so that works out well when we need exclusives. My pride and joy of my collection is my Japanese versions of Ocarina, Majora's Mask, Banjo Kazooie and Tooie. I also have a store demo version of Majora's Mask with the store sticker still on the back. I also collect store displays from places like GameStop and such, so I have old gaming posters laying around. I have a great game room, but I have a terrible camera.
  3. Nice! If even one person benefits, that's good enough for me. 2/15/2013 Updated Scroll of Time section and added the "Getting Started" tutorial. Also added How to Set Up Your Emulator
  4. UPDATED 6/11/2013 Hello, welcome to a list where newbies and advanced users alike can make use of. The first section of this thread is specifically geared for people who don't know where or how to begin their quest in making a mod. If you aren't sure how to start your quest of making a mod, or how hex editing works, or anything really, the first section is going to be awesome for you. Don't be ashamed at what you don't know--we all gotta start somewhere, right? I encourage asking questions, but be sure your question hasn't been answered first--use the search function. The second section is a Master Tool List for both advanced users and newbies. For specifically the Newbies, when you go through the program list, you'll be able to see which ones have a tutorial with a [T] and easily watch a video explaining the details of each program. Some of them range from very basic to a bit more time consuming. But each are clear, concise and have you (new to modding) in mind. If you ever have questions though, make a comment on the youtube video itself, and I will be sure to get back with you on a solution. Newbie Section Number one rule I've found in modding: BACK UP YOUR ROM! I have three copies of any rom I'm working on at a time in my computer, plus one that is on a flash drive I update every now and then. Whenever you make a major change that works out great and has no problems, back that ROM up right away! A useful place to check out is the Z64 wiki community portal . This is where you can really dig through the documentation of the roms and learn some new things. Most entries are very technical, so for newbies I suggest digging around, but don't expect to get everything at once. Learn things a bit at a time, and after a while it'll come naturally. Here's a PDF file on the map select as well as some information on cutscenes and overall debug controls. Also, check out this page on different ways to set up your emulator to get the rom to work. On a side note, if you want to learn about the Debug rom itself and how it got out, then check out this thread about it. There is some interesting stuff on it. Terms to Know: Actor = The code or AI for the enemy, NPC, tree, rock, or basically the model. Variable = These vary between actors. It is used the specify the attributes of that particular actor, such as whether it is invisible, small, mini-boss, etc. Group/Object=The actual model and (usually) animations of the enemy, NPC, tree, rock, or any other type of actor. Only one object is needed to be loaded if there is more than one actor that uses it. You might see some people call it a group, but the correct term is object. Basically, the game loads the object into a segment (just think of it as general storage in which all the actors that use that object have access to) then whenever an actor needs some model data or animation, it grabs from the loaded model and uses it to fulfil it's physical or visible needs. Easy to understand: Let's say you wanted three Stalfos; you would place three Stalfos actors and one Stalfos object, not three Stalfos objects and one Stalfos actor. Video Tutorials To find the program to download, just skip on down to the Advanced Users Section to get your correct program for your tutorial. When you see a [T] next to a program, this means that there is a tutorial made for it. I'm hoping to one day have a clear tutorial for everything. Most tutorials deal with the debug rom as well, so be sure to have a copy of that. Setting Up What Should You Download? How do I make the debug rom run on Nemu64? Check out the tutorial here! Text Editing Tutorials Getting Started - How to Decompress a Rom (Ignore if Using Debug Rom) Hex Editor Basics - Line Breaks ||| Text Colour/File Name Usage ||| Scroll of Time - Getting Started ||| When Cutscenes Softlock ||| OOT Text Tool - Simple Tutorial (recommended over Scroll of Time if having trouble with editing) Actor/Group (Object)/Variable Tutorials Zelda Actor Placement 2 - Setting Up the Program/Changing Actor Variables (Part 1) ||| Changing Objects/Groups (Part 2) ||| Moving/Rotating Actors Real-Time SayakaGL - Getting Started With Moving Actors ||| Actor Replacing Tutorials ||| ZAO-ADD - Adding New Objects to a Map ||| Custom