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Everything posted by Jason777
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I don't know about GBA assembly but I've followed this guy's tutorials before and all of the programs that he's linked to have performed as advertised: http://static.patater.com/gbaguy/gbaasm.htm
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Implementing the Master GUI - INITIAL MOCKUP exe READY!
Jason777 replied to haddockd's topic in Community Projects
If you wanted me to, I could make it so that ZAO-ADD takes command-line arguments. I wouldn't know how how your GUI would automatically know how many maps a specific scene has or how many actors/objects are already within it though. My program would still give you an error and close without making an modifications the ROM, but, like I said, I don't know how your program would know how many maps are in a specific scene, etc to avoid having my program spit out an error in the first place. Maybe I could have an argument that spits out information about the scene's map count and actor/object count for each map? -
There are quite a few external functions that actors call... I'll definitely be looking foward to what you can figure out :)Hylian Toolbox is actually really easy to use; maybe I'll make a video tutorial on it someday (when I finally get a microphone).
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As far as I know there haven't been any new enemies when you consider that there haven't been any completely custom attack patterns. And that dodongo's tail enemy ("slug monster") was made by Cendamos. There wasn't a custom AI, I think he just had the actor only use the tail display list. I may be wrong though. The only things that have been created that come close to the being custom enemies can be found on this topic:http://www.the-gcn.com/topic/2157-custom-enemy-models-or-animations/ Out of the those, spinout was the only one to have made a custom actor that utilizes the octopus model. However, it doesn't actually attack. We're a long way from figuring any of that shit out.
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Sweet. Can this list be applied mostly to the Debug ROM? I haven't yet looked at the contents of the tables so don't mind me if this is a dumb question.
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That is a very interesting idea... Perhaps I'll try doing that for my 2nd replacement seeing as how it would probably take less time than my last
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"Master" GUI application for "all" Zelda modding apps
Jason777 replied to haddockd's topic in Community Projects
[rant] To tell you truth, the only people who are active in the Q&A or Modifications forums are myself, Sanguinetti, DeathBasket, and sakura from time to time. And out of us, DeathBasket and sakura tend to post inconsistently. The other people who post here are usually one-time posters who only here to get their questions answered. Indeed, most of the members on this site usually come only for the URA project and do not pay attention to other forums. So my advice to you would be that you're simply not posting in the right forum if you want to get attention. I would recommend posting in the Community Projects section as it gets more traffic. But even then, a lot of people only pay attention to posts made by certain members (i.e. members of the URA project) and often ignore any other posts/replies. It get's pretty frustrating when you work hard to make something and then people won't so much as glance at the thread where you showcase your work. I will admit, that is one of the reasons why I lack the motivation to do anything that can be deemed worthwhile... But you learn to get over it. [/rant] In other words, "I feel you brah." -
Great Show
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I loved watching the .Hack (or "Dot Hack") series when I was younger because of how odd everything was. The first one I can recall watching (I was probably in 1st grade) and my favorite is .Hack //SIGN: I've actually been meaning to go back and watch all the different .Hack series for the sake of nostalgia.
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Video Tutorials To Get Started and Master Tool List
Jason777 replied to giadrosich's question in Q & A
The only command-line tools I tend to use are spinout's programs made in Python and C. Recently, because of the release of the Hylian Toolbox, I've started using the hierarchy scanner, animation scanner, and OBJN64Tool. But that's just me... Animation Scanner: http://spinout182.com/?a=pr&p=as Hierarchy Scanner: http://spinout182.com/?a=pr&p=hs OBJN64Tool: http://wiki.spinout182.com/w/Libobj Z64Anim: http://wiki.spinout182.com/w/Z64anim giadrosich summed it up quite nicely, but the programs that she is hoping you include are not command-line. -
Video Tutorials To Get Started and Master Tool List
Jason777 replied to giadrosich's question in Q & A
1) I always thought that Utility of Time was headed in the right direction... It just needed some of the bugs ironed out. So to answer your question, yes.2) Perhaps you could have a multipurpose tool which is geared completely towards certain subjects in hacking (i.e. actors). I would certainly allow you to use ZAO-ADD (I might even update the program some more) on one condition: I get to have the source code. I've been meaning to start looking at programming GUIs -
That's good news, haddockd I sent him a message myself, too, and I have my fingers crossed hoping that he'll read it haha.
