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Jason777

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Everything posted by Jason777

  1. mzx is right when he says that you only have to keep an eye on the 'XX' portion of the variable. Switch flags are the only thing you need to pay attention to in dungeons to make sure that aren't already being used in another room or switch in the dungeon. In our case we used a local switch flag that clears ever single time you exit a room which uses it. This means that we can use it in more than one room as long as two rooms who use that switch flag aren't right next to each other (meaning you can't walk into one room which uses that switch flag from a room that uses the same switch flag); this also applies to any type of switch flag. http://wiki.spinout182.com/w/Modification_and_Addition_of_Switches#Switch_Flags
  2. Switches Explanation Say you wanted to attach a transparent platform with a timer to a switch flag of 0x38. Say you wanted the switch that that switch flag is tied to to be a eye switch ("that that", "to to" haha...). Setting up the switch... Actor Number: 0x012A Variable Format: XXZY XX = Switch Flag Z = Switch Mechanics Y = Switch Style 'XX' is easy to explain; it's our two digit switch flag (0x38). 'Z' is probably the trickiest part of the variable. Each "digit" in hexidecimal is made up of 4 bits. I'm talking about binary bits. This means values of only 1 and 0. So think of Z as being broken up into 4 checkboxes: [][][][] Whenever we fill a checkbox, we replace it with a 1. Whenever we leave a checkbox empty, we replace it with a 0. Here is the significance of each checkbox (starting with the leftmost bit): 1 = Switch is frozen in ice 2 = Unknown. Just leave unchecked 3 = Switch activates when not stood on (floor and rusted only) 4 = Switch can be turned on and off Say we wanted our our switch to be frozen and it could be turned on and off. The 'Z' aspect of the variable would have a binary representation of 1001. The hexidecimal conversion of 1001 is 0x9. In case you aren't familiar with how to convert from binary to hexidecimal, here's a conversion chart: 0000 = 0x0 0001 = 0x1 0010 = 0x2 0011 = 0x3 0100 = 0x4 0101 = 0x5 0110 = 0x6 0111 = 0x7 1000 = 0x8 1001 = 0x9 1010 = 0xA 1011 = 0xB 1100 = 0xC 1101 = 0xD 1110 = 0xE 1111 = 0xF ... But in our case, we don't want our switch to have any special mechanics or external properties so we leave Z as 0x0. Don't know why I bothered explaining that... 'Y' is easy to understand. It's the type of switch that you'll be using. Here's a list of values: 0 = Floor switch 1 = Rusted switch 2 = Eye switch 3 = Crystal switch 4 = Targetable crystal switch We want an eye switch, so we'll set 'Y' to be equal to 2. In the end, we would end upwith this as our switch variable: 0x3802 Make sure that the special object 0x0003 (gameplay_dangeon_keep) is loaded by checking the 0x07 scene header command. Now, it's time to explain the transparent platform (with a timer) actor... We will be using two actors. One actor is for the transparent platform and the other is for the timer. If we didn't want a timer then we would only use the transparent platform actor. Setting up the transparent platform... Actor Number: 0x01B4 Actor Variable: XX01 'XX' would be the switch flag (0x38). Our variable would end up as: 0x3801 Setting up the timer... Actor Number: 0x01B4 Actor Variable: XX02 'XX' would be the switch flag (0x38). Our variable would end up as: 0x3802 Both the transparent platform and its timer use object 0x01B4 so make sure that it is loaded. In the end, our setup would work like this... When our switch will go off, our timer will start, and then our platforms will be visible and solid. Sources: http://wiki.spinout182.com/w/Maps_and_Scenes http://wiki.spinout182.com/w/Modification_and_Addition_of_Switches#Basic_Switch http://wiki.spinout182.com/w/Modification_and_Addition_of_Switches#Transparent_Platform_Timer http://wiki.spinout182.com/w/Modification_and_Addition_of_Switches#Transparent_Platform
  3. JSA didn't actually remove that cutscene (I don't think), he modified the exit table. Check this tutorial out: http://glitchkill.proboards.com/index.cgi?board=tuts2&action=display&thread=3609
  4. Jason777

