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Everything posted by HeavyZ
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Because it wouldn't let me post in the News section for some reason. I would like to know that myself. I do know that he is more busy with several other projects, with the N64 HDMI Board not being a main priority. It could take a while before this thing is released to the public. People are saying it should work with the GameCube, and maybe one, or two other Nintendo consoles. I haven't read a whole lot on it so I can't confirm that
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Heh' well I guess that means your hack causing you to make the InstEd caused me to start my project. ..Yeah I thought about hacking anyways, but everything else seemed too complicated to me before, I wasn't willing to tackle it, but I found your InstEd tutorial on Youtube and gave porting music a try. I though adding new music was the most effective way to give the game new life, then Idea's and plans started happening from their.
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Not really soon to come, but it will be here sooner, or later. Read about it here: http://www.reddit.com/r/n64/comments/1gveo6/upcoming_n64_mod_adding_vga_and_hdmi_output/ You can follow the project here: http://forums.benheck.com/viewtopic.php?f=58&t=43034 You bet your ass I'm gonna buy one too.
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Well apparently I ran out of space to port music into my rom so I think I gotta start fresh and be more careful. Unless there is a way to free space for music.. I don't know. When I try to port a song into my hack it doesn't work, but when I try to port it into the clean debug rom it does :/ I swear it's like I have the worst luck anyone could have. ...I'll just do everything I've done before. It will all get done faster than it did originally. I think the reason why it won't let me port anymore music into the game is because I would just keep inserting seq, and zset files into the rom (Mostly zset) when I got the instrument set wrong. It was a trial and error process. Next time I'll just copy the rom, and once I know everything works and I got the instrument set exactly how it should be then I'll just got another copy of my rom and insert everything.... Edited: My plan will be to work only on the music, and once I've finished that I will work on the dungeons, and editing the text.
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Ah thank you, I've always wondered what series that Gundam with the mustache came from haha. I'll check it out.
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SceneNavi - A simple Ocarina of Time level editor
HeavyZ replied to xdaniel's topic in Modifications
You should make it so that it's possible to customize more with the music, like if it plays only at night, only in child, or adult era. If it has sound effects in it like howling wind, and ect.. You know, junk that isn't in the InstEd haha -
Thanks for the tip Faceless. Even if it doesn't sound exactly like it I'm sure the person who is working on the music for my project could use it. I've had to port music into the game, call him and show what needed to be changed because of the way the game emulates music. It's weird, but there was a note or two that wouldn't play after being ported in the ALTTP Lost Woods song, the Piccolo emulates flutes way too high pitched too, and sometimes I can't even assign that instrument to a clarinet or something because the clarinet won't emulate high notes. Edited: Punk7890 sent me a link to the soundfonts https://www.the-gcn.com/topic/2503-ocarina-of-time-soundfont-update/
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What is some of the best Gundam series to watch? Anything other than Gundam Wing, or G. I want something I haven't seen, or can't remember much of at the least. Is Zeta worth the time?
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Yeah, I notice the game always emulates the flute too high pitched, I guess because the only flute in the game is the one the skull kids play. The drums rarely ever sound close to what they should either.
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Isn't there sound fonts, or something you can download to check how a song would sound once ported into the game? If so that definitely would be a nice addition to this thread.
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Oh I wasn't sure what you were talking about for the model in your last post before my last one. The idea wasn't that it needed a new model, but that it for some reason brought out some other old stuff in the game. I don't think my idea for the new icon was that cool anyways though. But yeah it sounds like what you're saying should work.
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What if it only replaced the sword in the quest status screen? We could always say that originally it never changed the way the sword actually looked in the game other than adding a glowing effect, but it did update the image logo for the master sword in the quest screen.. probably because the sword had an updated description, or name. Edited: making the Master Sword look more like the sword from the Zelda 64 images, or from ALTTP? Edited again: blech' this whole post kinda doesn't make since now that I read it again. Either way things could be left unexplained because things were left unfinished.
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Hmm would it be too much assembly work to make it so that after you obtain the Triforce you are supposed to be able to do a real beam blade attack? but every time you try to do it... say by hitting B, or B+forward that the game crashes? Not that it matters, but I've always thought the so called "Beam Blade hacks" were cheap imitations of what they could have really been. It would leave fans drooling over the "What if?" it could be fixed idea, or just thinking if it was more or less how the Beam Blade worked in ALTTP. I think it's very possible as well. Just make it so that the sword glows like the fully powered up Master Sword did in Skyward Sword... or how it looked once charged with the Skyward Strike I should say. Only glowing when hearts are full.
