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Everything posted by Jason777
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http://wiki.spinout182.com/w/Modification_and_Addition_of_Switches#Alternate_Door_Skins^ That should explain a lot of things. If you have trouble then try contacting Arcaith Patching codes is a common question around here; unfortunately, there is no simple singular answer. The difficulty can range from extremely easy where you only have to change a few values in the ROM... to dealing with advanced concepts such as creating an assembly routine in order to DMA a block of data from the ROM to RAM. The amount of difficulty really depends on the GS code. I would have to write a lot to explain it, but if you're interested you should look at this: http://spinout182.com/?a=z&p=zhk I'll start by saying this: it's easier to have Adult Link use all weapons than it is for Child Link to use all weapons. In fact, I'm not even entirely sure if it's possible with Young Link. Anyways, porting items from the different aged Link's is a matter of combining the knowledge gained from these bits of information:[*]Young and Old counterpart display list pointers: http://wiki.spinout182.com/w/Code_notes#Link_stuff [*]Enabling icon selection and highlighting of the items via the item menu: https://sites.google.com/site/deathbasketslair/zelda/ocarina-of-time/hacking-information/adultchild-item-usability [*]Display list porting between ZOBJ... Flotonic's program: http://www.the-gcn.com/topic/1192-display-list-porter/ or a manual tutorial (doesn't teach you how to port textures): https://sites.google.com/site/flotonic65/modding/n64zeldatut/portingdlists The hardest items to port to Adult Link are the slingshot and the Deku sticks (and possibly the masks). The hardest things to port for Child Link are the bow and hookshot. I don't think the hookshot is possible. I haven't tried porting deku sticks or the hookshot yet, but here's something that will help for the slingshot/bow if you take the information used there and apply it with a couple of changes where needed: http://www.the-gcn.com/topic/1600-young-link-using-the-bow/
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!IMPORTANT! Prevent mods from freezing on some emulators.
Jason777 replied to john_smith_account's question in Q & A
http://spinout182.com/ar/nemu64.zip -
Chillwave radio is all I listen to on Pandora. That hasn't changed for the past 2 years. You should look up Phoenix, Passion Pit, and Bag Raiders. I can almost bet that you'll like Cerulean or Neon Indian though.
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I really do think it has something to do with your OBJ file and not a problem with the program. Would you mind uploading the SketchUp or OBJ file?
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Waypoint help for Hyrule Field - Horse Going in Circles
Jason777 replied to giadrosich's question in Q & A
That's interesting... Do you mind posting the modified scene file here so we can take a look? -
Well, you definitely seem like a fast learner to me Welcome and I'm interested in what you'll bring to the forums!
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That's definitely possible and you can find "editors" for animations (both Link's and regular models). You should check out spinout's z64Anim and Flotonic's/Twili's LACE. If you can't find them, don't hesitate to ask me for them. As for custom models, see xdaniel's Model2N64. The only problem where I can see you having trouble is getting the custom model inside an object and creating a heirarchy. Many programs exist for that. You should check out DeathBasket's InstEd, Sanguinetti's MM to OoT music porter, or Frauber's mml2m64 (works for both SM64 and Zelda OoT). I would recommend DeathBasket's tool though for completely custom music. Are you talking about exits? Exits are whenever you leave a level and loads up a new level. If so, a program like that is definitely feasible. At the moment I'm writing an object and actor adder with automatic injection if the user doesn't specify an offset though.
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I can tell you one thing that most people new to SharpOcarina experience when they first use it: their maps are too big. Try rescaling the map in SketchUp to be a bunch smaller.
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Just sayin', I love every single one of you guys/gals. Well my Valentine's Day has been perfect in every way possible; how was yours?
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I like the idea of wild herds of horses roaming Hyrule Field. Nice job!
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N64/Zelda hacking tools (DList conversion etc)
Jason777 replied to xdaniel's topic in Community Projects
Actor cubes are a friendly and familiar face to everyone. Don't sweat the small stuff. -
Well, you would construct a series of models to replace all of Link's body parts. These parts consist of what is called the "hierarchy"... Adult Link (look for "hierarchies"): https://sites.google.com/site/flotonic65/modding/n64zeldadoc/debugzobjdoc/object_link_boy Young Link (look for "hierarchies"): https://sites.google.com/site/flotonic65/modding/n64zeldadoc/debugzobjdoc/object_link_child You would take each individual replacement and convert it to an F3DZEX display list using xdaniel's Model2N64. The only part which requires some sort of thinking is coming up with an offset to have the display list start at.
