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Jason777

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Everything posted by Jason777

  1. I think 0x03 is for backface culling and 0xFC is for modifying combiner settings.
  2. Jason777

    How do I Patch This?

    The tutorial haddockd linked to should explain everything that you would need to know. Just keep an eye out for hacks that utilize memory at 0x80600000; those are not patchable unless I rewrite where the routine is loaded.
  3. Jason777

    How do I Patch This?

    That hack would actually not work with the patching method I came up with. This is due to... laziness on my part. I could come up with something better when I have more time. The routine which patches gameshark codes to memory is loaded at 0x80600000 and the arrow hack utilizes that memory. This would basically overwrite the gameshark patching routine and produce garbage.
  4. Here you are, I believe this is the right file: http://www.cs.utexas.edu/~jason777/Modding/Zelda%2064/Notes/fkualol_OoTMM.7z
  5. So I'm Jason. I'm currently 19 years old but I turn 20 next week. Been around since late 2009 and found myself on Gekinzuku and Glitchkill trying to import the main theme of "Requiem for Dream" into OoT using mml2m64 (which didn't go down too well). I was amazed by some of spinout's hacks at the time and found myself following TBT (which died shortly after). Since then I've dabbled in helping out a couple of mods here and there and even had my own mini-mod for awhile that only made it to a pretty discrete beta release. I'm kind of a hoarder of information and am pretty proud of the gigantic collection of notes I have on modding N64 zelda games. One of these days I'll release them when I go through the trouble of reorganizing them. On a related note, I tend to have random bursts of obsession about learning everything there is to know about how OoT works and as a result, I've picked up many different skills. Things that I never really bothered with are textures, though. I used to be publicly active, but now I just tend to lurk in order to keep up with some projects like the Sheikah's Apprentice and Zelda's Eternal Youth and/or gather new modding information for god knows why. One of these days I'll put all this information to use... Anyhow, OoT modding actually showed me what I want to be in life (software developer) so cheers. I'm a computer science major and may be graduating next semester. I should be reading notes for my next class, but screw that. I tend to hang out with my girlfriend of 2 years on weekends since we have a long distance relationship going on. Other times I'm hanging out with my roommates and friends by engaging in irresponsible activities... which is quite fun. Most people typically think that I'm quiet when you first meet me, although later you'll just think of me as "that really chill dude." I enjoy learning details of other people's lives in the sense that it helps me get to know a person better and reach out to them by sharing my own personal experiences. I take pride in the fact that I'm pretty trustworthy and a good listener who won't shove my opinions on your problems down your throat (unless you ask for them), but I also tend to only say what people want to hear (does that make me two-faced?). My judgments of others are based entirely on my own opinions so I'm not that guy to drop someone just because my friends don't like them; because of this, I tend to have a lot of friends of various types (nerds, stoners, social butterflies, wall flowers, etc.). Also, if you haven't guessed by reading this post and most of my other posts, I love making side-comments by putting them in parentheses. It's kinda cool seeing this place (and the Z64 community in general) rise and fall through the times like we're our own civilization. Also, it's pretty cool how I've gotten to know a few of you over the years and I should apologize that I haven't been around much lately.
  6. Actually, I think I prefer boomerang base to the arrow The only reason I had myself fixed on the arrow was because of the cool magic explosion effect (which is unfortunately disruptive like mzxrules pointed out) and that it shot straight like a laser beam. The added homing capabilites and the disk-like form of your version is very similar to the Skyward Strike which is easy to appreciate. Nice job, Airikita!
  7. Meh, I haven't touched it since. I'm drowning in schoolwork
  8. Why not use an arrow? http://www.cs.utexas.edu/~jason777/Modding/Zelda%2064/Notes/Arrow_Shooting/
  9. You said that the staff display list was quit small -- you should post it here so we can inspect all of the commands. Also, it seems the green shade either comes from vertex coloring or it is taking on environmental settings. Finally, how are you repointing and extracting textures?
  10. It almost looks like sword room was modeled after the Chamber of Sages...
  11. It's always nice when a new collection of notes are released
  12. This is a problem Flotonic approached me about when creating the Izou Zelda demo. I was busy at the time so I think Airikita fixed it -- you should ask her about it.
  13. I was thinking about vertex manipulation... should it actually be that difficult to implement? From what I can tell, you've got picking code already written (actor placement modification). I know you aren't exactly working on SceneNavi anymore, I just want to you to confirm or dispell my belief that it shouldn't be that hard to implement.