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I guess I'll post another thing that is semi-related to the above post... Also, I don't really count this as a double-post because it is adding new information! Well, that and because only new posts show that a thread has been updated Anyways, here is how to load Nabooru up even if Link is an Adult! I should've posted this yesterday while I was on the topic of the "Kill Actor " function, but I guess it deserved a new post... 0xE69544 - Nabooru's check to see whether or not Link is a child/adult (ROM Offset) Go to that offset in the Debug ROM and change it to 00000000 to disable to disable the check If you don't know what had happened, I went to 0x2744 is the Nabooru actor file and changed this: bne t8, $at, $L000066... to this: nopYup, super simple! Now here is how I found it...
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This thread should be kept alive... there is great use for it. I guess I'll add something onto it, too. 0x8002D570 - "Kill Actor" Function (RAM Offset) void func_8002D570(ram_actor * a0) // Erases specified actor from screen // A0 = RAM Actor 8002D570 : LW T6, 0x0004 (A0) // T6 = actor Z-Target status 8002D574 : ADDIU AT, R0, 0xFFFE // AT = -2 8002D578 : SW R0, 0x0134 (A0) // Actor display function = NULL 8002D57C : AND T7, T6, AT // T7 = (T6 & -2) 8002D580 : SW R0, 0x0130 (A0) // Actor main function = NULL 8002D584 : JR RA // Return 8002D588 : SW T7, 0x0004 (A0) // Delay Slot: Update actor Z-Target status I found this function almost a year ago whenever I was looking into why Nabooru wouldn't load if you were Adult Link (there were no object sets).
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There are much easier ways than trying to write assembly in hex code by hand and applying them to actors http://64.vg/dr/node/75 The only thing that you would need in order to recompile the actor is a mips-gcc environment set up... there's a WIP (I say WIP because it is incomplete; I have no idea when I'll get the motivation to come back to it) tutorial I made on how to do that here: http://www.the-gcn.com/tutorials/article/4-ootmm-hacking-with-c-and-asm/ nOVL, the program used to create actors from MIPS ELF binaries generated by GCC, is already in the download given by the tutorial.
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What a clever way to integrate Michael Jackson into the game's storyline This wasn't made by the Hylian Toolbox, but do not let us forget spinout's custom Octopus ZOBJ which uses a custom model, animations, hierarchy, and actor:
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You could just have the program open two instances of itself (or however many you want) and then go into an infinite loop, thus creating an infinite loop of infinite loops.