    Issues with nemu64

    The reason why it was giving you that problem was because it already had settings and paths to specific files on spinout's PC. There's nothing wrong with it. Also, try placing your OoT Debug ROM directly on the C: drive ("C:ZELOOTMA.Z64") or in at a location where there aren't any spaces in the path (i.e don't place the ROM in place like "C:Cool Shit and StuffZELOOTMA.Z64" but instead "C:Cool_Shit_and_StuffZELOOTMA.Z64"). By the way, go into nemu's settings and use one of the many glide video plugins.
  5. Jason777

    Issues with nemu64

    spinout was nice enough to upload his configuration of nemu. It works flawlessly for me: http://spinout182.com/ar/nemu64.zip
  6. You select all the faces that you want to be part of a single group ("Ctrl" + Clicking + Clicking + Clicking + etc) and then you "Right Click"-> "Make Group"
  7. Build a version of the map that contains only the necessary collision (not mesh) and no textures. Think of that as the scene file. Of course, use that as the "Collision Model" (It's near the top of the "General" tab). Build a detailed version of the map that contains everything that you want to be visible (mesh). Think of that as all the map files put into one model. Go into that version and seperate everything into groups. Every group signifies a map. Then export each group separately. Go into the "Rooms" tab of SharpOcarina and then add each of the seperate groups. Those are all your map files. Finally, to link up all the maps you must simply go into the "Transitions and Spawns" tabs and add in however many transition actors you see necessary (doors). You could use ZAO-ADD to add actors and objects to the map file, but it would kind of be unnecessary because SharpOcarina has the features built into it specifically for custom maps. Not to mention that you wouldn't be able to edit the actors or objects in the maps with SharpOcarina because the program edits the map through XML generated scene/map files based on user input and not by loading the map through the ROM. The only thing that SharpOcarina doesn't have is a way to automatically generate an injection offset.
  8. IndexOutOfRange can either mean that there are too many polygons or the model's scale is too large. When you mean "link" up together, are you referring to maps in scene? There is a feature in SharpOcarina which allows you to add objects and actors to a custom map before importing.
  9. In case you haven't seen your PMs... In other words, Zeth is correct.
  10. I think I may have found a bug after saving to a new hierarchy. I can't say for sure until I've thoroughly inspected the hierarchy generated by program though, so don't start looking for errors just yet. I was creating a new enemy and had just finished creating the full hierarchy in order to demonstrate the program's capabilities and hopefully draw more attention to it. I had saved the zobj a couple of times throughout the whole process and wanted to make sure that everything was saving correctly so I saved one last time and closed the program for the first time. When I reopened the program and tried to load up my zobj, the program started to hang at the file select screen and quit responding. To make sure that it wasn't just a new bug that magically appeared when opening zobj, I tried opening another zobj... I encountered no problems. This meant that the problem was with my zobj, so I did a file compare test to see if there was any changes that the program might have made to the display lists of my zobj (even though it was highly unlikely). A result of 0 differences came up so now my suspicions have turned to the hierarchy which has been appended to the file. Removing the hierarchy from the zobj and trying to open the new zobj in the program proved my suspicions correct. Now, I haven't yet analyzed the hierarchy to see if I can spot any errors so I can't specify what the problem may be just yet. I can't think of any way that a user might input invalid data for a hierarcny besides the possibility of an overflow in coordinate/translation data (which I'm pretty sure I have avoided) so it may be an issue through consistent and consecutive saving. If I'm still stumped after looking at the hierarchy, I'll upload the original custom zobj, the hierarchy, the zobj with the hierarchy appended, information of the display lists in the hierarchy, and the information file generated by Model2N64.
  11. Thanks for talking to him for me! I'll probably send him a message through fhese forums, too.
  12. Nah, to extract the contents of the ROM people still use ZZT's ZRE or we just download an individual file from spinout's site: http://spinout182.com/mqd
  13. sairugoth, try posting hyperlinks like this: *url= " http://the-gcn.com/index "* Click Me */url* Replace all the asterisks (*) with opening/closing brackets ([]) and remove spaces to produce this effect: Click Me
  14. Thanks for replying haddockd. I was beginning to think it was forever lost...
  15. You can probably modify the actor file to contajn new variables. From there, you can specify what map to return to. I would be interested in looking into this.
  16. http://www.the-gcn.com/topic/728-modding-programs-database-z64 Programs that aren't on that list: [*]LACE [*]Hylian Toolbox [*]Hylian Cartographer [*]OoT InstEd [*]Interface Lift [*]Pierre's Ocarina Studio [*]Scroll of Majora/Time [*]MMMusic2OoT [*]Airkita's Value Editor [*]Model2N64 [*]SorataVSE [*]Flotonic's Display List Porter [*]A bunch of tools made by SoD/Kaminotamashi And then there's the two programs I've made... ZAO-ADD: Object/Actor Adder (still undergoing updates). Link: http://www.the-gcn.com/topic/2078-zao-add-z64-automated-actor-and-object-adder/ z64-tex-ext Injector: a buggy piece of software that works to implement spinout's z64-tex-ext hack. Basically it puts animated textures into maps. It works sometimes. Link: http://www.the-gcn.com/topic/1639-z64-tex-ext-injector-c/ I'll update my post with links to the programs not listed at a later time.
  17. Jason777