Map/Sound Tutorials Model presets: Shows the size of doors and such to use Imported Link model for scale: To help with map sizes SharpOcarina - Making and Importing Simple Maps ||| Collisions & Exits ||| Custom Sounds in OOT ||| Misc Tutorials: Hex Editing - Start new file in different ways (more documentation here) ||| Beginner's Guide to Music - Writing Your Own Music MISC Things That Need Video Tutorials (A.K.A. Note to self) Changing Navi's Colours: A quick little run-down on changing your favorite fairy's colours. This includes the inner body, the outside halo glow, as well as transparency. This is really simple once you learn how to search for offsets in your hex editor! Sakura89's documentation on offsets in debug ROM along with the normal OOT colours: 00B8D134 - Navi's normal colour (white)00B8D144 - NPC's (light purple-ish)00B8D14C - enemies (yellow)00B8D154 - signs, gossip stones (green)00B8D15C - checkable spots (green)00B8D16C - bosses (yellow) Example: Let's change Navi's normal colour. Open up your hex editor and search for the offset, usually with CTRL+G. When you get there, you will see the hex colours starting with FF FF FF. This is Navi's normal colours of white. That's boring. Let's make her Tael. Go to this website: http://www.colorschemer.com/online.html It will show you the hex of the colours, and you can get great customization that way. Check out the hex code now. The first three bytes deal with Navi's inner body colour. The fourth byte deals with transparency of the body, not including the wings. The next three bytes deal with the "glow" halo around the body. To make Navi into Tael, try this code out to get a feel how it works: 4E 00 C2 FF FF 00 00 You can also do the same thing with Link's Tunic colours. Check out these offsets: 00B9D1A8 - Kokiri Tunic colour00B9D1AB - Goron Tunic colour00B9D1AE - Zora Tunic colour These are easier as they are only 3 bytes long instead of the 7 that Navi uses. Time Flow Control: In scene headers: 10 00 00 00 xx xx yy 00: Time control x: Starting time (see Time Modifier) y: Speed at which time moves (signed value; default is 0A) Block Push Delay The ROM address 0xF4B12E (decompressed 1.0-0x00DD2D26) is a 16-bit integer that holds the block pushing delay, in frames. The default value is 10 (0x000A). Block Speed The maximum block pushing speed is found at 0xF4AF8E (decompressed 1.0-0x00DD2B86). It's a 16-bit number that represents the 2 most significant bytes of a float. The default value is 2 (0x4000). Block Distance (wouldn't change this in case it messes up the block positions in a puzzle) The block pushing distance works similarly and is found at 0xF4AFD2 (decompressed 1.0-0x00DD2BCE)and has a default value of 20 (0x41A0). Have game check for all six medallions: Write the following 2 lines at ROM address AE04A0 (decompressed 1.0 rom - 0x00ACCE20) 8E0200A4 3049003F 392A003F 1540001A 00000000 00000000 00000000 00000000 (thanks to fierceshinigami for the decompressed 1.0 offsets) Master Tools Section Here's a "quick list" of tools that you guys might want at your fingertips. When you see a [T] next to the program, that means there is a tutorial listed in the newbie section. Better than searching through the threads all day on twelve different sites, eh? Now, for you newbies, if you want to try something on this list--give it a go! Can't hurt anything really, and getting your hands dirty will help with experience. Just remember the number one rule! And don't be intimidated by the huge list, new guys. For those finished with mods: Disable Debug Options. For overall debug databases for individual file downloads: Master Quest Database ||| Majora's Mask Database Pierre's Ocarina Studio - The only GUI application for Custom Ocarina of Time and Majora's Mask Ocarina Songs. It's buggy in some cases where it doesn't work. It supports changing the actor that the song spawns. If this doesn't work for you, stick to using a Hex Editor. If you want to be even pickier, you can try Petrie's OOT Song Builder. [T] Scroll of Time / Majora - The only GUI application for editing text for Ocarina of Time or Majora's Mask. It doesn't support every feature and is buggy in some cases. If this is the case for you, or just merely have trouble editing, you can take a look at [T] DeathBasket's Text Tool which simply dumps the text to a .txt file where you can edit it in any program of your choosing (aka notepad). Hylian Toolbox - An Application in it's infancy state that can currently be used to edit or create new or old hierarchies and animations. This can also be used to rotate or scale display list mesh. This is still version one, and not all bugs have been properly worked out as of late. DeathBasket's InstEd - An advanced application for converting custom MIDI files into Zelda Sequence Files to import into Ocarina of Time. This