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Ideka

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Everything posted by Ideka

  1. EDIT: Issue fixed by removing all the DE commands found in the display lists ----------------------------------------------------- Hey, everybody. Recently I started working on a "Play as Ganondorf in OoT hack". The progress went quite fast, and after only an hour of working this was the result: The display lists seen in this image was ported from the intro-utscene Ganondorf file (object_gndd.ZOBJ). However, the head was split up in multiple parts in that file, and some of these parts used matrices to render correctly. Therefore I had to use a head display list from another file. Since Phantom Ganon is the only other model who has the same head as the intro-cutscene Ganondorf (the other ones have long hair), I had no other choice but to port the head from its file (object_gnd.ZOBJ). This took quite some time for me to do, and to my disappointment, the result was not what i expected. The ROM did not want to load in PJ64 1.7, and when I managed to load it in Nemu, the head was not very pretty: As you can see, the head has for some odd reason attained a weird, puke-green tone. It has also spawned a strange side effect, where Link's (or Ganondorf's) upper body and many surrounding actors dissappear for a split second: This first led me to believe that I probably just messed up somewhere during the port, and to take my mind off the great waste of time I put into it, I ported the Phantom Ganon staff display list over the Master sword. This process went a lot faster than porting the head, since there where less commands to repoint in this display list. However, as I went to test it, I discovered that all the issues from the previous port was present: the ROM didn't load in PJ64, the display list had gained a weird corrupt tone of it's original color and every now and then, Link's upper body and many nearby actors disappeared for a split second: Since I haven't encountered this issue before when porting display lists, I assume that the problem lies somewhere within Phantom Ganon's file. May there be any additional steps I have to add when porting display lists from his file? Thanks in advance for any help.
  2. Recently I started a project where I plan to port some OoT weapons and shields into MM. However, as you may know, OoT seems to have one display list for every "postition" it has in the game like sheated, in hand and such. This is not the case for MM though, since it only has one display list for each shield and sword that is loaded in every position. I tried to port the Mirror Shield, and remove all the 01 commands that pointed to the adult Link hand mesh, put that makes part of the shield to be corrupted: Is there some other way to remove certain parts of a display list, or am I doing something wrong? Thanks for any help.
  3. @mzxrules: By actor spawn data, do you mean the data that the 0x01 map header command points to? I might look into it then...
  4. I definitely will be looking forward to this! It's a shame I can't help, though...
  5. Wow, I was actually looking for something like that, Three_Pendants! It will be very useful to me atleast. Do any of you guys have an idea where these may be located in MM, like for example the Goron punch or the Zora kick and all that?
  6. Ideka

    Some questions

    Yes, the inside of the houses, the back alley and the entrance of the market are their own .JFIF backgrounds according to the documentation but the actual market doesn't seem to have any. Also extracting the textures of it results in multiple 32x64 textures, so I am not sure that it is .JFIF, since they are 320x240.
  7. Ideka

    Some questions

    Thanks for the answers! As far as this documentation goes the market is not part of the .JFIF backgrounds. I have heard that maps like these have their own skybox, but what do I know.
  8. Ideka

    Some questions

    Hi! I hate to be asking so many questions, but this is kind of like the only place where I'll get good answers, so here they are: 1. In which file is the Arwing's display list stored in in OoT? 2. In which file are the item icon textures stored in in MM? 3. How would I make the young Link market accesible by adult Link in OoT? 4. In which file are the young Link market "skybox textures" stored in? Thanks in advance!
  9. Thank you very much! Hopefully it is what I am looking for.
  10. Did anyone happen to know how to remove the intro cutscene? (in other words like the beginning of Zelda's Birthday as example)
  11. Thank you very much! This is exactly what I'm looking for!
  12. Hi! I am wondering how to make the game start without the introduction cutscene, like in Zelda's Birthday. Also if it is possible to start the game as Adult Link in any way. Thanks in advance!
  13. That's some nice info. Do you happen to know how to make faces double white sided or something so that both sides can show up in game(if it even is possible)?
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