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Everything posted by Jason777
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I just saw this. I'll be putting this on the wiki in a very short amount of time! As for the xx value behaving differently depending on the scene, you should probably check out the skybox camera position values pointed to by the collision header: http://wiki.spinout182.com/w/Zelda_64:_Collision_Format#Camera_Data
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https://sites.google.com/site/deathbasketslair/zelda/ocarina-of-time/hacking-information/adultchild-item-usability As for item restrictions in scenes, I know there is a gameshark code which allows you to use items inside houses that you can study... I've been trying to find it for awhile now, though.
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I've been reading the source code for this for the past hour and a half and I think I may be able to get this working with a lot of other SNES games if the user can provide the necessary audio pointers... These are the kind of programs that catch my attention It bothers me how they wrote this in C++ but there isn't any user defined objects anywhere though... Either way, kudos to the creator of it!
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A potential hierarchy editor? Definitely.
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So you're asking us to help program an OoT/MM save editor as well as help improve your SS save tool?
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They say that all the time... It sucks for you since you actually live in the area where they say they'll strike. I guess what you can do is have day where you leave no regrets. I do that from time to time and some interesting things happen.
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"PanelFlip" - a WIP PlayStation homebrew puzzler
Jason777 replied to xdaniel's topic in Community Projects
I envy your coding capabilities, xdan... -
zaneebaslave: I guess I can't really relate to you all that much... scenery is a huge deal to me. In Wind Waker, while the Great Sea did have a lont of content for the player to find the travels in between just felt bland. The most exciting thing for me which would happen from time to time were a pair of seaguls which would decide to join me for the rather long and tiresome sailing trip. In Twilight Princess I would gaze off into the mountains, admire the ancient ruins of some old Hylian structure, or notice the looming Hyrule castle in the distance. Having enemies within the field really did not make much of a difference for me. Like I said before, I love scenery and combat only plays a minor factor in Zelda-game for me (besides Boss fights). However, I do enjoy finding random caves which Twilight Princess was full of. I guess you can say that those mini pirate fortresses in Wind Waker were the equivalent of that and I did enjoy stumbling upon those. Unfortunately, it appears that we look for very different things in a Zelda game so I find it hard understanding why you hold certain things in such high regard or disregard. Jotokun: the way you structure your arguments is incredibly impressive and effective; I find myself sitting back and mumbling to myself "he's got a point there..." from time to time. See the thing about Twilight Princess is that Nintendo delivered a game that instead of being new and fresh was more of a polished and revised version of the classic Zelda formula. This is why most people say that Twilight Princess did nothing to new to the series... because it didn't. This also why not everyone will ever agree that Twilight Princess was a great game. You may complain that it's just same old same old Zelda but that's exactly why I like it. After Wind Waker some people were wanting a Zelda that had realistic graphics, inproved mechanics, and had concepts and plots like that of the classic Zeldas (almost like a Gamecube remake). When it came out it was just that-- nothing more and nothing less. This was exactly what I was looking for. You may be one of those people who is always wanting change. I generally am too, but Twilight Princess will forever hold the place of number one in my heart due to the fact that it took my nostalgia and merely enhanced it to be able to fit in with the games of its generation at the time. I guess the whole simplicity of it all has me so attached to the game. Not to completely contradict some of Blinx's previous argument but... yes, nostalgia does play a role in my love for this game. You probably think I Iike OoT 3D because of the same reasons I like TP. Hell no I don't. I guess I'm weird that way and Twilight Princess just rubs me right. It's probably because I think of Twilight Princess as the perfect "remake" under the disguise of an "original" Zelda title.
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There isn't really any technical documentation on the game that would help me... I would have to figure out everything myself which would take quite a bit of time.
