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Jason777

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Everything posted by Jason777

  1. So I realized that I never tried to code the Medusa's Glare hack mentioned earlier in the thread... Well, I took the day off and gave it a shot. It's a bit different than I imagined it and not everything I planned is in it, but it's not too bad. Little video of me showing off the way it works and some of the bugs: Changes... There is no ReDead sound. I put a BPX on the PlaySound function spinout mentioned earlier... and a break was going off every single frame and the parameters varied greatly. Perhaps another time. Instead of all type 5 actors within a certain radius freezing, I couldn't get that to work since for some reason I couldn't read the pointers to the "next" actor correctly. No display list shield swap for the Mirror Shield, you just press D-Pad Up. Since I couldn't get the audio to play, I felt like the whole point of doing this was lost Instead we have...Z-Target a certain actor. Press D-Pad Up and it freezes. Press D-Pad Up again and it unfreezes. You can only freeze one actor at a time. So don't try freezing another actor while one actor is already frozen. It'll just unfreeze. Bugs...The timer is kinda buggy/shitty so you'll find yourself pressing D-Pad Up and nothing happens every now and then. I shouldn lengthen the wait timer but I really don't care. Every now and then after freezing and unfreezing an actor, they can't harm you and/or you can't harm them. There's probably some code within that certain actor which reads if the "Logic" routine pointer is NULL and causes this effect. Download: http://www.mediafire.com/?fy63l94ld22dq(The file is called "Medusas_Glare.7z")
  2. Jason777

    This or That?

    After War Gundam X: The X makes everything cooler. Samurai X: Trust and Betrayal or the original Rurouni Kenshin series (including the 3rd arc). (Samurai X is are a couple of OVAs based on the Rurouni Kenshin series by the way...)
  3. I had this stored on a USB as well... but it seems I have lost the storage device Maybe you could recreate the patch? From what I have read, you cut a line (16 bytes) of 0x00 from the end of the DMA file, pasted it at the end of the code file, and the fixed the ROM's CRC. According to the GZRT, file #2 in the Debug ROM, dmadata.ZDATA, which ranges from the offsets 0x12F70 to 0x18F30 is the DMA file, correct? EDIT: Good guy Okami: posts links to patches when everybody needs them the most
  4. Well, summer has officially begun for me so expect screenies and updates from yours truly!
  5. I realized that people who might find this topic interesting might find the below quote and download to be somewhat useful. Also, you'll find some documentation on how z64-tex-ext works... Admins, be warned, there may be a few OoT Debug ROMs in there:
  6. Oi, I'm making a silly little console program for that.
  7. A Bodacious, Courageous, Dangerous Epiphany
  8. Yeah, I'll probably make a patch of the actual engine modification (folders "run_code" and its "hook") for simplicity's sake. The reason why I would show how to set up the compiler is to be able to compile the actual example hack and modify it to be used in other maps besides the item testing room (level select 119).
  9. @Lishy: Yeah, I'll probably be doing that this weekend. @spinout: No problem, most people don't see or can't understand how useful most of your programs/hacks are.
  10. As one can read in the video description, this is mainly just a demonstration video in which I implement the z64-tex-ext hack to a custom map. Animation is a little choppy... eh. Credit goes to spinout for z64-tex-ext: https://bitbucket.org/ottehr/z64-tex-ext/wiki/Home
  11. Does it have to be exact? It looks pretty damn good as its own texture anyways.
  12. The texture that Sanguinetti is referring to is the 32x64 16-bit RGBA located at 0x20E50 in Ice Cavern's ZMAP. I'm only assuming, though... And I put this on the shoutbox, but... Admins, would it be okay if I submitted a video tutorial on how to use z64-tex-ext to manipulate textures? It would most likely be a three part tutorial: Get MinGW compiler, get the python compiler/interpreter, set up the $PATH variable, get N64 toolchain (the one I am using). Explain stuff about the compiler and extra tools. Get z64-tex-ext hack. Modify the makefile and include paths. Teach you how to compile the hack and explain stuff about certain files. Teach you how to use the actual hack to be implemented in custom maps. This'll probably take the longest and require the most concentration.
  13. Animating textures is a bit tricky to understand. I would recommend studying the folder "hacks" in z64-tex-ext to be able to comprehend what must be done. In case you're wondering, you don't have to worry about the "run_code" or "hook" folder-- they're the actual modification of the engine. The "hack" folder is the actual texture animation process concerning the map. By the way, you can do a lot more than just do a scrolling animation; spinout only included that as an example hack. With enough experience and knowledge, you could do whatever you wanted with the texture. Getting it to compile is pretty simple after modifying the Makefile and an included build script. P.S. I've been trying to write a detailed tutorial on how to get it implemented with a map but there's just so much that I would have to cover that it's kind of overwhelming. Ask Sanguinetti, I taught him how to make and compile a very basic hack in C and that took forever.
  14. Nice model imports. It seems you've gotten display list porting down, too.
  15. Looking very green. Alot of fertilizer seems to have been dumped upon the land of Hyrule.
  16. Good stuff. I heard alot of interesting ideas and assumptions that I had never thought of myself before.
  17. Jason777

    OoT experience

    What was the last question? You seemed to have removed it..
  18. Jason777

    A New Look!