  14. That should teach you how to go and have the track loop, I think. http://wiki.spinout182.com/w/Music_Sequences
  15. Hey, don't look at me; I first saw the term used by DL-77 while reading a couple of IRC chat logs. You can call it RAM actor "instance", etc. They are initially set up by calling a function that takes a pointer to the data block that is the start of the damage chart. Afterward, it's almost like a standard that the pointer is stored to 0x98 within the actor's instance though. Actually, I think all data from the start of the actor instance in RAM up to a length of 0x140 bytes follows a "standard": http://wiki.spinout182.com/w/Actors#Actor_Instances That being said, I usually take advantage of this standard and look for code that directly sets where a pointer to the damage chart should be placed within the actor instance data. Indeed, very weird. I could not find known code ("jal 0x8005C364") that directly sets up the damage chart nor could I find anything that sets standard instance data related to the damage chart. So, I went in the game, targeted a Flare Dancer "core", used the pointer at 0x80213CEC to grab the RAM address of the z-targeted actor (Flare Dancer "core") and then looked at the pointer stored at 0x98 within the actor's instance data. Afrerwards, I tried modifying the damage effects within the damage chart via RAM but that seemed to have no effect. However, modifying the damage amount did produce the expected results.
  16. http://spinout182.com/mqd/En_Ik.S A search for ",152(" gives me a result of storing t3 to 0x98 in the actor panel where t3 is a pointer to data_80A78444. This is the damage chart in the actor: data_80A78444 To convert it to a ROM offset... Actor virtual start: 0x80A74310 Actor ROM start: 0x00E2AEF0 Damage table virtual start: 0x80A78444 ([Damage table virtual start] - [Actor virtual start]) + [Actor ROM start] = [Damage table ROM start] (0x80A78444 - 0x80A74310) + 0x00E2AEF0 = [Damage table ROM start]Which should give you a ROM offset of 0x00E2F024
  17. It's not polished enough, in my opinion
  18. You wouldn't believe how long I've been researching how to shoot an arrow because I was convinced only one thing needed to be changed.
  19. For those of you who have know me, at one point I had a mod of my own where I completed a small custom dungeon that was to represent the Light Temple. This hack also included a highly customized sword consisting of a new model, new GI model, new icon, new label text, new animations, and... custom effects all made possible through an ASM hack. Anyway, I'm focusing on the ASM aspect here; you were supposed to be able to fire beams from your sword and so I planned to do this by firing light arrows. The only problem there was that I could not for the life of me figure out how to shoot an arrow after spawning it! Every time I would spawn an arrow, it would float in the air. Try as I might to reverse engineer and figure out the details, I couldn't pinpoint exactly what flags to set. This actually went on for several years. As time passed, I would make attempts every now and then to find this mystical "shoot" flag. I was wrong in making the assumption that there only needed to be one flag to set! I finally figured things out last night; you can see the fruit of my labors in the video below: I won't be releasing the hack, but I will give you vital information concerning firing an arrow. Enjoy http://www.cs.utexas.edu/~jason777/Modding/Zelda%2064/Notes/
  20. Well, I couldn't find any references to the damage table within either of the disassembled actors so I had to look at pointers to actor 0x00AB's damage table in RAM (located at 0x98 in the actor panel) and I got this: 00 02 01 02 01 02 02 02 01 02 04 04 04 04 00 00 00 04 00 00 00 00 01 02 04 02 04 08 00 00 00 00 Located at 0x00B94EC0. It's weird because only modifying the damage amount seems to do anything, unlike the damage effect. It would be worthwhile to investigate just where the damage table is set for this particular actor...
  21. If you wanted to add any small ASM hacks or patch some GS codes, I'm your man.
  22. Jason777

    Multiple Exits

    Damn, I can remember writing that years ago... It works, but I would definitely recommend avoiding using UoT and Obj2Area (SceneNavi and SharpOcarina can accomplish what is needed for this). That being said, you shouldn't follow all of the steps of the tutorial -- just look at information pertaining to start positions, entrance index, and exit lists in the scene. Also, don't forget to modify the exit lists of the scenes that your custom map leads to so that they lead back correctly. You also need to modify the exit table, I believe. All in all, the tutorial is a good reference for figuring out how to do most things manually and/or how to read raw data from the ROM.
  23. Look for assembly instructions in ROM -- they'll usually store a value to register that then goes and writes to the RAM addresses for interface attributes. All you have to do is modify these instructions.
  24. I've wanted to learn that for awhile. By the way, the style that you were playing at the beginning can probably best be characterized as "swing". It appears a lot in jazz.
  25. I think we're talking about running on actual N64 hardware via a flash cart.
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