can also be used to port custom instruments from SM64 or Majora's Mask to Ocarina of Time, and can be used to insert sequences from Majora's Mask. Say you only want to port Majora's Mask music quickly and you're on a windows OS with .NET Framework, you can use MMMusic2OoT which ports sequence files from Majora's Mask to OoT on command. Given that you sometimes have broken instruments that can be fixed with InstEd. Model2N64 - A GUI Application for converting OBJ files to custom display lists that can be imported into either Ocarina of Time or Majora's Mask. [T] SayakaGL - This is a replacement more or less for Utility of Time, an application for Windows users written by cooliscool. It can move actors and change their number and variable. There is an update that includes support for transition actors, but has not been bug tested as much. That would be SayakaGL v.011. I suggest using the newest version that supports object changing as well as a few other awesome things. To find it's location, go to SayakaGL>bin>release>then click on the SayakaGL application file. SorataVSE - An actor, display list, or map viewer with proper hierarchy and matrix support. The first viewer to implement proper actor rendering. Although currently in a beta stage, it is planned to become much more, including a replacement to SayakaGL. [T] Zelda Actor Replacement 2 (ZLE2) and Zelda Level Editor 2 (ZAP2)- Applications for making on-the-fly changes to the game in real time while your emulator is running. These tools only have support for Nemu 64 and are recommended by multiple users. [T] ZAO-ADD - An application that automatically adds extra actors and objects to a room quickly and simply. Being updated when it can be, it's more efficient than using a Hex Editor and can automatically insert your edited files so you can get to playing your mod as soon as you're finished with it. [T] Navi Colour Changer - A CLI Program to change Navi's colors in Ocarina of Time. You can also try out this program: Zelda Colour Editor. Tutorial is for hex editing. N64Rip - Imports and exports textures. DLViewer = An Application to view display lists within Ocarina of Time or Majora's Mask files. Also has support for SM64, though unthroroughly tested. [T] SharpOcarina - The only GUI Application that supports converting custom OBJ files into Custom Maps for Ocarina of Time or Majora's Mask. Works well in tandem with Google Sketchup Pro, Blender, any 3d program that can export obj files. Download the latest version. z64dump - A command line program that dumps information about a rom such as its makerom info, file table location, actor and object table locations, the number of actors, and actor descriptions telling the actor group / actor / object number and their corresponding object files. All information is obtained using some advanced searching techniques and nothing is hard-coded, so it works on any Zelda rom. The rom must be decompressed though for it to work. n64conv - A command line program originally written as a replacement for the n64gfx program that comes with ZLE2 because it's 16-bit and doesn't run on 64-bit pc's. It converts raw texture data to .tga files. The format of the texture data is determined by the file name, which has the format 'name_WWxHH_fmt.raw', where 'name' can be anything, WW is the width (in decimal), HH is the height (in decimal), and fmt is the format, which can be i4, i8, ia4, ia8, r5g6b5, rgba16, or rgba32. CI (paletted) formats are not supported. Just drag and drop files on the program to convert them. Airikita's Value Editor - "This is a value editor for both Zelda: Ocarina of Time (OOT) and Majora's Mask (MM), and can be used for any version and type! Different values can be found to be modified... while there are floating-point and integer values, there are a range of other useful values that can have an effect on just about anything!" [T] N64 Sound Tools - An open source sound tool for N64 ROMs, which lets you play standard format waves, and lets you add/change waves that are in the game already. Use alongside TableDesign and Adpcmenc to make your own custom sounds for the game. If you can think of anything else to add, just list it in the thread, and I'll add it up here.
  5. I'm sorry, I had no idea you had a fanfic of that! I hope you don't think I stole the idea or anything, it really was the first thing to pop into mind while thinking of a legit story based around the same characters and events. :/ Anyway, the horse herd worked out great in the field and they only appear as Child Link (hopefully) as planned, so I was able to edit some of Ingo's dialogue to fit in with that side-plot: And yes, Ingo is lying. EDIT UPDATE: I also restored the Goron's little shuffle when you have the goron bracelet. It was freakin' simple, just move the actor to the middle of the waypoint!