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One of the complaints that people had about Wind Waker was that it was too childish and that they wanted the next game to be "dark". They did exactly this with Twilight Princess and for some reason everybody hated it... Why? I don't know. The thing with Zelda fans is that there is absolutely no way to please them all. I'll admit fetch quests are pretty annoying, but they're apart of practically every Zelda game in history. Blinx made a great argument when he pointed out that nearly everything that people bitch about in TP is present in almost every other game, too. And you say that the overworld is empty? You mean that there are only certain areas where enemies are present. It's like that in all the other ones. There's just a difference in size and aesthics. OoT was just a field. Majora's Mask was small but had more to look at than OoT. Wind Waker was huge... but pretty boring. I'll admit that Wind Waker's rendering distance so that you could see the outlines of an island from very far away was impressive, though. Twilight Princess's overworld was beautiful and huge in my opinion. Anyways, my argument is clearly biased as well as everybody else's. Oh yeah, Oracle of Seasons was my first game. And I played OoT before TP. So the argument that I hadn't grown up around the good ol' classics is useless against me.
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I understand that the Wii version of Twilight Princess was just "meh" but the Gamecube version was completely awesome in a variety of ways... -- Zant was a badass -- Dark story that doesn't require you to really think about why it's so dark (Majora's Mask) -- HUGE overworld -- Beautiful graphics -- Diverse sword combat due to the hidden moves -- Plenty of caves you could find that didn't require any extra add-ons (OoT and the stone of agony) -- Beautiful soundtrack -- Sacred Grove actually felt sacred! The only things I gripe about was that there wasn't an all-powerful sword besides the master sword, that there wasn't any elemental magic, and the limited physical motion of the player while in Wolf form. You might have already guessed this but Twilight Princess is my favorite Zelda game. Anyways, tell me why you think the game sucked or isn't all that great.
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https://sites.google.com/site/deathbasketslair/zelda/ocarina-of-time/instrument-lists
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I meant information concerning ROM offsets, data structures, and other related things... Either way, technical information seems to be scarce on this game.
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Is there anywhere I could get information on the patches?
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http://glitchkill.proboards.com/index.cgi?action=display&board=88uuuftak&thread=5406&page=1#55000
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If you ever do release the relocational data repairer, it will be of great use to me.
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I'm pretty sure that at least one of you zelda nerds (the pot calling the kettle black) have done this before... I can't seem to load up the Triforce actor. Does anybody know what I may be doing wrong? I have this actor placed on a map: Actor: 0x008B Variable: 0xFF08 Objects: 0x008E 0x008F 0x0090 0x0091 0x0092 0x0093 0x0094 0x0095 The Triforce pedestal shows up, but the actual Triforce does not:
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I was actually thinking of almost the exact same thing not too long ago. There are so many full-game hacks for SM64 and most of them are made by people with absolutely no modding experiebce whatsoever. Granted, the mods made by people who actually know what they're doing are pretty damn amazing (i.e. Star Road, SM74, etc). I was wondering why this might be when I came to the conclusion that it was the quality of the tools available for the game and the complexity of its engine. Not that OoT doesn't have great tools, I just think that the amount of content in the game is overwhelming. There's just so much that would need to be modified to make a decent hack. And we aren't really lacking in ROM documentation; I think all our information concerning RAM and routines being scattered all over the place is a major problem. Without a decent organized archive on RAM, the potential for sophisticated hacks is significantly reduced. Not to mention that high-level or low-level programmers/hackers are almost nonexistant in the zelda hacking scene (besides people who purposefully look for glitches).
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What are these models for?
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Well, he probably just played the drinking animation. Yes, it was probably a bug in the code.
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A bunch of giftcards for clothing stores A watch (not really a watch person, but it's still nice to have one) Lord of the Rings triology Blu-Ray set Cologne Money! A funny little book my mom bought as a joke Tickets to a concert that I usually attend every spring break (saves me about $70) Pretty good list of presents if you ask me... Although, my actual Christmas was quite shitty.
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How is it rare? Have you tried playing it?
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To be honest, it's actually easier to make an adult-link only mod than is the other way around. Fixing the boomerang to be used by adult link should be easy enough but the slingshot requires a bit more excessive hacking consisting of display list ports and assembly hacking (I've done this for young link and the bow). Link's actor contains a display list pointer for the deku stick, I believe.
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A game in which the Lost Woods serves as a place between worlds (Hyrule, Termina, Labrynna, etc) and time ala The Magician's Nephew.
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But then it enables the vertex normals... which I don't want