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Yup, that's what we meant when we said to reverse the necessary faces. If you didn't separate your collision model into groups you won't be able to have more than one different collision polygon type. I doubt you need to worry about that yet.
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You have to reverse some faces on your model.
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Something like that sounds like it'll save a lot of people from headache. You pretty much already have the hack already written, spinout, so I guess all that would be left to do is write a program which takes advantage of the hack (like the z64-tex-ext injector)... I'll definitely give the hack you're talking about a look at. The only problem I see with that idea is that I don't think many people would appreciate or be interested in it. Personally, I'm all for it but it sucks to write something and get absolutely no feedback for your hard work. The reason why I think that only a few would be interested in it is because it deals with advanced hacking (engine-rewrites, C and ASM hacks in general, actor modding, etc) and everybody here shies away from topics like that, with the exception of sakura, DeathBasket, and SanguinettiMods. This could probably be avoided by making the utility beginner-friendly in everyway possible though... I know that was one of the problems with the z64-tex-ext injector-- too much detailed shit flying everywhere.
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Tortellini. An extremely attractive girl who sucks at holding a decent conversation or a very average-looking girl who you can spend hours talking to?
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What do you guys think of an automatic actor/object adding program? I would be utilizing the file inserter's code that I'm currently writing, too.
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Nice one, Sang. Will you be releasing the source anytime soon or is that not in your plans?
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With the tools we have now, there wouldn't be any need to develop a tool for creating N64 compatible models. If anything, maybe a Google SketchUp plugin that allows you to directly export your models as an N64 display list...
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The debate got a lot more heated than I expected when I made this topic... hopefully nobody gets banned as a result of it @mzxrules, I guess I should give OoT a little slack for being the first 3D Zelda title but I will not change my opinion of thinking it is completely overrated. I think I said this awhile back to somebody else but it's apparant that we look for different things in Zelda games. You make some valid points but they're arguments that don't matter all that much to me personally. No hard feelings there, I hope. I have to admit, that "fourth hit" rule is pretty noticeable in gameplay (I still feel like a complete boss when I'm slashing with my sword though) and that wolf-Link is pretty much useless except for teleporting, killing Twili monsters, and scaring the shit out of townsfolk. You got me there, heh.
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I don't think an actor porter will ever be possible unless we have some sort of hacking-deity; external function calls, usage of MM-specific RAM addresses outside of the actor, and the entry point of the actor are the reason why actor porting isn't possible today. The entry point issue could be fixed by taking the disassembled MM actor from zOVLDis and creating an identical overlay with a different entry point with nOVL. However, the parts of the actor which deal with functions and data outside of the actor is the real problem here. You would basically need to port over all of MM's functions and then fix those functions to work with OoT-specific RAM addresses to even begin to consider porting actors So yeah, I think that will be out of the question for a -very- long time.A file inserter like you described would definitely be feasible though.
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Due to the realization that I'll be attending a university that is nationally recognized for its studies in computer science next year, I feel as if I should really put my current knowledge to the test in order to prepare for the rigor that may come. I have become aware that I've never actually released a program for N64 zelda modding besides z64-tex-ext injector (which no one really took an interest in due to only being compatible with Obj2Area and some in-game maps, limitations caused by the design and coding of the z64-tex-ext hack, and the community overall having no interest in advanced hacking). The point is that I would really like to develop a tool in order to ease the difficulty of modding, but... I have no idea what I should make because so many other tools already address most of the issues modders face today (I'm looking at you, xdaniel ). Anyways, this is where you play part: what tools do you feel the community is lacking and will make a difference in the creation of future mods? Please, throw me a bone here.
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...When you ask about Trailer 3.
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Without the "Item Highlight" the icon in the inventory screen won't have any color as if it's still disabled. You can select it but the icon will still be greyed out. As for the alternate scene loading, you know about the 0x18 scene command right? Also, I don't think that Kokiri Forest has a night time? So perhaps they're using the night scene since there isn't technically a night time in the forest. Also, I haven't looked into it but I'm pretty sure Sun's Song only works in "Outside" maps. Modifying the current time and skybox settings might reveal some insight on that.