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Everything posted by Jason777
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I would think it's per actor. If you recall the bubble actor, they have an entirely different downward acceleration speed then the actors around them.
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Nice to see that you've understood how switches work
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To change the object used by the actor, I believe you have to go the actor's "info" offset and change the object number it uses. I'm not too sure about this, but you might as well give it a look. http://wiki.spinout182.com/w/Actors#Actor_table ^ That has an example of finding the object number value in the stalfos actor. As for the hierarchy, I definitely know it can be done but I haven't yet looked at it. Would you mind posting the notes you have on it? Also, it would do you good to look at this custom actor; the answer lies within it: http://spinout182.com/ovl_En_Anim/
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Ocarina of Time: Extended Scene, Actor, Object and Exit tables
Jason777 replied to spinout's topic in Community Projects
Bravo, spinout, bravo. I will definitely be looking at this for rest of the week! -
Yup, though I don't know how that relates to my post... If anything, my method would help to easily find most (if not, some) static floats.
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The way I would check it is to look for the lwc1 opcodes that grab data from virtual addresses (virtual address > 0x807FFFFF) within the actor. Then, subtracting the start virtual address of the actor from the virtual address of the float would give me the offset of the static float within the actor file. Adding that offset to the start offset of the actor file would give me the ROM offset.
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I'm guessing that these are the float values that show up in your Value Editor whenever you make a scan from 00E35030 to 00E3E250?
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If you throw in a couple of shrubbery and patches of high grass or clovers then it'll look a little more forest-y. Other that, looking good so far.
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If it works for you, that's cool; keep it that way. If you really do feel that it is correct then perhaps you can get people to quit using "exit" as the term to define it and use "entrance" instead (like the change from "group" to "object"). In the, end people have been using that term for so long that it may be difficult to replace at this point.However, for now...
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Heavy, it's nice to see that you're trying to get into assembly... However, you're misunderstanding some things. A0 is a register (think of it as a variable that can store data for later use) and the health of an actor is stored 0xAF (175) bytes away from the start of the actor panel. In the dodongo's case above, the health value would be 4; you can see that we load a value of 4 into register T5 and then store the contents of T5 at 175 bytes away from the base offset in register S0. In this case, S0 holds the pointer to the actor panel. If you can get a grasp on what registers are as well as what opcodes do, then you'll be well on your way to hacking and understanding more advanced things. EDIT: You're looking at the regular dodongo's actor, right? King Dodongo has his health set from outside the actor... Also, sorry to completely hijack your thread, Three
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Zelda's Eternal Youth Hack - [MORE UPDATES!!!]
Jason777 replied to Airikita's topic in Modifications
So other enemies move only when you move? That's absolutely awesome. -
(ZAO-ADD) Z64 Automated Actor and Object Adder
Jason777 replied to Jason777's topic in Community Projects
A demonstration of adding a stalfos to the nighttime version of Kakariko Village in Child Link's time. I didn't demonstrate adding actors to Hyrule Field in Adult Link's time because I realize just how long the recording already was. -
That map (along with Sidewinder and Blood Gulch) are the shit to play CTF on.
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I'm really interested in just knowing the signifcance of 00000001 that comes after each command. Is it a signifier to let the game know that the previous word was a cutscene command?
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Apparently the program is complaining that OpenTK (?) isn't installed and therefore functions used to utilize OpenTK within the python script are invalid. I also noticed that you have Python v3.3 installed... you need Python v2.5 (or v2.6?) for most of spinout's python scripts to run correctly.
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SharpOcarina - Zelda OoT Scene Development System
Jason777 replied to xdaniel's topic in Community Projects
You're placing the collision file in the wrong area. That's part of the rooms (mesh) tab. You should specify the collision obj in the general tab. You should see where you select the file as it is right beneath the scene and music specifier. -
(ZAO-ADD) Z64 Automated Actor and Object Adder
Jason777 replied to Jason777's topic in Community Projects
Nah, your's was great! I just wasn't sure how to implement the changes I was making for this next release (alternate headers among other things). I find C# to be a little confusing If anything, now the GUI will be cross-platform capable.As you can see, this new GUI is very similiar to the form that you made because I really did like your layout! -
(ZAO-ADD) Z64 Automated Actor and Object Adder
Jason777 replied to Jason777's topic in Community Projects
In the demonstration I'll be adding actors and objects to Adult Hyrule Field as well as the Child nighttime version of Kakariko Village. -
(ZAO-ADD) Z64 Automated Actor and Object Adder
Jason777 replied to Jason777's topic in Community Projects
I've been updating this program again trying to get it to the state where it contains all the features I had originally planned. I will go to say that the next release will most likely be a final release and therefore I will deem it version 2.0. Things to be included in this release are: Ability to add actors and objects to alternate headers Java GUI Frees more useless space Final source code of the program as well as its GUI After this, I will view this program as more or less complete. The only other things that I might consider in the future is implementing a 3D actor "cube" placer for actors that are added to the map. Anyways, here's some previews of the next release: Alternate Headers Java GUI Form I have no idea why my images came out like that... Oh well. I'll probably be demonstrating the console version sometime tomorrow. -
You're only supposed to run z64porter-gui, I believe.
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Looking good so far. The reason why're you're having trouble giving the Ghoma reasonable speeds is because they are float values Eventually, I'll teach you how to modify speed values correctly and the colors of her model.
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I congratulate Flotonic on a new release. It looks like ZAO-ADD is now obsolete considering he added in the ability to add actors and objects Darn, I was actually planning on implementing alternate header selection and a Java GUI this week...
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So it's basically a glitch calculator? It sounds really complicated.. I'm really impressed!