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Everything posted by Jason777
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That's awesome! It'll only be a short while until custom maps are made...
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UPDATE: Patch and Hack Source released--NOTE: Patch does not work with PJ64! I suspect the way the hook is set up is the problem.http://www.mediafire...tlxeymccea6rr57All information about the hack can be find within the download. There is one bug with the hack so if anyone can solve it that would be awesome. Also, there were a few errors with the GS code so I editted that, too--Nemu: Normal GS Code: Enjoy
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Pretty good. The quality of the textures is a really beauty.
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Thanks for the help, sakura. After looking through another hack (for Gex 64) which had to save the contents of $ra because of multiple JAL to many functions I've picked up the basic idea of what I would have to do. I also picked up how I would assemble the hook to go along with the C-hack Of course, I would only be using a "J 0x80600000" to get the hook to run the main hack, but I would have to use a JAL to run a function which DMAs a portion of ROM to RAM (from 0x35CE040 to 0x80600000). Again, thanks for the help. I'll be delivering a patch shortly.
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So if anyone had read the URA feedback topic a few days ago, they might've seen me give a suggestion for Roc's Feather to be used as an item. Basically, it allows you to jump whenever you want. Well, I decided to try and recreate the "Replace Roll with Jump" GS code in C and modify it a little by making it still possible to Roll and to only be able to jump when the Lens of Truth is equipped. The results can be seen below in the video: At the moment there is only a GS code. It can be seen in either of the two spoilers below. Nemu GS Code (the cheat number probably has to be formatted): Normal GS Code (not sure if it works with PJ64): To use... Equip the Lens of Truth to any C-button. Now just press the D-pad equivalent to whichever C-button the Lens of Truth is equipped to. Wallah, jump whenever you want. Also, for Nemu users. If the code doesn't work for you right away, do this: Now for a few questions... Who here knows how to provide arguments to functions in MIPS assembly? I understand that registers $a0 - $a3 are for function arguments but what about functions that require more than 4 arguments? I understand that to make a function call requires a JAL... Doing that will mess up the return address, which is vital to the hack. Is there a way to save the return address for later use? Perhaps the stack pointer ($sp)? Unfortunately, I don't know how to use a stack pointer. The above questions are concerning a hook I wish to create which would help with patching. Of course, it would be easy to create the hook in C but I wish to get some more practice with assembly and possibly gain some more knowledge, too. I won't be releasing the hack source until I can provide a patch Thanks goes out to spinout for dealing with all of my questions and helping me to understand the basic concepts of creating a hack in C and what it needs to work properly. I also thank messian for helping me correctly compile some of my first hacks. Also, credit goes to ZZT32 for coming up with original "Rolling Is Replaced With Jumping" GS code: D1224780 3FA0 81224610 40FF
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Metroid Prime and Metroid Prime II: Echoes nuff' said.
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I would guess that it actually fixes all the pointers to relevant data within the display list (textures, vertices) and then does what you're asking. I haven't personally used it, though, so I can't say for sure. But it would be pretty pointless if all it did was grab the data and, without adjusting pointers, place it at the end of the file.
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Ahh, one of the many revisions of Flotonic's Display List Porter. We thank him for this late contribution.
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True, true. But once you understand how the 2 player hack works, you could possibly modify the source code to include 2 other Link players. Also, you don't really need to know any assembly language for making a hack in C unless you plan to use inline assembly or to create a short and simple hook.
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Y tambien, necesitas conocer el "format" de los comandos para la dato de un pelicula de OoT. http://wiki.spinout182.com/w/Cutscenes P.S. My Spanish isn't all that great so excuse me for any grammatical inconsistencies
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Studying RAW assembly code with absolutely no comments or knowledge of which routine/function does what or which addresses hold which data can be kind of overwhelming unless you know the address for a certain beneficial routine (like the navi spawning routine) and where exactly in the actor file it is jumped to. To tell you the truth, you would probably have a much easier time understanding how to go about doing this if you studied the source for the 2player hack created by spinout. The reason for this is because it's written in C and is a hell of alot easier to understand than straight up MIPS assembly. Once you understand what exactly is going on within the source code, all you need to do is set up gcc to compile for MIPS r4300-i. http://spinout182.com/2player/ ...and http://code.google.com/p/gzrt/wiki/Nintendo64ToolchainSetup Just sayin'
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The 2 refers to the scene number and the 00 refers to the cutscene entry.
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Great stuff here, JSA! For the weekend, I'll be testing out this tool
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A program which extracts and labels data held within cutscenes, you say? Now that'll be something to look foward to.
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That's got SeVer written all over it He's come to save us from the killer Alaska, you say?
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Code Lyoko, Yes? That's my childhood right there.
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I love rain and any other type of weather that brings moisture to the environment It makes me feel all cozy at home.
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I was acting like a jackass in class and my buddy caught it on video Watch an extremely fascinating video of a soulless ginger believe it is physically possible to have functioning upside down rolf-- I mean helicopter.
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SharpOcarina - Zelda OoT Scene Development System
Jason777 replied to xdaniel's topic in Community Projects
Sounds like a weird problem that is not to do with the program, try a different extractor. Perhaps 7-Zip would be a good one. -
If you tell me which libraries I need, I could make one for you.
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SM64 Hack: Super Mario Star Road (by Celux) and/or SM64 Hack: Super Mario 74 (by Lugmillord). https://sites.google.com/site/supermario64starroad/ https://sites.google.com/site/mrivan97ssite/sm64-hacks/super-mario-74
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Yeah, sorry if I came off as a bit snippy. I give you my apologies as well.
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Yeah, that's really obnoxious. Try not to use all caps like that, okay? And that's coming from me, the guy who would go around talking about my MOD. Light Temple MOD this, Light Temple MOD that-- you see what I'm getting at?
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That's awesome! You could try making a patch... but I don't think that's what you want to do for a change so minimal and small
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^^ A more thorough explanation of how to get Sanguinetti's Example hack running on Nemu (quote from ZZT):