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The things that can be accomplished with the Hylian Toolbox are quite glorious: http://www.the-gcn.com/topic/2157-custom-enemy-models-or-animations/
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I made this topic primarily to show off some things that can be done with the Hylian Toolbox, but I think it should also serve as topic where users post custom made enemy models (either through display list swaps with other in-game models or imported models), animations, or even actors if you have the knowledge to do so! I guess I'll start by posting a small beta recreation of the Iron Knuckle in which it was believed to be the golden knight seen in the picture below: Here's a video of the recreation! I doubt that I'll be able to successfully replace the iron knuckle with a custom hierarchy anytime soon; there are a buttload of weird issues that come paired with it: [*]Using a custom hierarchy with a different number of limbs will usually result in a crash when using PJ64 and Z-targetting. [*]Using a custom hierarchy at all will not allow you to use Adult Link in the same room as the new iron knuckle. [*]Using a custom hierarchy seems to throw off how the iron knuckle deals damage to the player. It is very hard to be dealt damage. [*]Certain limbs are set to specific display lists no matter what. Here are my solutions: [*]Nemu seems to be void of these problems. You still can't use Adult Link, though. I would recommend making sure that the hierarchies end up with the same number of limbs. [*]This probably has something to do with the actor... I really don't know how to fix this. Though it may be very possible that the model might be too detailed... [*]The very fact that you can still be dealt damage makes me think that this is fixable. Perhaps modifying the Y position of limb 0 could fix this. [*]The only way to combat this is to go into those display lists, have it jump to the display list you desire with a DE command if you want, and then end the display list with a DF command. The fourth issue can be solved with these specific instructions... the following display lists need to be nulled out with a DF command: 0x16BE0 - Design on Neck Guard?0x16CD8 - Design on Center of Torso?0x16D88 - Design on Outsides of Torso?0x16EE8 - Design on Lower Outsides of Torso? (half)0x16F88 - Design on Lower Outsides of Torso? (half)0x17028 - Design on Shoulder Guard?0x17170 - Design on Shoulder Guard?0x19E08 - Design on Helmet? The following display lists seem to replace limbs 11 and 12 no matter what... Here's what you do to them: 0x18E78 - HelmetE7 00 00 00 00 00 00 00DE 00 00 00 06 XX XX XXDF 00 00 00 00 00 00 00XXXXXX - Offset of display list you want to replace this limb with0x19100 - ****ed Up (Shading?) Nabooru Face (also jumps to 06019E08)E7 00 00 00 00 00 00 00DE 00 00 00 06 XX XX XXDF 00 00 00 00 00 00 00XXXXXX - Offset of display list you want to replace this limb with As you can see, I'll probably end up not using a custom hierarchy. I won't be releasing the ZOBJ as I may want to use it in a project of mine. Unfortunately, "you can see but you can't touch" One other thing, I used a program I made to be able to extract hierarchies and recalculate all pointers used to be able to move it to other offsets/objects. It isn't exactly user-friendly, but if anyone is interested I'll be glad to upload it. EDIT: Oh! One last thing: the model was made by the old members of TBT or Forbidden Legends.
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Excellent job, Strati! I'll be looking at the changes you made in the actor file to understand what you did. Any chance that you'll release the source? giadrosich, you can basically implement those puzzle designs where you were hoping to use both Young and Adult Link All you would need to do is apply Strati's patch (make a backup ROM incase the patch interferes with other fhings!), place the Master Sword actor where you want, and then specify the exit to return to in the variable. http://wiki.spinout182.com/index.php?title=Debug_ROM:_Exit_List_%28alternate%29
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Well that's just awesome.
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You can find the actor variable 0x1C bytes away from the start of the RAM actor (it's sometimes referred to as the "actor panel"). The address of RAM actor can be acquired by the return value of the ActorSpawn function. Here's how I would bascially grab the variable... // Wherever you found the routine// that spawns the desired actor...JAL 0x80031F50 // call to ActorSpawn function// address to RAM actor is now in V0// place this anywhere before V0 is overwritten// or where you can keep track of the RAM ActorLHU AT, 0x1C (V0) // (*(u16*)(RAM_ACT + 0x1C))// Now hook into your custom code// Read the variable in ATI was actually thinking about what you guys were wanting to do. I propose that we could deal with the hack like this... Whenever you pull the mastersword, if it has a variable other than the default variable used in the temple of time, spawn an exit as if Linkfell out of the scene (you respawn at the last used entrance in the map) and load as adult link/child link (hold R to switch to adult link GS code, anyone?). You would do an XOR (or NOT) operation on the Young Link flag to make that change, I believe. The only thing is that I'm not sure how object sets would work. Also, Strati, I've been taking look at your disassembly... holy cow. Nice work!
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Awesome news, Sang! A huge thanks goes out to you and Flotonic! These updates will make animation creation a lot less time consuming as well as other things.
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You may have just discovered an actor that can spawn exits... But that's just what I'm hopelessly hopeful for >.> Besides that, it may have happened because you tried to load object 0x0003 from somewhere else besides the 0x07 scene header command. Just saying, it's already loaded for the Forest Temple.