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Everything posted by Jason777
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It's because of the CRC. Download the pre-patched ROM (it already has the CRC fixed). People who are getting black screens in Nemu, you either aren't enabling the expansion pack (8 MB of RAM) or it's a plugin issue. Download this version of nemu: http://spinout182.com/ar/nemu64.zip
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It looks just like classic Sonic What websites do you know of that hack 2D Sonic games?
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I would recommend downloading the newest of version of ZAO-ADD from the ZAO-ADD thread and overwriting the current ZAO-ADD folder with the download. There have been some bugfixes that allow it to be used correctly by haddockd's GUI. For those of you who are saying "I already have version 1.2...", I have been silently updating the download links in the ZAO-ADD thread to versions who have bugs fixed. The current version is actually v1.2.2 http://www.the-gcn.com/topic/2078-zao-add-z64-automated-actor-and-object-adder/
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thanks I was actually thinking about doing the same thing and tossing out the hookshot and boomerang for custom weapons (if possible). Didn't even know anyone had done it before, lol You can use, clean up, or look at the source of the final assembly hacks as a reference (it can be found as one of the last posts in the thread by me) if you want. I imagine you'll probably write something from scratch though Enabling the hookshot for both child and adult Link would require much of the same code I used in display list part my hack. You would essentially keep the "display.s" assembly hack (but gear it towards the hookshot), but have to write a new hack for loading the hookshot... so "arrow.s" would be useless to you.
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You can either get rn64crc.exe and follow the examples in my post: http://www.the-gcn.com/topic/2030-legend-of-zelda-voyager-of-time-complete/?p=35598 ...Or you can download the CRC fixed ROM from here: http://www.the-gcn.com/files/file/61-voyager-of-time/
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On a semi-related note, I once enabled the bow for both child and adult Link to use and I had used the MM Hero Bow for child Link's model: http://www.the-gcn.com/topic/1600-young-link-using-the-bow/ I like your version better, though, as you went to far as to position the bow-string, arrow, and removed child Link's hand.
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What didn't run?
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It's a command-line tool Here's what you do... Open up NotePad, and write this in there: rn64crc.exe -u [ROM Name]pauseFill in [ROM Name] with the filename of your ROM. For example... rn64crc.exe -u ZELOOTMA.Z64Anyways, save this file as "rn64crc.bat" (file extension is important) and place it within the same folder as rn64crc.exe. Place your ROM within the same folder as well. Once everything is prepped, simply double click on rn64crc.bat (yup, rn64crc.bat) to make it execute. For those who want to use 1964, make sure your ROM CRC is correct and then use the settings found in this thread: http://glitchkill.proboards.com/index.cgi?board=88uuuftak&action=display&thread=5406
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You have to fix the ROM CRC for PJ64 and some other emulators, I would imagine Look up rn64crc.exe
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Well... it's 10 for me here in Texas... so I'm up A huge round of applause for being the 3rd Zelda64 mod in existence to be completed!
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Perhaps Nemu isn't 64-bit compatible? That's really all I can think of... Well, there is one more thing. Speaking from programming experience, most programs crash like that when trying to read/write to data that is currently not at the address specified (null pointers and whatnot). I guess what I'm trying to say is that nemu is acting as if the folder it's trying to read from (the C: drive?) does not exist or that the harddrive in general doesn't exist... maybe your security software is preventing nemu from accessing your harddrive?
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Well, I'm all out of guesses
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Try using this: http://spinout182.com/ar/nemu64.zip Place it on the root of your C: drive.
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Place your ROM or nemu in at a path that doesn't have spaces. For example, place the ROM directly on your harddrive (C:ZELOOTMA.Z64). Nemu is picky about trying to open files that have spaces in their path. As for Hylian Toolbox, yeah it does that sometimes. Flotonic programmed the API from scratch so I wouldn't doubt that he might have missed some conditions where the program could close unexpectedly.
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You, sir, deserve a round of applause.
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I'm not sure if you're aware of it, haddockd, but specifying only the ROM and the scene number as arguments (using -r and -s) for ZAO-ADD will print and return the number of rooms in that particular scene. Eventually, I'll also implement the amount of alternate headers in a map file when giving ZAO-ADD the ROM file, scene, and map number as the only arguments.
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Post any screenshot of Zelda models, dungeons or mods you´ve done.