    OpenID.

    I think that spinout stopped allowing people to sign up for the Wiki since there were a lot of bots invading. If you didn't already have one (I do) then I don't think you'll be able to make an account unless you directly contact spinout
  18. Well, I think some of the houses in Kakariko are actually actors so I would think it would be possible.
  19. Congratulations! It keeps getting better and better
  20. Does anybody have it anymore? The links on this page have been long dead: http://glitchkill.proboards.com/index.cgi?board=ootmod&action=display&thread=2553&page=1 I think I've found some issues with the program... I wouldn't doubt it since it was released so long ago and was probably programmed around documentation that has gone through many changes since then.
  21. I've never seen anyone try to make a crawl hole for Adult Link, not to mention you need to be a Child to go through the crawl space of the Spirit Temple. If you're hoping to implement crawl spaces in general then I would recommend following this link. It was geared toward custom maps back when there was only Obj2Area so if you know what you're doing then I'm pretty sure you can take the knowledge acquired from it and use it in SharpOcarina: https://sites.google.com/site/flotonic65/modding/n64zeldatut/customcollisionincustommaps
  22. Could I ask that you send me the ROM (through private message, of course) you're trying to making modifications to? It's about time I got to the bottom of this... Unfortunately for me, I suck at trying to find bugs so hopefully I'll be able to recreate (and fix) them using your exact instructions. Keep in mind that I might not have a new release for about another week though.@Armos: Thanks for the support; I will definitely package a README file with the next release
  23. I'll reupload JSA's tool at a later time. Anyways, concerning cutscene creation, here's something that I think everyone should definitely look into: http://www.maco64.com/download_page.php?download=2 Seriously, I'm in disbelief right now. Been awhile since I've been so interested in modding.
  24. That would be because of the file table pointer fixing option I implemented, I think, since I'm pretty sure Sorata reads the file table for maps and scenes. If you start again with a clean ROM and type in 'y' when it asks you if you wanted to update the file table pointer if possible I'm pretty sure that will fix things. Might lead to future problems though. That's strange, but I would imagine it's because you're using the automated injection offset feature. Like I said, it's not too advanced and it only looks for the highest file offset present in the scans it makes. I would imagine that you probably have a file sitting around in the free space of the ROM... If you do then unfortunately you would have to define an injection offset yourself.By the way, if you haven't watched the video yet you should see me adding objects and actors to Hyrule Field
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