  6. I can sorta contribute to the problem of starting out in OOT modding. The main problem, hands down, is that it's not newbie friendly, as has been stated above. People like me (new) who want to make a decent game for people to enjoy have to start out with the VERY basic of things. I didn't even know this community existed until a few days ago. I learned everything at the beginning by looking at Hex editor tutorials. I learned how to work ZAP2 from someone who worked on Zelda's Birthday (highpriestfuneral), and even then I had trouble really "getting" it until a few hours later after playing around with it myself. And this brings us to the next problem. The lack of newbie-friendly tutorials. I can read a the tutorial about changing OOT songs/effects, but if I don't have a clue what you're talking about, it's gonna be difficult to do anything. I'm also a very visual person, SHOW me how to do it in a video, and I can do it! This is why I've started documenting everything that I've learned into video tutorials. Also, instead of just telling people what to do, tell them WHY you have to do it this way, and you'll learn how to better do things on your own. I started by editing text. I then learned (on my own) that 01 means a space. I then learned the colours for the text, how to input the character for the file name, ect. I documented each new step in a video. I was very proud of what I had learned on my own. But then I wanted to do what people could do in Mario64. Edit levels. And then I entered a whole world of complicated programs and terms I didn't even know existed. I'm not a tech-savvy person. But I can learn how to sound like a tech-savvy person if you give me a video tutorial on how to do it. I have 5 programs on my computer that I downloaded in the hopes it would bring me an easy thing to learn. UOT doesn't even work with me, it just gives me an error and I can't find anything documenting said error or how to fix it. ZLE2 I learned how to move stuff, but how the heck do I put collision on the moved ground? SayakaGL is a great tool, but I can't edit objects (aka groups) on them, so I have to use ZAP2 for that, and sometimes that program doesn't save your changes if you don't close out the tool in the right way! I have no idea how to add actors to the game for an area. All I can do is replace them, and that means taking out another object you can live without to replace it with the object you want to put in. Oh yeah, I read the tutorial for adding actors. I didn't understand a word of it. I go into things like that and see a bunch of numbers and get freaked out, and then the tutorial itself assumes you know what they're talking about. There are exactly four videos on youtube for UOT that I've found. Only three of them are sorta useful, and the video quality is shot. And they're all of the older version. There are no tutorials on ZAP2 or ZLE2. Any search for SayakaGL OOT tutorials only bring up the videos I've posted recently. The point I'm getting at is we need better tutorials for newbies on how to work all of this. Yeah, it's daunting to be sure, as people have said, there's a LOT to be done in OOT hacks. But the problem isn't the tools, or the programs, or even the willingness. It's the lack of simplified knowledge. There's oodles and oodles of pages on this forum that I have no idea what people are talking about, other than the posts that say "Hey, this is great and useful stuff!", because I'm not a hacker. I want to mod, but no one posts simplified stuff to help newbies out. That's my 4 cents worth anyway. I hope I didn't come across as mean. XD Just tryin' to be honest here.
  7. Glad you like! They took a while to time correctly. I'm really excited to bring way more interesting and lively things to the game by just simple replacements.
  8. I was shifting around actors in Kakariko village today, and I noticed that there was an object/group for kokiri in the village. I was all like...cool, free group to get rid of! So I replace the Kokiri (00C5) with the horse group (0027). I save, go to see if my changes were made properly and all that. Anju is now gone from my village. I was confused at first, thinking I must have overwritten her group (0110) by mistake. I check my editor and realize that no, that group was still there. So I do some testing and come to find out, Anju will not spawn unless the Kokiri AND her own numbers are there. Anyone have any idea why this occurs?
  9. Updated: 5/1/2013 Release Date: May 1, 2013 Teaser Trailer: Trailer 2: How To Patch Guide: Finalized Release Trailer: Official GCN download (patched rom CRC fix): http://www.the-gcn.com/files/file/61-voyager-of-time/ French Version Download: TBA British English Translation: TBA Music Patch Release: TBA This thread shows the process of completion for the Legend of Zelda: Voyager of Time (New logo by: AnimatixReels) Official Website: http://voyageroftime.the-gcn.com Facebook page: https://www.facebook.com/VoyagerOfTime Release Download: Official GCN download (patched rom CRC fix): http://www.the-gcn.com/files/file/61-voyager-of-time/ The Music of VoT: JamesAndrewHarris and AnimatixReels About the Mod: Voyager of Time takes place after Majora's Mask, but it is not a direct sequel. Link has come back to the Kokiri Forest to try​ and find peace after his last adventure. It is implied that he has had a third adventure in Termina but with the fairy Tael instead of Tatl. The younger brother of the feisty Tatl is a bit more subdued, but also more brave than what we've seen in Majora's Mask. He can hold his own and he and Link have grown to be great friends. ​ The game starts out with Link having nightmares of his past adventures. The Deku Tree Sprout, descendant of the Great Deku Tree has summoned Link because he has sensed