Jason777 replied to pkjoan's topic in Randomness
^ The above is a dungeon I made awhile ago for a full-game mod that I had planned on making. In total, I have around 4 dungeons already made so if I ever wanted to get to finishing it, I could just have it as a Majora's Mask mod Anyways, I particularly liked that photo for some reason. -
There are no hard feelings, I hope. I should've made it known that it was intended to be kept among yourselves so I apologize for that. Thank you for doing as I had asked
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I'm referring to the Light Temple mod in the quote below...
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Hmmm... Are the tracks in the MIDI format? I could give a little test import to see if I would be up for the job.
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Flotonic was probably really discouraged by the lack of interest in the program. You can't really blame him, though; he put a lot of effort into this program and he probably feels as if he wasted quite a bit of time developing it Personally, I think it's a great piece of software. There are a few bugs relating to matrices... but I can live them. I'll probably be releasing another program to use along side this one. It's a hierarchy porter.
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Hmmmm... one thing that I would really like to be added to ZLE3 would be the ability to change skyboxes, possibly the special gameplay object that a scene uses (specified by the 0x17 scene header command), and to be able to place waterboxes (specified by the collision header in the scenes). Most of the things that I would enjoy seeing in ZLE3 would just be things that would implement every single bit of knowledge that the community has on map and scene data, for the sake of feeling "complete" What I think would be really awesome would be a visual cutscene tool that takes into mind all the notes that we have gathered so far; I know that you made a text editor version for cutscenes, but it would carry out its purpose much more efficiently as a visual tool.
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(ZAO-ADD) Z64 Automated Actor and Object Adder
Jason777 replied to Jason777's topic in Community Projects
That's great news, JSA! A month or two ago giadrosich came to me with the issue of ZAP2 not being able to read the map correctly after she had added actors with ZAO-ADD so it's good to hear that you already have it taken care of -
(ZAO-ADD) Z64 Automated Actor and Object Adder
Jason777 replied to Jason777's topic in Community Projects
April 27, 2013: Version 1.2 Release In this release, there are very few updates: Added in command-line support. You can see the arguments below. A GUI has been implemented... sort of. I'm waiting on haddockd A readme file has been added (finally). Command-line Arguments: ZAO-ADD.exe [ARGUMENTS] -r [ROM FILE] : Specify a ROM to modify and doesn't do anything if it is the only argument -s [sCENE NUMBER] : Specify a scene number (if used as the only argument, it'll print the number of maps as a decimal number) -m [MAP NUMBER] : Specify a map number and doesn't return anything if it is the last argument (use in conjunction with -s) -a : Prints the amount of actors in the specified map as a decimal (use in conjuction with -s and -m) -o : Prints the amount of objects in the specified map as a decimal (use in conjunction with -s and -m) -A [ACTOR ADD] : Specify the amount of actors to add (use in conjunction with -s and -m) -O [OBJECT ADD] : Specify the amount of objects to add (use in conjunction with -s and -m) -i [OFFSET] : Manually specify an offset to inject at (use in conjunction with -s, -m, and -A/-O) -f : Try to fix file table offsets if possible (use in conjunction with -s, -m, -A/-O, and/or -i). For example, say you wanted to find out how many maps were in scene 109: ZAO-ADD.exe -r ZELOOTMA.Z64 -s 109 Say you wanted to find out how many actors were in scene 109 map 0 (the same could be applied for objects using the -o argument): ZAO-ADD.exe -r ZELOOTMA.Z64 -s 109 -m 0 -a Say you wanted to add 2 actors to the actor list in scene 109 map 0 (the same could be applied for objects using the -O argument): ZAO-ADD.exe -r ZELOOTMA.Z64 -s 109 -m 0 -A 2 Say you wanted to add 2 actors to the actor list in scene 109 map 0 and inject the map at 0x35CE040: ZAO-ADD.exe -r ZELOOTMA.Z64 -s 109 -m 0 -A 2 -i 0x35CE040 Say you wanted to try to fix the file table entry as well: ZAO-ADD.exe -r ZELOOTMA.Z64 -s 109 -m 0 -A 2 -i 0x35CE040 -f Download: http://www.mediafire.com/?0zpncm2ll7bwey8 -
That's an admirable map you've got there. I'm curious, are you planning on importing custom textures or making texture packs?