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Sorry for the double post, but I figured it was important enough. So, I wanted to change the music in the Lost Woods without changing the Lost Woods song that Darunia dances too. After mentioning something about it to Spire he pointed me in SanguinettieMods direction, and SanguinettieMods said this. "Replace a different sequence and change the sequence that plays in the lost woods. You change that by editing the Lost Wood's scene file. In the Scene's header, look for a 0x15 command. The format for that is 15xx0000 0000yyzz where x = reverb y = music playback option, 0x13 = always playing z = track to play" And that's pretty much it. By doing that you can do something like give Lake Hylia a different song without changing Hyrule Fields. Edited: Also this website is really good to go too if you want midi's http://www.vgmusic.com
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Idk I'll have to check later. My little sister spilled water on the extension cord for my computer so I had to unplug my TV and junk to plug the PC back up, and I'm too lazy to plug and plug up things to check at the moment. Why do these sort of things always happen to me? -_-'
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I could test it on an N64 flash cart after it's done. Assuming that anyone would be worried about that.. someone might try to say it's fake if it doesn't work on real hardware like every other debug room in the game. Although... I think there is one that doesn't work, I'm not sure if it's because of real hardware or it needed a patch. I know it's not the Stalfo's church like room, but maybe the Vanilla Room.
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Haha yeah that would probably happen, but it will be a pretty sweet experience up until that point lol
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Step 1: Get strobe light Step 2: Get portable big portable radio and buy death metal CD Step 3: Buy Slipknot Mask Step 4: Wear mask and break into an old lady's house late at night with death metal CD in radio, and with strobe light Step 5: Play CD extremely loud, and turn on strobe light in old lady's room Step 6: Head bang in old lady's face Step 7: ??????? Step 8: Profit
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I don't know. Maybe the Tunics originally only reduced the amount of damage you could take?
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Empty text boxes sounds legit.
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What about most items that were never seen in previous Zelda games. Excluding the fire, ice, and light arrows? I would think they would have had those in Zelda 64.. or at least they are the next best thing to the fire and ice rods. Light Arrows because of Silver Arrows in Previous Zelda games. Edited: Keeping a few select other puzzles that use other items wouldn't be bad either
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You bring up a good point about the bosses Secant, I thought about it myself, though I didn't know if there was a general idea of what kind of bosses would be used or not in the early development of the game, or if there were even beta versions of them in Zelda 64. I'm with everyone on the mini boss rooms, and the blue warps idea. If the warps are in the mini boss rooms or not wouldn't make a difference in my mind. It would make traveling across the dungeon much faster. If we implement Xdan's idea about one warp leading to a unrelated area, then should we make it so that after you get the Triforce you go through a room behind it and then there is that blue warp that leads to some unrelated place? or it could be activated after the player obtains the Triforce like after you defeat a boss? It would make sense to say the place it warps you too was previously another map that got ported over, or changed drastically. What happens after the player obtains the Triforce? Would there be a cutscene? or just a "Dah nah nah naah" noise and a brief text explanation, maybe even something said by Navi afterwards? ....those idea's could make it easier to claim a hoax since text can easily be searched for in the game. Making the game crash after you obtain it could make it more believable. I think Xdans idea would be good for the temple regardless what room it is in.
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I have no clue if he was or not. I've only seen footage of Adult Link. I've never even seen those pictures their before, but yes I get what you're saying and free reign is good haha. Though I would try to stay true to the puzzle elements used in each of the dungeons of OoT for the most part.. kinda like in Ganon's Castle. I'm more interested in what kind of puzzles and enemy's would have been used in the Wind Temple. The fans that are used in the Shadow Temple come to mind, hover boots as well, but I have no clue about the enemy's other than ones that can fly.
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Sounds good. Do you or anyone else think that they planned on making a Spirit Temple back when they were working on Zelda 64? I'm sure Spire might have a pretty knowledgeable guess at the least. Just saying so that maybe a part of the dungeon resembling the Spirit Temple might or not might be included.
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Glad you think so and that sounds reasonable. I do have one other suggestion though. Could you all make it like Level (9) from Zelda 1 in only this one way?... I got the idea that since you can obtain the Triforce in it that maybe you could make different boss rooms for each of the bosses that are in OoT.. maybe without any boss rooms for Ganon. I would say that the original game designers of OoT would have planned the dungeon to be beaten after the Spirit Temple and before Ganon's Castle. It would be cool to see newly designed boss rooms as well for each of the bosses. Edited: I agree that the textures used should be more simple to resemble the style of the original Zelda 64 teasers.