great evil growing lately. Link is sent on a quest to help out with the growing problems in Hyrule. ​ Along the way, you find that the Door of Time has been broken again by the evil villain, Ganondorf, and you must find a way to stop his rampage once more. There's some twists and turns along the way, as Link's items are spread out in an unfamiliar way. Link also has to face some major problems that hit a little too close to home. ​ The game features heavy time travel as well as side stories that highlight the problems with time traveling in general. Many places are transformed over the period of seven years that Ganondorf was in rule, and Link has to deal with the problems​ of his closest friends. On top of that, there may be another problem Link and his friends don't realize until it's too late... The overworld is changed quite a lot from the original Ocarina of Time. There is an attempt to make each village and section of the map seem more lively and have more character than ever before. NPCs are useful to talk to, and they give hints to the world around you. There are small stories they tell you of history, and even new sidequests you can accept. ​ The biggest change is the difference between the child and adult sections. The child sections are meant to feel more innocent and alive, and the adult sections are meant to showcase the utter destruction of Ganondorf. This is not to be intentionally dark, but just to show a realistic change that would happen over seven years. Technical side of things: I don't have any sort of skills with modding the actual maps, and I have basic skills in actor replacement (using ZAP2/SayakaGL). I use OOT Text Tool and XVI32 heavily for this mod. Almost everything text-wise will be changed, gossip stones, signs, anything you can think of. It'll be really fun to go through and see the new changes if you know the regular OOT text by heart. This really is an experiment to see how much one can change in a rom with very basic beginner knowledge (to prove that we can make a good mod to the best of our abilities), and also try and make it a good mod without falling onto the beginner trap of making it "kaizo zelda". I've gotten a lot of help from the GCN community in general, and the mod wouldn't be what it is today without the help of the fine talent on here. This mod isn't really going for challenging battles or anything like that--It's going for more puzzle and story-based gameplay. There will be very minor edits to the dungeons, but most of the edit to the game will be the route you take. It's a very different route from what you might be used to, so you'll be sure to use your thinking cap on where to go! I'm hoping to take the familiar and turn it into something new and fresh again for people who've played the same old OOT for years and years. What to Expect: New storyline New sidequests and sidestories about NPCS (and NPCs are more helpful with hints) Huge emphasis on time travel (I mean it!) Actual use of money in the story Dungeon order will be different (and perhaps new puzzles here and there--nothing too major) Massive overworld update with more lively "enivironments" New way of getting Epona! Certain items not restricted to just child/adult! Tael joins you instead of Navi Screenshots (subject to change): Custom Music for Temples: AnimatixReels and JamesAndrewHarris are working on custom music. The music will be released later on in a new patch, due to some of it needing to be fixed up. I will make an announcement when this happens. Thanks so far to: SanguinetiiMods, Sakura, Three_Pendants, ShadowFire, and really all of GCN for supporting this project to get it complete. Thanks to my testers who will be revealed at time of launch to avoid them being contacted and bugged for the rom. To Speedrunners: I've attempted to put in some anti-sequence breaking into this mod. I'm always excited to see what new stuff folks can find, so I'd like to officially challenge people to speedrun this game. I'll go ahead and let you know that the game now checks for all six medallions, but there might be a few surprises in there that you don't know about. I really would love to see a new route out of this. No bottle adventure please, that's kind of boring. If you find new breaks, post 'em! I'd like to see a way to get past the stuff I've put up, that's what OOT running is all about--finding those new tricks!
  10. I ran across a problem when I edited text in Zelda's cutscene: I only edited the text and nothing in the code, and this happened when I ran through the cutscene to make sure it looked okay. I'm not sure what I did wrong or how it happened, but I was able to fix it okay. Just wanted to post it in case it was a program thing. Let me know if it was me though. I had to go into a hex editor and fix it, for some reason it had gotten rid of part of the code, not allowing the text to go to the next part.
  11. A friend pointed me to this community, and it seems pretty cool. Lots of tools and help. I am a new modder to the scene of Zelda:OOT and have been working on a complete revamp of OOT's text, making it a sort of "sequel" in as much as it can be with everything being the same. I use a combination of the Scroll of Time (for quick edits) and XVI32 (for when Scroll of Time screwed up my text somehow). I've learned actor replacement and how to move items using ZAP2 and SayakaGL. I'm very slowly learning everything and having a blast doing so. I've been putting out video tutorials on what I've learned to help super newbies like me get started as well. You can check those out on my youtube channel: https://www.youtube.com/user/brynnagiadrosich (first playlist below the featured video) I just want to be as helpful as possible to others.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.