    ^^ I experience that.
  19. I am ashamed to say that I actually watched the entire video with quite a bit of interest. Seriously, I thought you were trolling for a moment there until I actually looked up the game... It does seem pretty interesting. The voice acting makes me want to cry, though. I'll download and play for about 30 minutes to give it some consideration.
  20. Thanks for the info, spinout, I wasn't sure how I would begin to look for the sound function other than looking an unknown/specific function call within a disassembled ReDead actor... so you saved me quite a bit of trouble there, thanks again.I'll be reading up on the documentation on loaded actors in the RAM, too.I was planning to spawn a deku nut instead of messing with the freeze all actors address but realized that deku nuts don't have the same effect on every enemy
  21. This is basically a place that I'll go to to post ideas and or little bits of information that I'll probably be interested in using or creating in the near future. Basically, I usually forget about a lot of mildly good ideas and this is to combat that problem For the moment, I have one particular thing in which I'm interested and currently creating... a new item which will yet again be paired with a regular item and equipped to the D-Pad. Basically what it does is it is paired with the Mirror Shield. While the shield is equipped, if you press D-pad up once, it'll freeze all enemies within a 20 unit radius, mirror shield is replaced with a new shield, redead scream sound is played, and your magic slowly decreases. You press D-pad up again to unfreeze all actors and to get the mirror shield back to normal. Medusa's Glare Basic Routine Breakdown: if shield equipped is Mirror Shield... if there is Magic... if Magic Decrease Flag is not set (0x00) if D-Pad Up is Pressed... Swap mirror shield display list with Medusa's Glare display list Play Redead Scream Sound Freeze or Stun all actors within a 20 unit radius Set Magic Decrease Flag (0x01) return else if Magic Decrease Flag is set (0x01) if D-Pad Up is Pressed... Swap Medusa's Glare display list with mirror shield display list Unfreeze or "unstun" all actors currently in a frozen/stunned state Clear Magic Decrease Flag (0x00) return Decrease Magic Amount return else return else if there is no Magic... if Magic Decrease Flag is set (0x01) Swap Medusa's Glare display list with mirror shield display list Unfreeze or "unstun" all actors currently in a frozen/stunned state Clear Magic Decrease Flag (0x00) return else return RAM Addresses to work with: 80211174 -- Make any Non-Zero value to "freeze" all actors 8015E693 -- Magic amount 8001CE60 - 80157D90 -- code.zdata (to fix some display list pointers) 80223E0B -- Number of map actors (nulled after actors are spawned iirc) 80223E18 -- Pointer to map actor list with position/rotation of stuff RAM Addresses/Functions that may need to be found are... PlaySound Function -- to play Redead Scream Shield Equipped Address -- to find out which shield is equipped Stun Flag in actor -- In case the freeze all actors address doesn't work out as planned Variables: Magic Decrease Flag ...And I'll have to import a custom display list into object_link_boy So what this means is that I'll have to distribute this via patch if ever completed.
  22. Don't actually know you personally but I do know who you are on community-wise level. The tutorials you've written were probably the first attempts I ever made at modding OoT/MM Welcome to the GCN! P.S. I also have one tutorial of yours that I haven't seen anywhere else since Maco fell down:The Stupid Arrow to Rupee Ratio ASM tutorial^^ Mind if I repost it here?
  23. Title pretty much says all. I'm thinking of doing a Blind Let's Play. For which game? I don't quite know. All I know is that I wish to do it on a game modification For those who don't know, when I say a "Blind" Let's Play, I mean I wish to go into a game I've never played before (or played much of) and record myself progressing throughout the game and experiencing many problems (frustration, ranting, cussing, etc). So here's what I've got in mind...Zelda's BirthdaySuper Mario 74Super Mario Star RoadSuper Mario 64: The Missing Stars(Yeah, I'm kind of a big SM64 fan...)But, I really wanna try Zelda's Birthday. I've been seeing a lot of videos on it recently and am amazed at how much modification went into this project. So any suggestions on which mod I should do?
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